Log: Log file open, 05/07/20 21:00:00 Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467 DevConfig: GConfig::Find has loaded file: ..\..\Engine\Config\ConsoleVariables.ini Init: Version: 12791 Init: Epic Internal: 0 Init: Compiled (64-bit): Jan 29 2015 19:35:41 Init: Changelist: 2424394 Init: Command line: -nomoviestartup -ini:UDKGame:DefaultPlayer.Name=dtdesign Init: Base directory: C:\Program Files (x86)\Renegade X\Binaries\Win64\ [0000.22] Init: Computer: [0000.22] Init: User: [0000.22] Init: CPU Page size=4096, Processors=6 [0000.22] Init: High frequency timer resolution =10.000000 MHz [0000.22] Init: Memory total: Physical=15.9GB (16GB approx) Pagefile=19.7GB Virtual=131072.0GB [0000.29] Log: Steam Client API initialized 1 [0000.49] Log: Steam Game Server API initialized 1 [0000.53] Init: WinSock: I am (192.168.184.1:0) [0000.53] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes. [0000.53] Init: Object subsystem initialized [0000.60] Log: Found D3D11 adapter 0: NVIDIA GeForce GTX 970 [0000.60] Log: Adapter has 4043MB of dedicated video memory, 0MB of dedicated system memory, and 8151MB of shared system memory [0000.64] Log: Found D3D11 adapter 1: Microsoft Basic Render Driver [0000.64] Log: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 8151MB of shared system memory [0000.66] Log: Shader platform (RHI): PC-D3D-SM3 [0000.66] Error: Error, Manifest doesn't exist: ..\..\UDKGame\Script\Manifest.txt [0000.73] Log: PhysX GPU Support: DISABLED [0000.80] Init: Initializing FaceFX... [0000.80] Init: FaceFX 1.7.4 initialized. [0000.99] Init: Waited 0.005 sec for async package '..\..\UDKGame\CookedPC\Engine.u' to complete caching. [0003.92] Init: Finished loading startup packages in 2.94 seconds [0003.93] Log: 80990 objects as part of root set at end of initial load. [0003.93] Log: 0 out of 0 bytes used by permanent object pool. [0008.49] Log: Initializing Engine... [0008.55] Init: UEngine initialized [0008.60] Init: XAudio2 using 'Lautsprecher (Realtek(R) Audio)' : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3) [0008.65] Init: XAudio2Device initialized. [0008.77] Init: Client initialized [0010.76] Log: Initializing Steamworks [0010.77] Log: Logged in as 'dtdesign' [0010.80] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0010.80] Warning: Warning, Failed to find object 'Class None.' [0010.80] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0010.80] Warning: Warning, Failed to find object 'Class None.' [0010.80] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0010.80] Warning: Warning, Failed to find object 'Class None.' [0010.80] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0010.80] Warning: Warning, Failed to find object 'Class None.' [0010.81] Log: LoadMap: RenX-FrontEndMap?Name=dtdesign?Team=255 [0010.88] Log: Game class is 'Rx_Game_MainMenu' [0010.90] Log: Primary PhysX scene will be in software. [0010.90] Log: Creating Primary PhysX Scene. [0010.91] Log: Bringing World RenX-FrontEndMap.TheWorld up for play (0) at 2020.05.07-21.00.10 [0010.92] ScriptLog: INITIAL: -1 -1 [0010.93] ScriptLog: Game profile Index was NONE [0010.94] ScriptLog: Gameplay events will not be recorded. [0010.94] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo [0010.94] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo [0010.94] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo [0010.94] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour [0010.94] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour [0010.94] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour [0010.94] ScriptLog: Failed to get GDI PT [0010.94] ScriptLog: Failed to get Nod PT [0010.94] ScriptLog: GDI:0.0000 [0010.94] ScriptLog: Failed to get GDI PT [0010.94] ScriptLog: Failed to get Nod PT [0010.94] ScriptLog: Nod:0.0000 [0010.94] ScriptLog: Rx_Game::PreBeginPlay BotClass:'Rx_Bot_Waypoints' True [0010.97] ScriptLog: Initializing Rx_GameEngine. Game Version: Open Beta 5.45 [0010.99] Rx: MAPLoaded;RenX-FrontEndMap [0010.99] Log: Bringing up level for play took: 0.105664 [0011.01] Rx: PLAYERHWID;playerGDI,256,dtdesignhwidm6004FF0000006D32 [0011.01] Rx: PLAYEREnter;GDI,256,dtdesignfromhwidm6004FF0000006D32steamid0x01100001003DAFF2 [0011.01] Rx: PLAYERTeamJoin;GDI,256,dtdesignjoinedGDIscore0last round score0.0000time0.0000 [0011.01] Log: Current scalability system settings: [0011.01] Log: StaticDecals = FALSE (Whether to allow static decals.) [0011.01] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0011.01] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0011.01] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0011.01] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0011.01] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0011.01] Log: MotionBlur = FALSE (Whether to allow motion blur.) [0011.01] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0011.01] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0011.01] Log: Bloom = TRUE (Whether to allow bloom.) [0011.01] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0011.01] Log: Distortion = TRUE (Whether to allow distortion.) [0011.01] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0011.01] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0011.01] Log: LensFlares = FALSE (Whether to allow rendering of LensFlares.) [0011.01] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0011.01] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0011.01] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0011.01] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0011.01] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0011.01] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0011.01] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0011.01] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0011.01] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0011.01] Log: MaxAnisotropy = 8 (Maximum level of anisotropy used.) [0011.01] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0011.01] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0011.01] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0011.01] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0011.01] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0011.01] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0011.01] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0011.01] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0011.01] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0011.01] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0011.01] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0011.01] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0011.01] Log: Current preference system settings: [0011.01] Log: UseVsync = TRUE (Whether to use VSync or not.) [0011.01] Log: Fullscreen = TRUE (Fullscreen.) [0011.01] Log: ResX = 1280 (Screen X resolution.) [0011.01] Log: ResY = 720 (Screen Y resolution.) [0011.01] Log: Current debug system settings: [0011.01] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0011.01] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0011.01] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0011.01] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0011.01] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0011.01] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0011.01] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0011.01] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0011.01] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0011.01] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0011.01] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0011.01] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0011.01] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0011.01] Log: MaxMultiSamples = 2 (The maximum number of MSAA samples to use.) [0011.01] Log: bAllowTemporalAA = FALSE (UKNOWN) [0011.01] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0011.01] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0011.01] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0011.01] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0011.01] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0011.01] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0011.01] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0011.01] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0011.01] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0011.01] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0011.01] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0011.01] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0011.01] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0011.01] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0011.01] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0011.01] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0011.01] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0011.01] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0011.01] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0011.01] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0011.01] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0011.01] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0011.01] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0011.01] Log: Current unknown system settings: [0011.01] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0011.01] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0011.01] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0011.01] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0011.01] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0011.01] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0011.01] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0011.01] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0011.01] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0011.01] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0011.01] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0011.01] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0011.01] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0011.01] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0011.01] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0011.01] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0011.01] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0011.01] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0011.01] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0011.01] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0011.01] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0011.01] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0011.01] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0011.01] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0011.01] Log: CSMMinimumFOV = 40 (Minimum camera FOV for CSM, this is used to prevent shadow shimmering when animating the FOV lower than the min, for example when zooming.) [0011.01] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0011.01] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0011.01] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0011.01] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0011.01] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0011.01] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0011.01] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0011.01] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0011.01] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0011.01] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0011.01] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0011.01] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0011.01] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0011.01] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0011.01] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0011.01] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0011.01] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0011.01] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0011.01] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0011.01] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0011.01] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0011.01] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0011.01] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0011.01] Log: MobileTiltShiftTransitionWidth = 0.5 (Width of transition area in the tilt shift effect, where it transitions from full focus to full blur (in percent of the screen height).) [0011.01] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0011.01] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0011.01] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0011.01] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0011.01] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0011.01] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0011.01] Log: MobileMinimizeFogShaders = FALSE (Whether to disable generating both fog shader permutations on mobile. When TRUE, it decreases load times but increases GPU cost for materials/levels with fog enabled) [0011.01] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0011.01] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0011.01] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0011.01] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0011.01] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0011.01] Log: ApexDestructionMaxFracturesProcessedPerFrame = -1 (Lets the user throttle the number of fractures processed per frame (per scene) due to destruction, as this can be quite costly. The default is 0xffffffff (unlimited).) [0011.01] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0011.01] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0011.01] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0011.01] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0011.01] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0011.01] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0011.01] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0011.01] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0011.01] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0011.01] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0011.01] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0011.01] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0011.01] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0011.01] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0011.01] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0011.01] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0011.02] Log: Listing all sound classes. [0011.02] Log: Class 'Item' has 29 resident sounds taking 2787.16 kb, and 1 real time sounds taking 8.89 kb [0011.02] Log: Class 'Vehicle' has 41 resident sounds taking 14891.49 kb, and 1 real time sounds taking 48.00 kb [0011.02] Log: Class 'Weapon' has 268 resident sounds taking 68755.68 kb, and 7 real time sounds taking 487.58 kb [0011.02] Log: Class 'Character' has 182 resident sounds taking 8698.73 kb [0011.02] Log: Class 'SFX' has 84 resident sounds taking 26261.49 kb, and 10 real time sounds taking 711.13 kb [0011.02] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0011.02] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0011.02] Log: Class 'Announcer_UI' has 26 resident sounds taking 3864.50 kb [0011.02] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0011.02] Log: Class 'Ambient' has 5 resident sounds taking 1123.96 kb, and 1 real time sounds taking 104.36 kb [0011.02] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb [0011.02] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0011.02] Log: Class 'Master' has 1 resident sounds taking 311.84 kb [0011.02] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0011.02] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0011.02] Log: Class 'Cinematic' has 6 resident sounds taking 2783.40 kb, and 3 real time sounds taking 527.70 kb [0011.02] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0011.02] Log: Class 'UnGrouped' has 574 resident sounds taking 73386.85 kb, and 108 real time sounds taking 2419.38 kb [0011.02] Log: 1510 total sounds in 18 classes [0011.02] ScriptLog: MusicComp.CurrentVolume? 0.0000 [0011.02] ScriptLog: Rx_HUD::Jukebox AutoPlay music disabled by map. [0011.02] Rx: Game has reached minimum limit for Beacon, 1 Players and 0 Bots out of 0 [0011.02] Log: ########### Finished loading level: 0.213092 seconds [0011.05] Log: Flushing async loaders. [0013.01] Log: Flushed async loaders. [0013.01] ScriptWarning: Accessed None 'TargetingBox' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:UpdateScreenCentreActor:02B7 [0013.01] ScriptWarning: Attempt to assign variable through None Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:UpdateScreenCentreActor:02CB [0013.01] ScriptWarning: Accessed None 'TargetingBox' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:UpdateHudCompoenents:0017 [0013.01] ScriptWarning: Accessed None 'PlayerNames' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:UpdateHudCompoenents:0055 [0013.01] ScriptWarning: Accessed None 'CommandText' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:UpdateHudCompoenents:00D1 [0013.01] ScriptWarning: Accessed None 'TargetingBox' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:DrawHudCompoenents:0017 [0013.01] ScriptWarning: Accessed None 'PlayerNames' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:DrawHudCompoenents:0043 [0013.01] ScriptWarning: Accessed None 'CommandText' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:PostRender:05BA [0013.01] Init: Game engine initialized [0013.01] Log: Initializing Engine Completed [0013.01] Log: >>>>>>>>>>>>>> Initial startup: 13.01s <<<<<<<<<<<<<<< [0013.03] Log: Current scalability system settings: [0013.03] Log: StaticDecals = FALSE (Whether to allow static decals.) [0013.03] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0013.03] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0013.03] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0013.03] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0013.03] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0013.03] Log: MotionBlur = FALSE (Whether to allow motion blur.) [0013.03] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0013.03] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0013.03] Log: Bloom = TRUE (Whether to allow bloom.) [0013.03] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0013.03] Log: Distortion = TRUE (Whether to allow distortion.) [0013.03] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0013.03] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0013.03] Log: LensFlares = FALSE (Whether to allow rendering of LensFlares.) [0013.03] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0013.03] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0013.03] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0013.03] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0013.03] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0013.03] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0013.03] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0013.03] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0013.03] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0013.03] Log: MaxAnisotropy = 8 (Maximum level of anisotropy used.) [0013.03] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0013.03] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0013.03] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0013.03] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0013.03] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0013.03] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0013.03] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0013.03] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0013.03] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0013.03] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0013.03] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0013.03] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0013.03] Log: Current preference system settings: [0013.03] Log: UseVsync = TRUE (Whether to use VSync or not.) [0013.03] Log: Fullscreen = TRUE (Fullscreen.) [0013.03] Log: ResX = 1280 (Screen X resolution.) [0013.03] Log: ResY = 720 (Screen Y resolution.) [0013.03] Log: Current debug system settings: [0013.03] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0013.03] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0013.03] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0013.03] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0013.03] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0013.03] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0013.03] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0013.03] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0013.03] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0013.03] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0013.03] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0013.03] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0013.03] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0013.03] Log: MaxMultiSamples = 2 (The maximum number of MSAA samples to use.) [0013.03] Log: bAllowTemporalAA = FALSE (UKNOWN) [0013.03] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0013.03] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0013.03] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0013.03] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0013.03] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0013.03] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0013.03] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0013.03] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0013.03] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0013.03] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0013.03] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0013.03] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0013.03] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0013.03] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0013.03] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0013.03] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0013.03] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0013.03] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0013.03] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0013.03] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0013.03] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0013.03] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0013.03] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0013.03] Log: Current unknown system settings: [0013.03] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0013.03] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0013.03] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0013.03] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0013.03] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0013.03] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0013.03] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0013.03] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0013.03] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0013.03] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0013.03] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0013.03] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0013.03] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0013.03] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0013.03] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0013.03] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0013.03] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0013.03] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0013.03] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0013.03] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0013.03] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0013.03] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0013.03] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0013.03] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0013.03] Log: CSMMinimumFOV = 40 (Minimum camera FOV for CSM, this is used to prevent shadow shimmering when animating the FOV lower than the min, for example when zooming.) [0013.03] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0013.03] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0013.03] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0013.03] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0013.03] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0013.03] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0013.03] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0013.03] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0013.03] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0013.03] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0013.03] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0013.03] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0013.03] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0013.03] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0013.03] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0013.03] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0013.03] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0013.03] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0013.03] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0013.03] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0013.03] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0013.03] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0013.03] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0013.03] Log: MobileTiltShiftTransitionWidth = 0.5 (Width of transition area in the tilt shift effect, where it transitions from full focus to full blur (in percent of the screen height).) [0013.03] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0013.03] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0013.03] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0013.03] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0013.03] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0013.03] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0013.03] Log: MobileMinimizeFogShaders = FALSE (Whether to disable generating both fog shader permutations on mobile. When TRUE, it decreases load times but increases GPU cost for materials/levels with fog enabled) [0013.03] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0013.03] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0013.03] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0013.03] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0013.03] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0013.03] Log: ApexDestructionMaxFracturesProcessedPerFrame = -1 (Lets the user throttle the number of fractures processed per frame (per scene) due to destruction, as this can be quite costly. The default is 0xffffffff (unlimited).) [0013.03] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0013.03] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0013.03] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0013.03] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0013.03] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0013.03] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0013.03] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0013.03] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0013.03] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0013.03] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0013.03] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0013.03] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0013.03] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0013.03] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0013.03] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0013.03] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0013.04] Log: Listing all sound classes. [0013.04] Log: Class 'Item' has 29 resident sounds taking 2787.16 kb, and 1 real time sounds taking 8.89 kb [0013.04] Log: Class 'Vehicle' has 41 resident sounds taking 14891.49 kb, and 1 real time sounds taking 48.00 kb [0013.04] Log: Class 'Weapon' has 268 resident sounds taking 68755.68 kb, and 7 real time sounds taking 487.58 kb [0013.04] Log: Class 'Character' has 182 resident sounds taking 8698.73 kb [0013.04] Log: Class 'SFX' has 84 resident sounds taking 26261.49 kb, and 10 real time sounds taking 711.13 kb [0013.04] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0013.04] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0013.04] Log: Class 'Announcer_UI' has 26 resident sounds taking 3864.50 kb [0013.04] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0013.04] Log: Class 'Ambient' has 5 resident sounds taking 1123.96 kb, and 1 real time sounds taking 104.36 kb [0013.04] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb [0013.04] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0013.04] Log: Class 'Master' has 1 resident sounds taking 311.84 kb [0013.04] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0013.04] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0013.04] Log: Class 'Cinematic' has 6 resident sounds taking 2783.40 kb, and 3 real time sounds taking 527.70 kb [0013.04] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0013.04] Log: Class 'UnGrouped' has 610 resident sounds taking 83884.04 kb, and 110 real time sounds taking 2599.97 kb [0013.04] Log: 1548 total sounds in 18 classes [0013.05] Log: Bool AmbientOcclusion set to 1 [0013.09] Log: BloomThreshold = 1 [0013.09] ScriptLog: MusicComp.CurrentVolume? 0.0000 [0013.17] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0013.17] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0015.39] GFxUI: Rx_GFxFrontEnd::Loading MultiplayerView [0017.07] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: itemDoubleClick [0017.07] ScriptLog: mapName Walls [0017.07] ScriptLog: mapFileName RenXFrontEnd.MapImage.___map-pic-cnc-walls [0017.07] ScriptLog: serverName [0017.07] ScriptLog: isFavourites False [0017.07] ScriptLog: isLocked False [0017.07] ScriptLog: isRanked True [0017.07] ScriptLog: serverLocation [0017.07] ScriptLog: serverGameType Command & Conquer (Open Beta 5.45) [0017.07] ScriptLog: playerCount 26 [0017.07] ScriptLog: botCount 0 [0017.07] ScriptLog: maxPlayers 60 [0017.07] ScriptLog: ping -1 [0017.07] ScriptLog: serverPort 7777 [0017.07] ScriptLog: serverAddress 89.163.135.210 [0017.07] ScriptLog: [Rx_GFxFrontEnd_Multiplayer] : open 89.163.135.210:7777 [0017.07] Init: WinSock: Socket queue 32768 / 32768 [0017.24] Log: LoadMap: 89.163.135.210/CNC-Walls?Name=dtdesign?Team=255?game=FPI2.FPI_Game [0017.25] Log: --- LOADING MOVIE START --- [0017.29] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate() OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0 Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE [0017.29] ScriptLog: ======================= Rx_HUD ========================= [0017.30] Rx: PLAYERExit;GDI,256,dtdesign [0017.90] Log: Missing cached shader map for material M_RockMaster_Sandblend2, quality 0, compiling. [0017.91] Warning: Warning, Failed to compile Material CNC-Walls.Materials.M_RockMaster_Sandblend2 for platform PC-D3D-SM3, Default Material will be used in game. [0019.56] Log: Primary PhysX scene will be in software. [0019.56] Log: Creating Primary PhysX Scene. [0019.69] Log: Bringing World CNC-Walls.TheWorld up for play (1429) at 2020.05.07-21.00.19 [0019.75] Log: Bringing up level for play took: 0.290859 [0019.75] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0019.75] Warning: Warning, Failed to find object 'Class None.' [0019.75] Log: PlayerController class for the pending level is PlayerController [0019.75] Log: ########### Finished loading level: 2.514299 seconds [0019.98] ScriptWarning: Accessed None 'myHUD' PlayerController CNC-Walls.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:000D [0019.98] ScriptWarning: Accessed None 'myHUD' PlayerController CNC-Walls.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:006F [0019.98] ScriptWarning: Accessed None 'myHUD' PlayerController CNC-Walls.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:000D [0019.98] ScriptWarning: Accessed None 'myHUD' PlayerController CNC-Walls.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:006F [0019.99] ScriptWarning: Accessed None 'myHUD' PlayerController CNC-Walls.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:000D [0019.99] ScriptWarning: Accessed None 'myHUD' PlayerController CNC-Walls.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:006F [0019.99] Log: --- LOADING MOVIE TIME: 2.74 sec --- [0019.99] ScriptWarning: Accessed None 'myHUD' PlayerController CNC-Walls.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:000D [0019.99] ScriptWarning: Accessed None 'myHUD' PlayerController CNC-Walls.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:006F [0020.01] ScriptWarning: Accessed None 'myHUD' PlayerController CNC-Walls.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:000D [0020.01] ScriptWarning: Accessed None 'myHUD' PlayerController CNC-Walls.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:006F [0020.03] ScriptWarning: Accessed None 'myHUD' PlayerController CNC-Walls.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:000D [0020.03] ScriptWarning: Accessed None 'myHUD' PlayerController CNC-Walls.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:006F [0020.14] Warning: Warning, Failed to load 'RX_VH_ArcherIFV': Can't find file for package 'RX_VH_ArcherIFV' while loading NULL [0020.14] Warning: Warning, CreateImport: Failed to load Outer for resource 'minirocket2': Package RX_VH_ArcherIFV.Sounds [0020.14] Warning: Warning, Failed to load 'RX_VH_SalvagedTank': Can't find file for package 'RX_VH_SalvagedTank' while loading NULL [0020.14] Warning: Warning, CreateImport: Failed to load Outer for resource 'CannonFire': Package RX_VH_SalvagedTank.Sounds [0020.14] Warning: Warning, Failed to load 'RX_VH_ArcherIFV': Can't find file for package 'RX_VH_ArcherIFV' while loading NULL [0020.14] Warning: Warning, CreateImport: Failed to load Outer for resource 'minirocket2': Package RX_VH_ArcherIFV.Sounds [0020.14] Warning: Warning, Failed to load 'RX_VH_ArcherIFV': Can't find file for package 'RX_VH_ArcherIFV' while loading NULL [0020.14] Warning: Warning, CreateImport: Failed to load Outer for resource 'minirocket2': Package RX_VH_ArcherIFV.Sounds [0020.14] Warning: Warning, Failed to load 'RX_VH_ArcherIFV': Can't find file for package 'RX_VH_ArcherIFV' while loading NULL [0020.14] Warning: Warning, CreateImport: Failed to load Outer for resource 'minirocket2': Package RX_VH_ArcherIFV.Sounds [0020.14] Warning: Warning, Failed to load 'RX_VH_ArcherIFV': Can't find file for package 'RX_VH_ArcherIFV' while loading NULL [0020.14] Warning: Warning, CreateImport: Failed to load Outer for resource 'minirocket2': Package RX_VH_ArcherIFV.Sounds [0020.14] Warning: Warning, Failed to load 'RX_VH_SalvagedTank': Can't find file for package 'RX_VH_SalvagedTank' while loading NULL [0020.14] Warning: Warning, CreateImport: Failed to load Outer for resource 'CannonFire': Package RX_VH_SalvagedTank.Sounds [0020.20] ScriptWarning: Accessed None 'PlayerReplicationInfo' FPI_Controller CNC-Walls.TheWorld:PersistentLevel.FPI_Controller_0 Function RenX_Game.Rx_Controller:PostBeginPlay:01EC [0020.21] Log: Current scalability system settings: [0020.21] Log: StaticDecals = FALSE (Whether to allow static decals.) [0020.21] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0020.21] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0020.21] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0020.21] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0020.21] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0020.21] Log: MotionBlur = FALSE (Whether to allow motion blur.) [0020.21] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0020.21] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0020.21] Log: Bloom = TRUE (Whether to allow bloom.) [0020.21] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0020.21] Log: Distortion = TRUE (Whether to allow distortion.) [0020.21] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0020.21] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0020.21] Log: LensFlares = FALSE (Whether to allow rendering of LensFlares.) [0020.21] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0020.21] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0020.21] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0020.21] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0020.21] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0020.21] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0020.21] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0020.21] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0020.21] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0020.21] Log: MaxAnisotropy = 8 (Maximum level of anisotropy used.) [0020.21] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0020.21] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0020.21] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0020.21] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0020.21] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0020.21] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0020.21] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0020.21] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0020.21] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0020.21] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0020.21] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0020.21] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0020.21] Log: Current preference system settings: [0020.21] Log: UseVsync = TRUE (Whether to use VSync or not.) [0020.21] Log: Fullscreen = TRUE (Fullscreen.) [0020.21] Log: ResX = 1280 (Screen X resolution.) [0020.21] Log: ResY = 720 (Screen Y resolution.) [0020.21] Log: Current debug system settings: [0020.21] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0020.21] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0020.21] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0020.21] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0020.21] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0020.21] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0020.21] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0020.21] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0020.21] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0020.21] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0020.21] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0020.21] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0020.21] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0020.21] Log: MaxMultiSamples = 2 (The maximum number of MSAA samples to use.) [0020.21] Log: bAllowTemporalAA = FALSE (UKNOWN) [0020.21] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0020.21] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0020.21] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0020.21] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0020.21] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0020.21] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0020.21] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0020.21] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0020.21] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0020.21] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0020.21] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0020.21] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0020.21] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0020.21] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0020.21] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0020.21] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0020.21] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0020.21] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0020.21] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0020.21] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0020.21] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0020.21] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0020.21] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0020.21] Log: Current unknown system settings: [0020.21] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0020.21] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0020.21] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0020.21] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0020.21] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0020.21] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0020.21] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0020.21] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0020.21] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0020.21] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0020.21] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0020.21] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0020.21] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0020.21] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0020.21] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0020.21] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0020.21] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0020.21] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0020.21] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0020.21] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0020.21] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0020.21] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0020.21] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0020.22] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0020.22] Log: CSMMinimumFOV = 40 (Minimum camera FOV for CSM, this is used to prevent shadow shimmering when animating the FOV lower than the min, for example when zooming.) [0020.22] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0020.22] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0020.22] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0020.22] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0020.22] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0020.22] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0020.22] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0020.22] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0020.22] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0020.22] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0020.22] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0020.22] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0020.22] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0020.22] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0020.22] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0020.22] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0020.22] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0020.22] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0020.22] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0020.22] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0020.22] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0020.22] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0020.22] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0020.22] Log: MobileTiltShiftTransitionWidth = 0.5 (Width of transition area in the tilt shift effect, where it transitions from full focus to full blur (in percent of the screen height).) [0020.22] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0020.22] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0020.22] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0020.22] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0020.22] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0020.22] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0020.22] Log: MobileMinimizeFogShaders = FALSE (Whether to disable generating both fog shader permutations on mobile. When TRUE, it decreases load times but increases GPU cost for materials/levels with fog enabled) [0020.22] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0020.22] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0020.22] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0020.22] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0020.22] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0020.22] Log: ApexDestructionMaxFracturesProcessedPerFrame = -1 (Lets the user throttle the number of fractures processed per frame (per scene) due to destruction, as this can be quite costly. The default is 0xffffffff (unlimited).) [0020.22] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0020.22] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0020.22] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0020.22] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0020.22] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0020.22] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0020.22] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0020.22] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0020.22] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0020.22] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0020.22] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0020.22] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0020.22] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0020.22] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0020.22] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0020.22] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0020.23] Log: Listing all sound classes. [0020.23] Log: Class 'Item' has 29 resident sounds taking 2787.16 kb, and 1 real time sounds taking 8.89 kb [0020.23] Log: Class 'Vehicle' has 44 resident sounds taking 15395.72 kb, and 2 real time sounds taking 92.53 kb [0020.23] Log: Class 'Weapon' has 268 resident sounds taking 68529.54 kb, and 7 real time sounds taking 487.58 kb [0020.23] Log: Class 'Character' has 182 resident sounds taking 8698.73 kb [0020.23] Log: Class 'SFX' has 82 resident sounds taking 25998.74 kb, and 10 real time sounds taking 711.13 kb [0020.23] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0020.23] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0020.23] Log: Class 'Announcer_UI' has 26 resident sounds taking 3864.50 kb [0020.23] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 23 real time sounds taking 47214.76 kb [0020.23] Log: Class 'Ambient' has 36 resident sounds taking 15229.44 kb, and 23 real time sounds taking 2969.96 kb [0020.23] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb [0020.23] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0020.23] Log: Class 'Master' has 3 resident sounds taking 930.97 kb, and 1 real time sounds taking 44.53 kb [0020.23] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0020.23] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0020.23] Log: Class 'Cinematic' has 6 resident sounds taking 2783.40 kb, and 3 real time sounds taking 527.70 kb [0020.23] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0020.23] Log: Class 'UnGrouped' has 604 resident sounds taking 88309.98 kb, and 109 real time sounds taking 2473.76 kb [0020.23] Log: 1598 total sounds in 18 classes [0020.23] ScriptLog: MusicComp.CurrentVolume? 0.0000 [0020.23] ScriptLog: Rx_HUD::Jukebox SystemSettingsHandler.bAutostartMusic:'True' [0020.23] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0020.23] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0020.23] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0020.23] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0020.24] Warning: Warning, Failed to load 'Font None.Arial': Failed to find object 'Font None.Arial' [0020.24] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0020.24] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0020.25] Error: StopLocalVoiceProcessing: Ignoring stop request for non-owning user [0020.25] ScriptLog: PositionModX : 0.0000 [0020.25] ScriptLog: PositionModY : 52.5000 [0020.25] ScriptLog: PositionModX : 0.0000 [0020.25] ScriptLog: PositionModY : 52.5000 [0020.26] ScriptWarning: Accessed None 'TopHalfAnimSlot' Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_11 Function RenX_Game.Rx_Pawn:ReplicatedEvent:0135 [0020.27] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0020.27] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0020.27] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_11 [0020.27] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0020.27] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0020.27] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_10 [0020.27] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0020.27] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0020.27] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_12 [0020.27] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0020.27] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0020.27] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0020.27] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0020.27] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0020.27] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0020.27] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0020.27] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0020.27] ScriptLog: CLIENT - PlayDestructionAnimation() refused - no animation found! [0020.27] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo [0020.27] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo [0020.27] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo [0020.27] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour [0020.27] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour [0020.27] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour [0020.28] Log: AActor::SetBase : Bone (b_hip) not found on Rx_Pawn_15 for Rx_Emit_FireDmg_0! [0020.28] Log: AActor::SetBase : Bone (b_R_ForeArm) not found on Rx_Pawn_17 for Rx_Emit_FireDmg_1! [0020.29] ScriptLog: CLIENT - PlayDestructionAnimation() refused - no animation found! [0020.30] ScriptLog: CLIENT - PlayDestructionAnimation() refused - no animation found! [0020.30] ScriptWarning: Accessed None 'PRI' FPI_HUD CNC-Walls.TheWorld:PersistentLevel.FPI_HUD_0 Function RenX_Game.Rx_HUD:GetColouredName:0010 [0020.30] ScriptWarning: Accessed None 'PRI' FPI_HUD CNC-Walls.TheWorld:PersistentLevel.FPI_HUD_0 Function RenX_Game.Rx_HUD:GetColouredName:005D [0020.30] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Walls.TheWorld:PersistentLevel.Rx_Building_Barracks_Internals_0.SkeletalMeshComponent_126 RX_BU_Barracks.Mesh.SK_BU_GDI_BAR 1 0 1 0 [0020.31] Log: WARNING: Cooking Convex For Actor: CNC-Walls.TheWorld:PersistentLevel.Rx_Pickup_Ammo_0 Component: StaticMeshComponent_77 StaticMesh: Rx_Pickups.Ammo.SM_Ammo_Medium (Scale: 1.000000 1.000000 1.000000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects. [0020.32] Log: WARNING: Cooking Convex For Actor: CNC-Walls.TheWorld:PersistentLevel.Rx_BuildingAttachment_AirElevator_0 Component: StaticMeshComponent_100 StaticMesh: RX_BU_AirStrip.Mesh.SM_BU_AirTower_Elevator (Scale: 1.000000 1.000000 1.000000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects. [0020.32] ScriptLog: CLIENT - PlayDestructionAnimation() refused - no animation found! [0020.33] ScriptLog: CLIENT - PlayDestructionAnimation() refused - no animation found! [0020.34] ScriptWarning: Accessed None 'PhysicsAssetInstance' Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 Function RenX_Game.Rx_Pawn:PlayDying:07A3 [0020.34] ScriptWarning: Accessed None 'PhysicsAssetInstance' Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 Function RenX_Game.Rx_Pawn:PlayDying:07F9 [0020.34] ScriptWarning: Accessed None 'PhysicsAssetInstance' Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 Function RenX_Game.Rx_Pawn:PlayDying:0842 [0020.34] ScriptWarning: Accessed None 'PhysicsAssetInstance' Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 Function RenX_Game.Rx_Pawn:PlayDying:089C [0020.34] Warning: GetBoneMatrix : BoneIndex(-1) out of range of SpaceBases for SkeletalMeshComponent_87 (NULL) owned by Rx_Pawn_19 [0020.34] ScriptWarning: Accessed None 'HipBodyInst' Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 Function RenX_Game.Rx_Pawn:PlayDying:0946 [0020.34] ScriptWarning: Accessed None 'HipBodyInst' Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 Function RenX_Game.Rx_Pawn:PlayDying:098A [0020.34] ScriptWarning: Accessed None 'HipBodyInst' Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 Function RenX_Game.Rx_Pawn:PlayDying:09AA [0020.34] ScriptWarning: Accessed None 'HipBodyInst' Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 Function RenX_Game.Rx_Pawn:PlayDying:09D5 [0020.34] ScriptWarning: Accessed None 'HipBodyInst' Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 Function RenX_Game.Rx_Pawn:PlayDying:09F6 [0020.34] ScriptWarning: Attempt to assign variable through None Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 Function RenX_Game.Rx_Pawn:PlayDying:0A0A [0020.34] ScriptWarning: Accessed None 'FullBodyAnimSlot' Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 Function RenX_Game.Rx_Pawn:PlayDying:0A19 [0020.34] ScriptWarning: Accessed None 'LeftLegControl' Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 Function RenX_Game.Rx_Pawn:PlayDying:0ED9 [0020.34] ScriptWarning: Accessed None 'RightLegControl' Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 Function RenX_Game.Rx_Pawn:PlayDying:0EF9 [0020.34] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0020.34] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0020.35] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0020.35] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0020.35] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0020.35] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0020.36] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0020.36] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0020.36] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0020.36] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0020.36] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0020.36] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0020.49] ScriptWarning: Accessed array 'Rx_GFxGameinfoHud_0.Teams' out of bounds (1/1) Rx_GFxGameinfoHud Transient.Rx_GFxGameinfoHud_0 Function RenX_Game.Rx_GFxGameinfoHud:UpdateScoreboardCommon:00FB [0020.49] ScriptWarning: Accessed None 'Teams' Rx_GFxGameinfoHud Transient.Rx_GFxGameinfoHud_0 Function RenX_Game.Rx_GFxGameinfoHud:UpdateScoreboardCommon:00FB [0020.49] ScriptWarning: Accessed array 'Rx_GFxGameinfoHud_0.Teams' out of bounds (1/1) Rx_GFxGameinfoHud Transient.Rx_GFxGameinfoHud_0 Function RenX_Game.Rx_GFxGameinfoHud:UpdateScoreboardCommon:0256 [0020.49] ScriptWarning: Accessed None 'Teams' Rx_GFxGameinfoHud Transient.Rx_GFxGameinfoHud_0 Function RenX_Game.Rx_GFxGameinfoHud:UpdateScoreboardCommon:0256 [0020.49] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0020.49] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0020.51] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0020.51] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0020.52] ScriptWarning: Accessed None 'FullBodyAnimSlot' Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 Function RenX_Game.Rx_Pawn:DoingDeathAnim:01C7 [0020.52] ScriptWarning: Accessed None 'SlotSeqNode' Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 Function RenX_Game.Rx_Pawn:DoingDeathAnim:01EA [0020.52] ScriptWarning: Accessed None 'PhysicsAssetInstance' Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 Function RenX_Game.Rx_Pawn:DoingDeathAnim:0256 [0020.52] ScriptWarning: Accessed None 'PhysicsAssetInstance' Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 Function RenX_Game.Rx_Pawn:DoingDeathAnim:0298 [0020.52] ScriptWarning: Accessed None 'HipBodyInst' Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 Function RenX_Game.Rx_Pawn:DoingDeathAnim:02DE [0020.52] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0020.52] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0020.52] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0020.54] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0020.54] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0020.60] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0020.60] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0020.62] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0020.62] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0020.62] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0020.63] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0020.63] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0020.63] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0020.63] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0020.65] ScriptWarning: Accessed array 'Rx_GFxHud_0.LoadingBarWidget' out of bounds (255/2) Rx_GFxHud Transient.Rx_GFxHud_0 Function RenX_Game.Rx_GFxHud:HideLoadingBar:008C [0020.65] ScriptWarning: Accessed array 'Rx_GFxHud_0.LoadingBarWidget' out of bounds (255/2) Rx_GFxHud Transient.Rx_GFxHud_0 Function RenX_Game.Rx_GFxHud:HideLoadingBar:00A4 [0020.65] ScriptWarning: Accessed array 'Rx_GFxHud_0.LoadingText' out of bounds (255/2) Rx_GFxHud Transient.Rx_GFxHud_0 Function RenX_Game.Rx_GFxHud:HideLoadingBar:00DA [0020.65] ScriptWarning: Accessed array 'Rx_GFxHud_0.LoadingText' out of bounds (255/2) Rx_GFxHud Transient.Rx_GFxHud_0 Function RenX_Game.Rx_GFxHud:HideLoadingBar:00F2 [0020.65] ScriptWarning: Accessed array 'Rx_GFxHud_0.LoadingMeterMC' out of bounds (255/2) Rx_GFxHud Transient.Rx_GFxHud_0 Function RenX_Game.Rx_GFxHud:HideLoadingBar:0123 [0020.65] ScriptWarning: Accessed array 'Rx_GFxHud_0.LoadingMeterMC' out of bounds (255/2) Rx_GFxHud Transient.Rx_GFxHud_0 Function RenX_Game.Rx_GFxHud:HideLoadingBar:013B [0020.65] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0020.65] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0020.65] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0020.65] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0020.66] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0020.66] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0020.66] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0020.67] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0020.68] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0020.68] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0020.68] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0020.69] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0020.70] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0020.70] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0020.70] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0020.71] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_7 [0020.71] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0020.72] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0020.72] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0020.72] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0020.72] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0020.73] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0020.73] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0020.73] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0020.74] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0020.75] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0020.75] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0020.75] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0020.75] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0020.76] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0020.77] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0020.77] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0020.77] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0020.77] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0020.77] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0020.78] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0020.78] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0020.78] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0020.78] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0020.79] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0020.79] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0020.79] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0020.79] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0020.79] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0020.81] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0020.81] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0020.81] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0020.81] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0020.81] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0020.82] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0020.83] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0020.83] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0020.83] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0020.83] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0020.84] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0020.84] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0020.84] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0020.84] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0020.84] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0020.85] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0020.86] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0020.86] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0020.86] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0020.86] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0020.87] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0020.88] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0020.88] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0020.88] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0020.88] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0020.89] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0020.89] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0020.89] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0020.89] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0020.89] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0020.90] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0020.91] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0020.91] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0020.91] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0020.91] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0020.92] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0020.92] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0020.92] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0020.92] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0020.92] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0020.93] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0020.93] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0020.93] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0020.93] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0020.93] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0020.94] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0020.94] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0020.94] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0020.94] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0020.95] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0020.95] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0020.95] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0020.95] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0020.95] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0020.96] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0020.96] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0020.96] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0020.96] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0020.97] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0020.97] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0020.97] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0020.97] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0020.97] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0020.98] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0020.99] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0020.99] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0020.99] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0020.99] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0021.00] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.01] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0021.01] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0021.01] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:040B [0021.01] ScriptWarning: Accessed array 'Rx_Hud_PlayerNames_0.Unit_TargetStatus' out of bounds (255/2) Rx_Hud_PlayerNames Transient.Rx_Hud_PlayerNames_0 Function RenX_Game.Rx_Hud_PlayerNames:DrawVehicleSeats:07F3 [0021.02] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.03] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.05] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.06] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionMultiplier [0021.06] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionContrast [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalSecondaryParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalSecondaryParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalSecondaryParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalSecondaryParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalSecondaryParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalSecondaryParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalSecondaryParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalSecondaryParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalSecondaryParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalSecondaryParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalSecondaryParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalSecondaryParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalSecondaryParticleValue [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: AddTranslucent_Bias [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: AddTranslucent_Bias [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Effect_Multiplier [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Stealth_Effect_Multiplier [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Visibility_Multiplier [0021.07] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Stealth_Visibility_Multiplier [0021.07] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.09] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.10] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.12] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.13] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.15] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.16] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.18] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.20] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.21] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.23] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.25] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.26] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.28] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.29] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.31] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.33] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.34] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.36] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.38] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.39] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.41] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.42] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.44] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.46] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.47] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.49] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.50] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.52] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.54] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.55] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.57] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.58] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.60] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.62] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.63] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.65] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.66] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.68] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.70] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.71] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.73] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.75] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.76] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.78] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.79] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.81] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.83] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.84] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.86] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.88] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.89] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.91] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.92] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld:PersistentLevel.Rx_Pawn_19 with skeletalmesh: NULL [0021.94] Warning: USkeletalMeshComponent::SyncActorToRBPhysics(): no PhysicsAssetInstance for Rx_Pawn CNC-Walls.TheWorld