Log: Log file open, 08/29/20 00:06:05 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 (32-bit): Jan 29 2015 19:31:11 Init: Changelist: 2424394 Init: Command line: -USEALLAVAILABLECORES -nomovie Init: Base directory: D:\Games\Renegade X\Binaries\Win32\ [0000.24] Init: Computer: AVENTADOR [0000.24] Init: User: Sterps [0000.24] Init: CPU Page size=4096, Processors=4 [0000.24] Init: High frequency timer resolution =10.000000 MHz [0000.24] Init: Memory total: Physical=15.9GB (15GB approx) Pagefile=18.3GB Virtual=4.0GB [0000.31] Log: Steam Client API initialized 1 [0000.39] Log: Steam Game Server API initialized 0 [0000.42] Init: WinSock: I am Aventador (192.168.83.1:0) [0000.42] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes. [0000.43] Init: Object subsystem initialized [0000.50] Log: Found D3D11 adapter 0: Radeon RX 570 Series [0000.50] Log: Adapter has 3072MB of dedicated video memory, 0MB of dedicated system memory, and 1023MB of shared system memory [0000.52] Log: Found D3D11 adapter 1: Intel(R) HD Graphics 4600 [0000.52] Log: Adapter has 112MB of dedicated video memory, 0MB of dedicated system memory, and 2048MB of shared system memory [0000.53] Log: Found D3D11 adapter 2: Microsoft Basic Render Driver [0000.53] Log: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 4095MB of shared system memory [0000.58] Log: Shader platform (RHI): PC-D3D-SM3 [0000.58] Error: Error, Manifest doesn't exist: ..\..\UDKGame\Script\Manifest.txt [0000.61] Log: PhysX GPU Support: DISABLED [0000.61] Init: Initializing FaceFX... [0000.61] Init: FaceFX 1.7.4 initialized. [0000.73] Init: Waited 0.006 sec for async package '..\..\UDKGame\CookedPC\Engine.u' to complete caching. [0004.78] Init: Finished loading startup packages in 4.06 seconds [0004.78] Log: 80990 objects as part of root set at end of initial load. [0004.78] Log: 0 out of 0 bytes used by permanent object pool. [0010.63] Log: Initializing Engine... [0010.68] Init: UEngine initialized [0010.71] Init: XAudio2 using 'Speakers (Sound Blaster Audigy Fx)' : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3) [0010.75] Init: XAudio2Device initialized. [0011.06] Init: Client initialized [0012.78] Log: Initializing Steamworks [0012.80] Log: Logged in as '[SWS] Sterps' [0012.82] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0012.82] Warning: Warning, Failed to find object 'Class None.' [0012.82] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0012.82] Warning: Warning, Failed to find object 'Class None.' [0012.82] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0012.82] Warning: Warning, Failed to find object 'Class None.' [0012.82] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0012.82] Warning: Warning, Failed to find object 'Class None.' [0012.83] Log: LoadMap: RenX-FrontEndMap?Name=Sterps?Team=1 [0012.92] Log: Game class is 'Rx_Game_MainMenu' [0012.93] Log: Primary PhysX scene will be in software. [0012.93] Log: Creating Primary PhysX Scene. [0012.94] Log: Bringing World RenX-FrontEndMap.TheWorld up for play (0) at 2020.08.29-00.06.18 [0012.96] ScriptLog: INITIAL: -1 -1 [0012.97] ScriptLog: Game profile Index was NONE [0012.98] ScriptLog: Gameplay events will not be recorded. [0012.98] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo [0012.98] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo [0012.98] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo [0012.98] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour [0012.98] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour [0012.98] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour [0012.98] ScriptLog: Failed to get GDI PT [0012.98] ScriptLog: Failed to get Nod PT [0012.98] ScriptLog: GDI:0.0000 [0012.98] ScriptLog: Failed to get GDI PT [0012.98] ScriptLog: Failed to get Nod PT [0012.98] ScriptLog: Nod:0.0000 [0012.98] ScriptLog: Rx_Game::PreBeginPlay BotClass:'Rx_Bot_Waypoints' True [0013.06] ScriptLog: Initializing Rx_GameEngine. Game Version: Open Beta 5.464 [0013.09] Rx: MAPLoaded;RenX-FrontEndMap [0013.09] Log: Bringing up level for play took: 0.160171 [0013.10] Rx: PLAYERHWID;playerNod,256,[SWS] SterpshwidmB380DE9400007A13 [0013.10] Rx: PLAYEREnter;Nod,256,[SWS] SterpsfromhwidmB380DE9400007A13steamid0x0110000100AB05A9 [0013.10] Rx: PLAYERTeamJoin;Nod,256,[SWS] SterpsjoinedNodscore0last round score0.0000time0.0000 [0013.10] Log: Current scalability system settings: [0013.10] Log: StaticDecals = FALSE (Whether to allow static decals.) [0013.10] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0013.10] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0013.10] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0013.10] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0013.10] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0013.10] Log: MotionBlur = FALSE (Whether to allow motion blur.) [0013.10] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0013.10] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0013.10] Log: Bloom = TRUE (Whether to allow bloom.) [0013.10] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0013.10] Log: Distortion = FALSE (Whether to allow distortion.) [0013.10] Log: DropParticleDistortion = TRUE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0013.10] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0013.10] Log: LensFlares = FALSE (Whether to allow rendering of LensFlares.) [0013.10] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0013.10] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0013.10] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0013.10] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0013.10] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0013.10] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0013.10] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0013.10] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0013.10] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0013.10] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0013.10] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0013.10] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0013.10] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0013.10] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0013.10] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0013.10] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0013.10] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0013.10] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0013.10] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0013.10] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0013.10] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0013.10] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0013.10] Log: Current preference system settings: [0013.10] Log: UseVsync = FALSE (Whether to use VSync or not.) [0013.10] Log: Fullscreen = TRUE (Fullscreen.) [0013.10] Log: ResX = 1920 (Screen X resolution.) [0013.10] Log: ResY = 1080 (Screen Y resolution.) [0013.10] Log: Current debug system settings: [0013.10] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0013.10] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0013.10] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0013.10] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0013.10] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0013.10] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0013.10] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0013.10] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0013.10] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0013.10] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0013.10] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0013.10] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0013.10] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0013.10] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0013.10] Log: bAllowTemporalAA = FALSE (UKNOWN) [0013.10] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0013.10] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0013.10] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0013.10] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0013.10] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0013.10] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0013.10] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0013.10] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0013.10] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0013.10] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0013.10] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0013.10] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0013.10] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0013.10] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0013.10] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0013.10] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0013.10] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0013.10] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0013.10] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0013.10] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0013.10] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0013.10] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0013.10] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0013.11] Log: Current unknown system settings: [0013.11] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0013.11] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0013.11] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0013.11] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0013.11] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0013.11] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0013.11] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0013.11] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0013.11] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0013.11] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0013.11] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0013.11] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0013.11] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0013.11] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0013.11] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0013.11] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0013.11] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0013.11] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0013.11] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0013.11] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0013.11] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0013.11] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0013.11] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0013.11] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0013.11] 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.) [0013.11] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0013.11] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0013.11] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0013.11] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0013.11] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0013.11] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0013.11] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0013.11] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0013.11] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0013.11] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0013.11] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0013.11] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0013.11] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0013.11] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0013.11] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0013.11] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0013.11] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0013.11] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0013.11] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0013.11] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0013.11] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0013.11] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0013.11] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0013.11] 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).) [0013.11] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0013.11] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0013.11] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0013.11] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0013.11] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0013.11] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0013.11] 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) [0013.11] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0013.11] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0013.11] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0013.11] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0013.11] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0013.11] 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).) [0013.11] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0013.11] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0013.11] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0013.11] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0013.11] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0013.11] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0013.11] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0013.11] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0013.11] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0013.11] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0013.11] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0013.11] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0013.11] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0013.11] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0013.11] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0013.11] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0013.12] Log: Listing all sound classes. [0013.12] Log: Class 'Item' has 32 resident sounds taking 3745.09 kb, and 1 real time sounds taking 8.89 kb [0013.12] Log: Class 'Vehicle' has 41 resident sounds taking 14891.49 kb, and 1 real time sounds taking 48.00 kb [0013.12] Log: Class 'Weapon' has 270 resident sounds taking 70453.30 kb, and 7 real time sounds taking 487.58 kb [0013.12] Log: Class 'Character' has 182 resident sounds taking 8698.73 kb [0013.12] Log: Class 'SFX' has 83 resident sounds taking 25892.06 kb, and 10 real time sounds taking 711.13 kb [0013.12] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0013.12] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0013.12] Log: Class 'Announcer_UI' has 26 resident sounds taking 3864.50 kb [0013.12] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0013.12] Log: Class 'Ambient' has 5 resident sounds taking 1123.96 kb, and 1 real time sounds taking 104.36 kb [0013.12] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb [0013.12] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0013.12] Log: Class 'Master' has 1 resident sounds taking 311.84 kb [0013.12] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0013.12] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0013.12] Log: Class 'Cinematic' has 6 resident sounds taking 2783.40 kb, and 3 real time sounds taking 527.70 kb [0013.12] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0013.12] Log: Class 'UnGrouped' has 575 resident sounds taking 73756.85 kb, and 108 real time sounds taking 2419.38 kb [0013.12] Log: 1515 total sounds in 18 classes [0013.25] ScriptLog: MusicComp.CurrentVolume? 0.0000 [0013.25] ScriptLog: Rx_HUD::Jukebox AutoPlay music disabled by map. [0013.25] Rx: Game has reached minimum limit for Beacon, 1 Players and 0 Bots out of 0 [0013.25] Log: ########### Finished loading level: 0.422823 seconds [0013.25] Log: Flushing async loaders. [0015.98] Log: Flushed async loaders. [0015.98] ScriptWarning: Accessed None 'TargetingBox' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:UpdateScreenCentreActor:02B7 [0015.98] ScriptWarning: Attempt to assign variable through None Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:UpdateScreenCentreActor:02CB [0015.98] ScriptWarning: Accessed None 'TargetingBox' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:UpdateHudCompoenents:0017 [0015.98] ScriptWarning: Accessed None 'PlayerNames' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:UpdateHudCompoenents:0055 [0015.98] ScriptWarning: Accessed None 'CommandText' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:UpdateHudCompoenents:00D1 [0015.98] ScriptWarning: Accessed None 'TargetingBox' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:DrawHudCompoenents:0017 [0015.98] ScriptWarning: Accessed None 'PlayerNames' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:DrawHudCompoenents:0043 [0015.98] ScriptWarning: Accessed None 'TargetingBox' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:DoSpotting:0038 [0015.98] ScriptWarning: Accessed None 'CommandText' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:PostRender:0550 [0015.98] Init: Game engine initialized [0015.98] Log: Initializing Engine Completed [0015.98] Log: >>>>>>>>>>>>>> Initial startup: 15.98s <<<<<<<<<<<<<<< [0016.03] Log: Current scalability system settings: [0016.03] Log: StaticDecals = FALSE (Whether to allow static decals.) [0016.03] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0016.03] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0016.03] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0016.03] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0016.03] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0016.03] Log: MotionBlur = FALSE (Whether to allow motion blur.) [0016.03] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0016.03] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0016.03] Log: Bloom = TRUE (Whether to allow bloom.) [0016.03] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0016.03] Log: Distortion = FALSE (Whether to allow distortion.) [0016.03] Log: DropParticleDistortion = TRUE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0016.03] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0016.03] Log: LensFlares = FALSE (Whether to allow rendering of LensFlares.) [0016.03] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0016.03] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0016.03] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0016.03] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0016.03] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0016.03] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0016.03] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0016.03] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0016.03] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0016.03] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0016.03] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0016.03] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0016.03] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0016.03] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0016.03] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0016.03] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0016.03] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0016.03] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0016.03] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0016.03] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0016.03] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0016.03] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0016.03] Log: Current preference system settings: [0016.03] Log: UseVsync = FALSE (Whether to use VSync or not.) [0016.03] Log: Fullscreen = TRUE (Fullscreen.) [0016.03] Log: ResX = 1920 (Screen X resolution.) [0016.03] Log: ResY = 1080 (Screen Y resolution.) [0016.03] Log: Current debug system settings: [0016.03] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0016.03] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0016.03] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0016.03] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0016.03] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0016.03] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0016.03] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0016.03] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0016.03] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0016.03] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0016.03] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0016.03] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0016.03] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0016.03] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0016.03] Log: bAllowTemporalAA = FALSE (UKNOWN) [0016.03] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0016.03] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0016.03] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0016.03] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0016.03] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0016.03] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0016.03] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0016.03] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0016.03] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0016.03] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0016.03] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0016.03] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0016.03] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0016.03] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0016.03] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0016.03] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0016.03] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0016.03] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0016.03] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0016.03] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0016.03] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0016.03] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0016.03] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0016.03] Log: Current unknown system settings: [0016.03] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0016.03] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0016.03] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0016.03] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0016.03] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0016.03] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0016.03] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0016.03] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0016.03] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0016.03] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0016.03] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0016.03] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0016.03] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0016.03] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0016.03] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0016.03] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0016.03] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0016.03] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0016.03] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0016.04] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0016.04] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0016.04] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0016.04] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0016.04] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0016.04] 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.) [0016.04] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0016.04] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0016.04] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0016.04] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0016.04] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0016.04] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0016.04] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0016.04] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0016.04] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0016.04] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0016.04] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0016.04] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0016.04] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0016.04] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0016.04] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0016.04] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0016.04] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0016.04] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0016.04] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0016.04] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0016.04] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0016.04] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0016.04] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0016.04] 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).) [0016.04] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0016.04] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0016.04] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0016.04] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0016.04] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0016.04] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0016.04] 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) [0016.04] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0016.04] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0016.04] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0016.04] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0016.04] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0016.04] 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).) [0016.04] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0016.04] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0016.04] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0016.04] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0016.04] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0016.04] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0016.04] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0016.04] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0016.04] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0016.04] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0016.04] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0016.04] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0016.04] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0016.04] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0016.04] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0016.04] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0016.04] Log: Listing all sound classes. [0016.04] Log: Class 'Item' has 32 resident sounds taking 3745.09 kb, and 1 real time sounds taking 8.89 kb [0016.04] Log: Class 'Vehicle' has 41 resident sounds taking 14891.49 kb, and 1 real time sounds taking 48.00 kb [0016.04] Log: Class 'Weapon' has 270 resident sounds taking 70453.30 kb, and 7 real time sounds taking 487.58 kb [0016.04] Log: Class 'Character' has 182 resident sounds taking 8698.73 kb [0016.04] Log: Class 'SFX' has 83 resident sounds taking 25892.06 kb, and 10 real time sounds taking 711.13 kb [0016.04] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0016.04] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0016.04] Log: Class 'Announcer_UI' has 26 resident sounds taking 3864.50 kb [0016.04] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0016.04] Log: Class 'Ambient' has 5 resident sounds taking 1123.96 kb, and 1 real time sounds taking 104.36 kb [0016.04] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb [0016.04] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0016.04] Log: Class 'Master' has 1 resident sounds taking 311.84 kb [0016.04] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0016.04] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0016.04] Log: Class 'Cinematic' has 6 resident sounds taking 2783.40 kb, and 3 real time sounds taking 527.70 kb [0016.04] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0016.04] Log: Class 'UnGrouped' has 611 resident sounds taking 84254.04 kb, and 110 real time sounds taking 2599.97 kb [0016.04] Log: 1553 total sounds in 18 classes [0016.07] Log: Bool AmbientOcclusion set to 1 [0016.20] Log: BloomThreshold = 0.8 [0016.23] ScriptLog: MusicComp.CurrentVolume? 0.0000 [0016.35] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0016.35] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0016.35] ScriptLog: Rx_UDPLink: Encounted serious error: 10022 [0016.35] ScriptLog: Rx_UDPLink ReadBinary() Is Serious [0016.37] Warning: Failed to find function RecoverVignette for timer in actor Rx_HUD_0 [0016.37] Warning: Failed to find function AttamptCacheBuildings for timer in actor Rx_HUD_0 [0022.34] Log: Assembled 602 auto-complete commands, manual: 92, exec: 482, kismet: 0 [0023.16] Log: Closing by request [0023.16] Log: appRequestExit(0) [0023.23] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate() OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0 Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE [0023.24] Exit: Preparing to exit. [0023.78] Exit: Game engine shut down [0023.96] Exit: Windows client shut down [0023.96] Exit: XAudio2 Device shut down. [0024.17] Exit: Object subsystem successfully closed. [0024.21] Log: Shutting down FaceFX... [0024.21] Log: FaceFX shutdown. [0024.34] Exit: Exiting. [0024.34] Log: Log file closed, 08/29/20 00:06:29