Log: Log file open, 12/30/20 22:27:31 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=Fishyshoe Init: Base directory: C:\Program Files (x86)\Renegade X\Binaries\Win64\ [0000.56] Init: Computer: GANTRITHOR [0000.56] Init: User: pc [0000.56] Init: CPU Page size=4096, Processors=12 [0000.56] Init: High frequency timer resolution =10.000000 MHz [0000.56] Init: Memory total: Physical=31.9GB (32GB approx) Pagefile=36.7GB Virtual=131072.0GB [0000.56] Log: Steam Client API initialized 0 [0000.56] Log: Steam Game Server API initialized 0 [0000.58] Init: WinSock: I am Gantrithor (172.16.40.176:0) [0000.58] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes. [0000.58] Init: Object subsystem initialized [0000.73] Log: Found D3D11 adapter 0: NVIDIA GeForce RTX 2080 Ti [0000.73] Log: Adapter has 11048MB of dedicated video memory, 0MB of dedicated system memory, and 16349MB of shared system memory [0000.75] Log: Found D3D11 adapter 1: Microsoft Basic Render Driver [0000.75] Log: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 16349MB of shared system memory [0000.78] Log: Shader platform (RHI): PC-D3D-SM3 [0000.78] Error: Error, Manifest doesn't exist: ..\..\UDKGame\Script\Manifest.txt [0000.80] Log: PhysX GPU Support: ENABLED [0000.95] Init: Initializing FaceFX... [0000.95] Init: FaceFX 1.7.4 initialized. [0001.05] Init: Waited 0.004 sec for async package '..\..\UDKGame\CookedPC\Engine.u' to complete caching. [0004.11] Init: Finished loading startup packages in 3.08 seconds [0004.11] Log: 80990 objects as part of root set at end of initial load. [0004.11] Log: 0 out of 0 bytes used by permanent object pool. [0011.54] Log: Initializing Engine... [0011.59] Init: UEngine initialized [0011.62] Init: XAudio2 using 'VoiceMeeter Input (VB-Audio VoiceMeeter VAIO)' : 2 channels at 48 kHz using 24 bits per sample (channel mask 0x3) [0011.65] Init: XAudio2Device initialized. [0011.73] Init: Client initialized [0013.36] Log: Steam Client API is unavailable [0013.41] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0013.41] Warning: Warning, Failed to find object 'Class None.' [0013.41] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0013.41] Warning: Warning, Failed to find object 'Class None.' [0013.41] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0013.41] Warning: Warning, Failed to find object 'Class None.' [0013.41] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0013.41] Warning: Warning, Failed to find object 'Class None.' [0013.41] Log: LoadMap: RenX-FrontEndMap?Name=Fishyshoe?Team=0 [0013.69] Log: Game class is 'Rx_Game_MainMenu' [0013.71] Log: Primary PhysX scene will be in software. [0013.71] Log: Creating Primary PhysX Scene. [0013.73] Log: Bringing World RenX-FrontEndMap.TheWorld up for play (0) at 2020.12.30-22.27.45 [0013.74] ScriptLog: INITIAL: -1 -1 [0013.75] ScriptLog: Game profile Index was NONE [0013.76] ScriptLog: Gameplay events will not be recorded. [0013.76] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo [0013.76] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo [0013.76] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo [0013.76] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour [0013.76] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour [0013.76] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour [0013.76] ScriptLog: Failed to get GDI PT [0013.76] ScriptLog: Failed to get Nod PT [0013.76] ScriptLog: GDI:0.0000 [0013.76] ScriptLog: Failed to get GDI PT [0013.76] ScriptLog: Failed to get Nod PT [0013.76] ScriptLog: Nod:0.0000 [0013.76] ScriptLog: Rx_Game::PreBeginPlay BotClass:'Rx_Bot_Waypoints' True [0014.06] ScriptLog: Initializing Rx_GameEngine. Game Version: Open Beta 5.469d [0014.07] Rx: MAPLoaded;RenX-FrontEndMap [0014.07] Log: Bringing up level for play took: 0.363588 [0014.07] ScriptWarning: Accessed None 'Profile' UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_0 Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0134 [0014.07] ScriptWarning: Accessed None 'Profile' UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_0 Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0168 [0014.07] Rx: PLAYERHWID;playerGDI,256,FishyshoehwidmE15ED5E00000E438 [0014.07] Rx: PLAYEREnter;GDI,256,FishyshoefromhwidmE15ED5E00000E438nosteam [0014.07] Rx: PLAYERTeamJoin;GDI,256,FishyshoejoinedGDIscore0last round score0.0000time0.0000 [0014.07] Log: Current scalability system settings: [0014.07] Log: StaticDecals = FALSE (Whether to allow static decals.) [0014.07] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0014.07] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0014.07] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0014.07] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0014.07] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0014.07] Log: MotionBlur = TRUE (Whether to allow motion blur.) [0014.07] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0014.07] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0014.07] Log: Bloom = TRUE (Whether to allow bloom.) [0014.07] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0014.07] Log: Distortion = TRUE (Whether to allow distortion.) [0014.07] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0014.07] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0014.07] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0014.07] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0014.07] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0014.07] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0014.07] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0014.07] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0014.07] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0014.07] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0014.07] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0014.07] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0014.07] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0014.07] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0014.07] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0014.07] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0014.07] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0014.07] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0014.07] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0014.07] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0014.07] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0014.07] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0014.07] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0014.07] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0014.07] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0014.07] Log: Current preference system settings: [0014.07] Log: UseVsync = FALSE (Whether to use VSync or not.) [0014.07] Log: Fullscreen = TRUE (Fullscreen.) [0014.07] Log: ResX = 2560 (Screen X resolution.) [0014.07] Log: ResY = 1440 (Screen Y resolution.) [0014.07] Log: Current debug system settings: [0014.07] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0014.07] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0014.07] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0014.07] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0014.07] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0014.07] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0014.07] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0014.07] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0014.07] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0014.07] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0014.07] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0014.07] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0014.07] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0014.07] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0014.07] Log: bAllowTemporalAA = FALSE (UKNOWN) [0014.07] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0014.07] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0014.07] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0014.07] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0014.07] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0014.07] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0014.07] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0014.07] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0014.07] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0014.07] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0014.07] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0014.07] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0014.07] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0014.07] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0014.07] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0014.07] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0014.07] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0014.07] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0014.07] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0014.07] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0014.07] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0014.07] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0014.07] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0014.07] Log: Current unknown system settings: [0014.07] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0014.07] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0014.07] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0014.07] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0014.07] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0014.07] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0014.07] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0014.07] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0014.07] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0014.07] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0014.07] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0014.07] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0014.07] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0014.07] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0014.07] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0014.07] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0014.07] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0014.07] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0014.07] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0014.07] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0014.07] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0014.07] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0014.07] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0014.07] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0014.07] 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.) [0014.07] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0014.07] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0014.07] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0014.07] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0014.07] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0014.07] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0014.07] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0014.07] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0014.07] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0014.07] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0014.07] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0014.07] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0014.07] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0014.07] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0014.07] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0014.07] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0014.07] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0014.07] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0014.07] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0014.07] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0014.07] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0014.07] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0014.07] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0014.07] 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).) [0014.07] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0014.07] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0014.07] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0014.07] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0014.07] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0014.07] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0014.07] 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) [0014.07] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0014.07] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0014.07] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0014.07] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0014.07] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0014.07] 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).) [0014.07] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0014.07] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0014.07] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0014.07] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0014.07] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0014.07] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0014.07] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0014.07] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0014.07] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0014.07] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0014.07] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0014.07] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0014.07] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0014.07] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0014.07] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0014.07] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0014.08] Log: Listing all sound classes. [0014.08] Log: Class 'Item' has 32 resident sounds taking 3745.09 kb, and 1 real time sounds taking 8.89 kb [0014.08] Log: Class 'Vehicle' has 37 resident sounds taking 11340.84 kb, and 1 real time sounds taking 48.00 kb [0014.08] Log: Class 'Weapon' has 277 resident sounds taking 74726.63 kb, and 7 real time sounds taking 487.58 kb [0014.08] Log: Class 'Character' has 182 resident sounds taking 8698.73 kb [0014.08] Log: Class 'SFX' has 80 resident sounds taking 25169.38 kb, and 10 real time sounds taking 711.13 kb [0014.08] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0014.08] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0014.08] Log: Class 'Announcer_UI' has 26 resident sounds taking 3864.50 kb [0014.08] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0014.08] Log: Class 'Ambient' has 5 resident sounds taking 1123.96 kb, and 1 real time sounds taking 104.36 kb [0014.08] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb [0014.08] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0014.08] Log: Class 'Master' has 1 resident sounds taking 311.84 kb [0014.08] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0014.08] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0014.08] Log: Class 'Cinematic' has 6 resident sounds taking 2783.40 kb, and 3 real time sounds taking 527.70 kb [0014.08] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0014.08] Log: Class 'UnGrouped' has 611 resident sounds taking 84307.29 kb, and 110 real time sounds taking 2599.97 kb [0014.08] Log: 1553 total sounds in 18 classes [0017.33] ScriptLog: Rx_HUD::Jukebox AutoPlay music disabled by map. [0017.33] Rx: Game has reached minimum limit for Beacon, 1 Players and 0 Bots out of 0 [0017.33] Log: ########### Finished loading level: 3.913170 seconds [0017.37] Log: Flushing async loaders. [0020.12] Log: Flushed async loaders. [0020.12] ScriptWarning: Accessed None 'TargetingBox' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:UpdateScreenCentreActor:02B7 [0020.12] ScriptWarning: Attempt to assign variable through None Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:UpdateScreenCentreActor:02CB [0020.12] ScriptWarning: Accessed None 'TargetingBox' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:UpdateHudCompoenents:0017 [0020.12] ScriptWarning: Accessed None 'PlayerNames' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:UpdateHudCompoenents:0055 [0020.12] ScriptWarning: Accessed None 'CommandText' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:UpdateHudCompoenents:00D1 [0020.12] ScriptWarning: Accessed None 'TargetingBox' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:DrawHudCompoenents:0017 [0020.12] ScriptWarning: Accessed None 'PlayerNames' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:DrawHudCompoenents:0043 [0020.12] ScriptWarning: Accessed None 'TargetingBox' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:DoSpotting:0038 [0020.12] ScriptWarning: Accessed None 'CommandText' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:PostRender:0618 [0020.12] Init: Game engine initialized [0020.12] Log: Initializing Engine Completed [0020.12] Log: >>>>>>>>>>>>>> Initial startup: 20.12s <<<<<<<<<<<<<<< [0020.13] Log: Current scalability system settings: [0020.13] Log: StaticDecals = FALSE (Whether to allow static decals.) [0020.13] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0020.13] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0020.13] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0020.13] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0020.13] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0020.13] Log: MotionBlur = TRUE (Whether to allow motion blur.) [0020.13] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0020.13] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0020.13] Log: Bloom = TRUE (Whether to allow bloom.) [0020.13] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0020.13] Log: Distortion = TRUE (Whether to allow distortion.) [0020.13] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0020.13] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0020.13] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0020.13] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0020.13] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0020.13] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0020.13] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0020.13] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0020.13] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0020.13] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0020.13] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0020.13] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0020.13] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0020.13] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0020.13] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0020.13] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0020.13] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0020.13] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0020.13] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0020.13] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0020.13] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0020.13] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0020.13] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0020.13] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0020.13] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0020.13] Log: Current preference system settings: [0020.13] Log: UseVsync = FALSE (Whether to use VSync or not.) [0020.13] Log: Fullscreen = TRUE (Fullscreen.) [0020.13] Log: ResX = 2560 (Screen X resolution.) [0020.13] Log: ResY = 1440 (Screen Y resolution.) [0020.13] Log: Current debug system settings: [0020.13] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0020.13] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0020.13] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0020.13] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0020.13] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0020.13] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0020.13] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0020.13] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0020.13] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0020.13] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0020.13] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0020.13] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0020.13] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0020.13] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0020.13] Log: bAllowTemporalAA = FALSE (UKNOWN) [0020.13] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0020.13] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0020.13] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0020.13] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0020.13] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0020.13] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0020.13] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0020.13] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0020.13] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0020.13] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0020.13] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0020.13] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0020.13] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0020.13] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0020.13] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0020.13] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0020.13] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0020.13] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0020.13] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0020.13] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0020.13] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0020.13] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0020.13] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0020.13] Log: Current unknown system settings: [0020.13] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0020.13] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0020.13] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0020.13] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0020.13] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0020.13] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0020.13] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0020.13] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0020.13] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0020.13] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0020.13] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0020.13] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0020.13] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0020.13] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0020.13] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0020.13] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0020.13] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0020.13] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0020.13] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0020.13] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0020.13] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0020.13] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0020.13] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0020.13] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0020.13] 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.) [0020.13] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0020.13] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0020.13] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0020.13] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0020.13] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0020.13] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0020.13] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0020.13] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0020.13] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0020.13] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0020.13] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0020.13] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0020.13] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0020.13] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0020.13] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0020.13] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0020.13] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0020.13] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0020.13] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0020.13] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0020.13] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0020.13] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0020.13] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0020.13] 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).) [0020.13] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0020.13] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0020.13] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0020.13] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0020.13] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0020.13] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0020.13] 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) [0020.13] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0020.13] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0020.13] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0020.13] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0020.13] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0020.13] 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).) [0020.13] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0020.13] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0020.13] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0020.13] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0020.13] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0020.13] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0020.13] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0020.13] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0020.13] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0020.13] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0020.13] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0020.13] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0020.13] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0020.13] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0020.13] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0020.13] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0020.14] Log: Listing all sound classes. [0020.14] Log: Class 'Item' has 32 resident sounds taking 3745.09 kb, and 1 real time sounds taking 8.89 kb [0020.14] Log: Class 'Vehicle' has 37 resident sounds taking 11340.84 kb, and 1 real time sounds taking 48.00 kb [0020.14] Log: Class 'Weapon' has 277 resident sounds taking 74726.63 kb, and 7 real time sounds taking 487.58 kb [0020.14] Log: Class 'Character' has 182 resident sounds taking 8698.73 kb [0020.14] Log: Class 'SFX' has 80 resident sounds taking 25169.38 kb, and 10 real time sounds taking 711.13 kb [0020.14] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0020.14] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0020.14] Log: Class 'Announcer_UI' has 26 resident sounds taking 3864.50 kb [0020.14] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0020.14] Log: Class 'Ambient' has 5 resident sounds taking 1123.96 kb, and 1 real time sounds taking 104.36 kb [0020.14] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb [0020.14] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0020.14] Log: Class 'Master' has 1 resident sounds taking 311.84 kb [0020.14] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0020.14] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0020.14] Log: Class 'Cinematic' has 6 resident sounds taking 2783.40 kb, and 3 real time sounds taking 527.70 kb [0020.14] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0020.14] Log: Class 'UnGrouped' has 611 resident sounds taking 84307.29 kb, and 110 real time sounds taking 2599.97 kb [0020.14] Log: 1553 total sounds in 18 classes [0020.15] Log: Bool AmbientOcclusion set to 1 [0020.21] Log: BloomThreshold = 0.8 [0021.75] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0021.75] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0021.76] Warning: Failed to find function RecoverVignette for timer in actor Rx_HUD_0 [0024.48] GFxUI: Rx_GFxFrontEnd::Loading SkirmishView [0024.48] ScriptLog: Name - Arctic Stronghold [0024.48] ScriptLog: Name - Canyon [0024.48] ScriptLog: Name - Cliff Side [0024.48] ScriptLog: Name - Complex [0024.48] ScriptLog: Name - Crash Site [0024.48] ScriptLog: Name - Daybreak [0024.48] ScriptLog: Name - Desolation [0024.48] ScriptLog: Name - Eyes [0024.48] ScriptLog: Name - Field - Winter [0024.48] ScriptLog: Name - Field X [0024.48] ScriptLog: Name - Forest - Winter [0024.48] ScriptLog: Name - Fort [0024.48] ScriptLog: Name - Goldrush [0024.48] ScriptLog: Name - Hourglass [0024.48] ScriptLog: Name - Islands [0024.48] ScriptLog: Name - Islands X [0024.48] ScriptLog: Name - Lake Side - Winter [0024.48] ScriptLog: Name - Mesa [0024.48] ScriptLog: Name - Oasis [0024.48] ScriptLog: Name - Outposts [0024.48] ScriptLog: Name - Reservoir - Winter [0024.48] ScriptLog: Name - Snow [0024.48] ScriptLog: Name - Snow X [0024.48] ScriptLog: Name - Steppe [0024.48] ScriptLog: Name - Storm [0024.48] ScriptLog: Name - Tomb [0024.48] ScriptLog: Name - Toxicity [0024.48] ScriptLog: Name - Tunnels [0024.48] ScriptLog: Name - Under [0024.48] ScriptLog: Name - Uphill [0024.48] ScriptLog: Name - Volcano [0024.48] ScriptLog: Name - Walls - Winter [0024.48] ScriptLog: Name - Whiteout [0024.48] ScriptLog: Name - Xmountain [0024.48] ScriptLog: Name - Arctic Stronghold [0024.48] ScriptLog: Name - Canyon [0024.48] ScriptLog: Name - Cliff Side [0024.48] ScriptLog: Name - Complex [0024.48] ScriptLog: Name - Crash Site [0024.48] ScriptLog: Name - Daybreak [0024.48] ScriptLog: Name - Desolation [0024.48] ScriptLog: Name - Eyes [0024.48] ScriptLog: Name - Field - Winter [0024.48] ScriptLog: Name - Field X [0024.48] ScriptLog: Name - Forest - Winter [0024.48] ScriptLog: Name - Fort [0024.48] ScriptLog: Name - Goldrush [0024.48] ScriptLog: Name - Hourglass [0024.48] ScriptLog: Name - Islands [0024.48] ScriptLog: Name - Islands X [0024.48] ScriptLog: Name - Lake Side - Winter [0024.48] ScriptLog: Name - Mesa [0024.48] ScriptLog: Name - Oasis [0024.48] ScriptLog: Name - Outposts [0024.48] ScriptLog: Name - Reservoir - Winter [0024.48] ScriptLog: Name - Snow [0024.48] ScriptLog: Name - Snow X [0024.48] ScriptLog: Name - Steppe [0024.48] ScriptLog: Name - Storm [0024.48] ScriptLog: Name - Tomb [0024.48] ScriptLog: Name - Toxicity [0024.48] ScriptLog: Name - Tunnels [0024.48] ScriptLog: Name - Under [0024.48] ScriptLog: Name - Uphill [0024.48] ScriptLog: Name - Volcano [0024.48] ScriptLog: Name - Walls - Winter [0024.48] ScriptLog: Name - Whiteout [0024.48] ScriptLog: Name - Xmountain [0042.53] ScriptLog: OutURL is: NC-Hourglass?Team=1?Numplay=16?GDIBotCount=8?NODBotCount=7?GDIDifficulty=3?NODDifficulty=3?GDIAttackingStrengh=75?NodAttackingStrengh=75?StartingCredits=150?TimeLimit=35?MineLimit=30?VehicleLimit=7?IsFriendlyfire=False?CanRepairBuildings=False?HasBaseDestruction=False?HasEndGamePedistal=False?HasTimeLimitExpiry=False False [0042.53] ScriptLog: Command: ->> open CNC-Hourglass?Team=1?Numplay=16?GDIBotCount=8?NODBotCount=7?GDIDifficulty=3?NODDifficulty=3?GDIAttackingStrengh=75?NodAttackingStrengh=75?StartingCredits=150?TimeLimit=35?MineLimit=30?VehicleLimit=7?IsFriendlyfire=False?CanRepairBuildings=False?HasBaseDestruction=False?HasEndGamePedistal=False?HasTimeLimitExpiry=False [0042.54] Log: LoadMap: CNC-Hourglass?Name=Fishyshoe?Team=1?Numplay=16?GDIBotCount=8?NODBotCount=7?GDIDifficulty=3?NODDifficulty=3?GDIAttackingStrengh=75?NodAttackingStrengh=75?StartingCredits=150?TimeLimit=35?MineLimit=30?VehicleLimit=7?IsFriendlyfire=False?CanRepairBuildings=False?HasBaseDestruction=False?HasEndGamePedistal=False?HasTimeLimitExpiry=False [0042.55] Log: --- LOADING MOVIE START --- [0042.56] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate() OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0 Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE [0042.57] ScriptLog: ======================= Rx_HUD ========================= [0042.57] Rx: PLAYERExit;GDI,256,Fishyshoe [0043.90] Log: Incomplete cached shader map for material Grave10_Mat, quality 0, compiling. [0044.36] Log: Incomplete cached shader map for material Grave11_Mat, quality 0, compiling. [0044.73] Log: Incomplete cached shader map for material Grave3_Mat, quality 0, compiling. [0045.06] Log: Incomplete cached shader map for material MDecal_Scorched_01, quality 0, compiling. [0045.19] Log: Incomplete cached shader map for material Grave6_Mat, quality 0, compiling. [0045.48] Log: Incomplete cached shader map for material Grave1_Mat, quality 0, compiling. [0045.79] Log: Incomplete cached shader map for material Grave2_Mat, quality 0, compiling. [0046.08] Log: Incomplete cached shader map for material WaterStain001_DecalMat, quality 0, compiling. [0046.20] Log: Incomplete cached shader map for material Grave4_Mat, quality 0, compiling. [0046.48] Log: Incomplete cached shader map for material Grave5_Mat, quality 0, compiling. [0046.77] Log: Incomplete cached shader map for material Grave7_Mat, quality 0, compiling. [0047.07] Log: Incomplete cached shader map for material Grave9_Mat, quality 0, compiling. [0047.40] Log: Incomplete cached shader map for material Grave8_Mat, quality 0, compiling. [0049.09] Log: Game class is 'Rx_Game' [0049.10] Warning: Warning, Material RX_WP_VoltAutoRifle.Materials.M_Volt_Sight missing bUsedWithStaticLighting=True! [0049.10] Warning: Warning, Material RX_WP_VoltAutoRifle.Materials.M_Volt_Crossair missing bUsedWithStaticLighting=True! [0049.15] Log: MIC::SetVectorParameterValue : Modifying 'FogVolumeMMaterial_White_OrangeLight' during gameplay. ParamName: EmissiveColor [0049.20] Log: Primary PhysX scene will be in software. [0049.20] Log: Creating Primary PhysX Scene. [0049.28] Log: Bringing World CNC-Hourglass.TheWorld up for play (0) at 2020.12.30-22.28.20 [0049.30] ScriptLog: INITIAL: -1 -1 [0049.31] ScriptLog: Game profile Index was NONE [0049.31] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0049.31] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0049.31] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0049.31] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0049.31] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0049.31] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0049.31] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0049.31] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0049.31] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0049.31] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0049.31] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0049.31] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0049.31] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0049.31] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0049.31] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0049.31] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0049.32] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0049.32] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0049.32] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0049.32] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0049.32] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0049.32] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0049.32] ScriptLog: Gameplay events will not be recorded. [0049.32] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo [0049.32] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo [0049.32] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo [0049.32] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour [0049.32] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour [0049.32] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour [0049.32] ScriptLog: GDI:0.7500 [0049.32] ScriptLog: Nod:0.7500 [0049.32] ScriptLog: Rx_Game::PreBeginPlay BotClass:'Rx_Bot_Waypoints' True [0049.35] ScriptLog: Rx_SentinelWeapon_AGT_MG_0 upgrade... [0049.35] ScriptLog: Rx_SentinelWeapon_AGT_MG_1 upgrade... [0049.35] ScriptLog: Rx_SentinelWeapon_AGT_MG_2 upgrade... [0049.35] ScriptLog: Rx_SentinelWeapon_AGT_MG_3 upgrade... [0049.35] ScriptLog: Rx_SentinelWeapon_AGT_RocketPod_0 upgrade... [0049.36] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Hourglass.TheWorld:PersistentLevel.Rx_Building_Barracks_Internals_0.SkeletalMeshComponent_4 RX_BU_Barracks.Mesh.SK_BU_GDI_BAR 1 0 1 0 [0049.37] PerfWarning: bClothUseCompartment not set, no HW acceleration. SkeletalMeshComponent: SkeletalMeshComponent_4, SkeletalMesh: SK_BU_GDI_BAR [0049.37] Log: WARNING: Cooking Convex For Actor: CNC-Hourglass.TheWorld:PersistentLevel.Rx_BuildingAttachment_BeaconPedestal_0 Component: StaticMeshComponent_85 StaticMesh: RX_Deco_BuildingAssets.StaticMeshes.BuildingAssets_EndGamePedestal (Scale: 1.000000 1.000000 1.000000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects. [0049.37] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_BeaconPedestal At 10424.25,2933.85,28.27 With a Rotation of 0,-32768,0 [0049.42] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_BeaconPedestal At -7954.32,3835.12,225.72 With a Rotation of 0,-32768,0 [0049.46] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Hourglass.TheWorld:PersistentLevel.Rx_Building_Silo_Internals_0.SkeletalMeshComponent_30 RX_BU_Silo.Meshes.SK_BU_Silo 1 0 1 0 [0049.46] PerfWarning: bClothUseCompartment not set, no HW acceleration. SkeletalMeshComponent: SkeletalMeshComponent_30, SkeletalMesh: SK_BU_Silo [0049.46] ScriptLog: BUILDING ERROR: No Trace2d_X sockets exist in Rx_Building_Silo_Internals_0 [0049.47] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At -8039.49,-1600.50,386.27 With a Rotation of 0,-32768,0 [0049.47] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At -7920.67,-1806.30,386.27 With a Rotation of 0,-21845,0 [0049.47] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At -7920.67,-1394.71,386.27 With a Rotation of 0,21845,0 [0049.47] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At -7683.04,-1394.71,386.27 With a Rotation of 0,10923,0 [0049.47] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At -7564.22,-1600.50,386.27 With a Rotation of 0,0,0 [0049.47] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At -7683.04,-1806.30,386.27 With a Rotation of 0,-10923,0 [0049.47] ScriptWarning: Accessed None 'AirstripInternals' Rx_Building_AirTower_Ramps CNC-Hourglass.TheWorld:PersistentLevel.Rx_Building_AirTower_Ramps_0 Function RenX_Game.Rx_Building_AirTower:GetAttackPoints:0032 [0049.47] ScriptWarning: Accessed None 'Strip' Rx_Building_AirTower_Ramps CNC-Hourglass.TheWorld:PersistentLevel.Rx_Building_AirTower_Ramps_0 Function RenX_Game.Rx_Building_AirTower:GetAttackPoints:012B [0049.47] ScriptWarning: Accessed None 'Strip' Rx_Building_AirTower_Ramps CNC-Hourglass.TheWorld:PersistentLevel.Rx_Building_AirTower_Ramps_0 Function RenX_Game.Rx_Building_AirTower:GetAttackPoints:012B [0049.47] ScriptWarning: Accessed None 'Strip' Rx_Building_AirTower_Ramps CNC-Hourglass.TheWorld:PersistentLevel.Rx_Building_AirTower_Ramps_0 Function RenX_Game.Rx_Building_AirTower:GetAttackPoints:012B [0049.48] ScriptLog: Rx_SentinelWeapon_Obelisk_0 upgrade... [0049.49] ScriptWarning: Accessed None 'SkeletalMesh' Rx_CapturableMCT_Internals_Kismet CNC-Hourglass.TheWorld:PersistentLevel.Rx_CapturableMCT_Internals_Kismet_0 Function RenX_Game.Rx_Building_Internals:SetupBuildingComponents:006C [0049.49] ScriptWarning: Accessed None 'SkeletalMesh' Rx_CapturableMCT_Internals_Kismet CNC-Hourglass.TheWorld:PersistentLevel.Rx_CapturableMCT_Internals_Kismet_0 Function RenX_Game.Rx_Building_Internals:SetupTrace2dTargets:002D [0049.49] ScriptLog: BUILDING ERROR: No Trace2d_X sockets exist in Rx_CapturableMCT_Internals_Kismet_0 [0049.50] ScriptLog: Uplink : Failed to find viable attack points! Bots may find issues in pathfinding to this building! [0049.52] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0049.52] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0049.52] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0049.52] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0049.52] Log: MorphTargetSet (MT_DEF_Turret) is added to the mesh (SK_DEF_Turret_GDI) that's not compatible. BaseSkelMesh has to be (SK_DEF_Turret) [0049.52] Log: MorphTargetSet (MT_DEF_Turret) is added to the mesh (SK_DEF_Turret_GDI) that's not compatible. BaseSkelMesh has to be (SK_DEF_Turret) [0049.52] ScriptLog: Initializing Rx_GameEngine. Game Version: Open Beta 5.469d [0049.54] Rx: MAPLoaded;CNC-Hourglass [0049.54] Log: Bringing up level for play took: 0.447504 [0049.54] ScriptWarning: Accessed None 'Profile' UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_1 Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0134 [0049.54] ScriptWarning: Accessed None 'Profile' UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_1 Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0168 [0049.54] Rx: PLAYERHWID;playerNod,257,FishyshoehwidmE15ED5E00000E438 [0049.54] Rx: PLAYEREnter;Nod,257,FishyshoefromhwidmE15ED5E00000E438nosteam [0049.54] Rx: PLAYERTeamJoin;Nod,257,FishyshoejoinedNodscore0last round score0.0000time0.0000 [0049.54] Rx: MAPStart;CNC-Hourglass [0049.55] Rx: GAMESpawn;playerNod,257,FishyshoecharacterRx_FamilyInfo_Nod_Soldier [0049.56] ScriptWarning: Accessed None 'myHUD' Rx_Controller CNC-Hourglass.TheWorld:PersistentLevel.Rx_Controller_1 Function RenX_Game.Rx_Controller:ClientNotifySpecialVignette:0013 [0049.56] Error: Can't start an online game that hasn't been created [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionMultiplier [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionContrast [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalSecondaryParticleValue [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: AddTranslucent_Bias [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: AddTranslucent_Bias [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Effect_Multiplier [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Stealth_Effect_Multiplier [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Visibility_Multiplier [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Stealth_Visibility_Multiplier [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_CH_GDI' during gameplay. ParamName: GlobalCharacterBrightness [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_CH_Nod' during gameplay. ParamName: GlobalCharacterBrightness [0049.56] Log: MIC::SetVectorParameterValue : Modifying 'MI_CH_All' during gameplay. ParamName: Reflection_Colour [0049.56] Log: MIC::SetTextureParameterValue : Modifying 'MI_CH_All' during gameplay. ParamName: CubeMap_Exterior [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_VH_GDI' during gameplay. ParamName: GlobalVehicleBrightness [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: GlobalVehicleBrightness [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_VH_Nod' during gameplay. ParamName: GlobalVehicleBrightness [0049.56] Log: MIC::SetScalarParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: GlobalVehicleBrightness [0049.56] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_All' during gameplay. ParamName: Reflection_Colour [0049.56] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_All_Adaptive' during gameplay. ParamName: Reflection_Colour [0049.56] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_All' during gameplay. ParamName: CubeMap_Exterior [0049.56] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_All_Adaptive' during gameplay. ParamName: CubeMap_Exterior [0049.56] Rx: GAMESpawn;playerGDI,b258,Jessica JamescharacterRx_FamilyInfo_GDI_Soldier [0049.56] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_MarksmanbyGDI,b258,Jessica James [0049.56] Rx: GAMESpawn;botGDI,b258,Jessica James [0049.56] Rx: Game has reached minimum limit for Beacon, 1 Players and 1 Bots out of 0 [0049.56] ScriptLog: added red bot [0049.56] Rx: GAMESpawn;playerGDI,b259,Kia HuntzingercharacterRx_FamilyInfo_GDI_Soldier [0049.56] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_MarksmanbyGDI,b259,Kia Huntzinger [0049.57] Rx: GAMESpawn;botGDI,b259,Kia Huntzinger [0049.57] ScriptLog: added red bot [0049.57] Rx: GAMESpawn;playerGDI,b260,McNeilcharacterRx_FamilyInfo_GDI_Soldier [0049.57] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b260,McNeil [0049.57] Rx: GAMESpawn;botGDI,b260,McNeil [0049.57] ScriptLog: added red bot [0049.57] Rx: GAMESpawn;playerGDI,b261,Tommy RehfeldcharacterRx_FamilyInfo_GDI_Soldier [0049.57] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_MarksmanbyGDI,b261,Tommy Rehfeld [0049.57] Rx: GAMESpawn;botGDI,b261,Tommy Rehfeld [0049.57] ScriptLog: added red bot [0049.58] Rx: GAMESpawn;playerGDI,b262,Glenn SperrycharacterRx_FamilyInfo_GDI_Soldier [0049.58] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b262,Glenn Sperry [0049.58] Rx: GAMESpawn;botGDI,b262,Glenn Sperry [0049.58] ScriptLog: added red bot [0049.58] Rx: GAMESpawn;playerGDI,b263,RebarncharacterRx_FamilyInfo_GDI_Soldier [0049.58] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_EngineerbyGDI,b263,Rebarn [0049.58] Rx: GAMESpawn;botGDI,b263,Rebarn [0049.58] ScriptLog: added red bot [0049.59] Rx: GAMESpawn;playerGDI,b264,WestwoodcharacterRx_FamilyInfo_GDI_Soldier [0049.59] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_SoldierbyGDI,b264,Westwood [0049.59] Rx: GAMESpawn;botGDI,b264,Westwood [0049.59] ScriptLog: added red bot [0049.59] Rx: GAMESpawn;playerGDI,b265,Ruud GunnewiekcharacterRx_FamilyInfo_GDI_Soldier [0049.59] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_MarksmanbyGDI,b265,Ruud Gunnewiek [0049.59] Rx: GAMESpawn;botGDI,b265,Ruud Gunnewiek [0049.59] ScriptLog: added red bot [0049.59] ScriptLog: GDIDifficulty6 [0049.59] Rx: GAMESpawn;playerNod,b266,A PterodactylcharacterRx_FamilyInfo_Nod_Soldier [0049.59] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ShotgunnerbyNod,b266,A Pterodactyl [0049.60] Rx: GAMESpawn;botNod,b266,A Pterodactyl [0049.60] ScriptLog: added blue bot [0049.60] Rx: GAMESpawn;playerNod,b267,Daniel BöckmanncharacterRx_FamilyInfo_Nod_Soldier [0049.60] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_FlameTrooperbyNod,b267,Daniel Böckmann [0049.60] Rx: GAMESpawn;botNod,b267,Daniel Böckmann [0049.60] ScriptLog: added blue bot [0049.60] Rx: GAMESpawn;playerNod,b268,Kane himselfcharacterRx_FamilyInfo_Nod_Soldier [0049.60] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_EngineerbyNod,b268,Kane himself [0049.60] Rx: GAMESpawn;botNod,b268,Kane himself [0049.60] ScriptLog: added blue bot [0049.61] Rx: GAMESpawn;playerNod,b269,Elie ArabiancharacterRx_FamilyInfo_Nod_Soldier [0049.61] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_MarksmanbyNod,b269,Elie Arabian [0049.61] Rx: GAMESpawn;botNod,b269,Elie Arabian [0049.61] ScriptLog: added blue bot [0049.61] Rx: GAMESpawn;playerNod,b270,Sean NolancharacterRx_FamilyInfo_Nod_Soldier [0049.61] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_MarksmanbyNod,b270,Sean Nolan [0049.61] Rx: GAMESpawn;botNod,b270,Sean Nolan [0049.61] ScriptLog: added blue bot [0049.62] Rx: GAMESpawn;playerNod,b271,Remy LagerwiejcharacterRx_FamilyInfo_Nod_Soldier [0049.62] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ShotgunnerbyNod,b271,Remy Lagerwiej [0049.62] Rx: GAMESpawn;botNod,b271,Remy Lagerwiej [0049.62] ScriptLog: added blue bot [0049.62] Rx: GAMESpawn;playerNod,b272,The Mod WarscharacterRx_FamilyInfo_Nod_Soldier [0049.62] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ShotgunnerbyNod,b272,The Mod Wars [0049.62] Rx: GAMESpawn;botNod,b272,The Mod Wars [0049.62] ScriptLog: added blue bot [0049.62] ScriptLog: NODDifficulty6 [0049.62] ScriptLog: START MATCH [0049.62] Log: Current scalability system settings: [0049.62] Log: StaticDecals = FALSE (Whether to allow static decals.) [0049.62] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0049.62] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0049.62] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0049.62] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0049.62] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0049.62] Log: MotionBlur = TRUE (Whether to allow motion blur.) [0049.62] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0049.62] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0049.62] Log: Bloom = TRUE (Whether to allow bloom.) [0049.62] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0049.62] Log: Distortion = TRUE (Whether to allow distortion.) [0049.62] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0049.62] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0049.62] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0049.62] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0049.62] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0049.62] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0049.62] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0049.62] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0049.62] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0049.62] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0049.62] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0049.62] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0049.62] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0049.62] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0049.62] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0049.62] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0049.62] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0049.62] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0049.62] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0049.62] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0049.62] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0049.62] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0049.62] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0049.62] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0049.62] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0049.62] Log: Current preference system settings: [0049.62] Log: UseVsync = FALSE (Whether to use VSync or not.) [0049.62] Log: Fullscreen = TRUE (Fullscreen.) [0049.62] Log: ResX = 2560 (Screen X resolution.) [0049.62] Log: ResY = 1440 (Screen Y resolution.) [0049.62] Log: Current debug system settings: [0049.62] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0049.62] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0049.62] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0049.62] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0049.62] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0049.62] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0049.62] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0049.62] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0049.62] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0049.62] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0049.62] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0049.62] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0049.62] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0049.62] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0049.62] Log: bAllowTemporalAA = FALSE (UKNOWN) [0049.62] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0049.62] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0049.62] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0049.62] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0049.62] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0049.62] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0049.62] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0049.62] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0049.62] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0049.62] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0049.62] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0049.62] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0049.62] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0049.62] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0049.62] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0049.62] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0049.62] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0049.62] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0049.62] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0049.62] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0049.62] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0049.62] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0049.62] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0049.62] Log: Current unknown system settings: [0049.62] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0049.62] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0049.62] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0049.62] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0049.62] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0049.62] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0049.62] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0049.62] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0049.62] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0049.62] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0049.62] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0049.62] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0049.62] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0049.62] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0049.62] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0049.62] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0049.62] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0049.62] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0049.62] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0049.62] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0049.62] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0049.62] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0049.62] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0049.62] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0049.62] 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.) [0049.62] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0049.62] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0049.62] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0049.62] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0049.62] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0049.62] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0049.62] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0049.62] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0049.62] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0049.62] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0049.62] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0049.62] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0049.62] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0049.62] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0049.62] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0049.62] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0049.62] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0049.62] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0049.62] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0049.62] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0049.62] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0049.62] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0049.62] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0049.62] 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).) [0049.62] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0049.62] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0049.62] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0049.62] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0049.62] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0049.62] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0049.62] 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) [0049.62] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0049.62] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0049.62] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0049.62] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0049.62] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0049.62] 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).) [0049.62] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0049.62] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0049.62] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0049.62] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0049.62] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0049.62] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0049.62] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0049.62] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0049.62] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0049.62] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0049.62] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0049.62] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0049.62] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0049.62] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0049.62] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0049.62] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0049.63] Log: Listing all sound classes. [0049.63] Log: Class 'Item' has 32 resident sounds taking 3745.09 kb, and 2 real time sounds taking 39.18 kb [0049.63] Log: Class 'Vehicle' has 39 resident sounds taking 11583.44 kb, and 1 real time sounds taking 48.00 kb [0049.63] Log: Class 'Weapon' has 278 resident sounds taking 75091.58 kb, and 7 real time sounds taking 487.58 kb [0049.63] Log: Class 'Character' has 182 resident sounds taking 8698.73 kb [0049.63] Log: Class 'SFX' has 77 resident sounds taking 24732.92 kb, and 10 real time sounds taking 711.13 kb [0049.63] Log: Class 'None' has 8 resident sounds taking 3772.34 kb, and 5 real time sounds taking 637.02 kb [0049.63] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0049.63] Log: Class 'Announcer_UI' has 26 resident sounds taking 3864.50 kb [0049.63] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 23 real time sounds taking 47214.76 kb [0049.63] Log: Class 'Ambient' has 36 resident sounds taking 15229.44 kb, and 34 real time sounds taking 5879.50 kb [0049.63] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb [0049.63] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0049.63] Log: Class 'Master' has 4 resident sounds taking 827.68 kb, and 1 real time sounds taking 125.44 kb [0049.63] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0049.63] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0049.63] Log: Class 'Cinematic' has 6 resident sounds taking 2783.40 kb, and 3 real time sounds taking 527.70 kb [0049.63] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0049.63] Log: Class 'UnGrouped' has 610 resident sounds taking 90999.51 kb, and 115 real time sounds taking 4854.54 kb [0049.63] Log: 1628 total sounds in 18 classes [0052.21] ScriptLog: Rx_HUD::Jukebox SystemSettingsHandler.bAutostartMusic:'True' [0052.21] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0052.21] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0052.22] Warning: Warning, Failed to load 'Font None.Arial': Failed to find object 'Font None.Arial' [0052.22] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0052.22] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0052.22] ScriptLog: PositionModX : 0.0000 [0052.22] ScriptLog: PositionModY : 52.5000 [0052.22] ScriptLog: PositionModX : 0.0000 [0052.22] ScriptLog: PositionModY : 52.5000 [0052.23] Log: ########### Finished loading level: 9.683399 seconds [0053.73] Log: Save=561.906600 [0053.73] Log: Compressing '..\..\UDKGame\CookedPC\LocalShaderCache-PC-D3D-SM3_save.tmp' to '..\..\UDKGame\CookedPC\LocalShaderCache-PC-D3D-SM3.upk' [0053.79] ScriptLog: Updating PT through Kismet [0053.81] Warning: Failed to find function RecoverVignette for timer in actor Rx_HUD_1 [0053.87] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Hourglass.TheWorld:PersistentLevel.Rx_Building_Silo_Internals_0.SkeletalMeshComponent_30 RX_BU_Silo.Meshes.SK_BU_Silo 1 0 1 0 [0053.89] Log: --- LOADING MOVIE TIME: 11.3 sec --- [0053.89] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0053.89] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0053.89] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0053.89] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0053.89] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0053.89] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0055.35] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0055.35] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0055.36] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0055.36] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0055.37] Log: Bool AmbientOcclusion set to 1 [0056.22] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: Click [0056.80] ScriptLog: UTPlayerController::QuitToMainMenu() - Online cleanup failed, finishing quit. [0056.80] ScriptLog: ------ QUIT TO MAIN MENU -------- [0056.80] Log: Failed; returning to Entry [0056.80] Log: LoadMap: RenX-FrontEndMap?closed?Name=Fishyshoe?Team=1 [0056.80] ScriptLog: MusicPlayerOnAudioFinished :: bStopped? False | AC? AudioComponent_298 | SoundCue? Serenity [0056.81] Log: --- LOADING MOVIE START --- [0056.84] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate() OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0 Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE [0056.85] ScriptWarning: Accessed None Rx_GFxHud Transient.Rx_GFxHud_0 Function RenX_Game.Rx_GFxHud:setRespawnCounter:022A [0056.85] ScriptWarning: Accessed None Rx_GFxHud Transient.Rx_GFxHud_0 Function RenX_Game.Rx_GFxHud:setRespawnCounter:0278 [0056.85] ScriptWarning: Accessed None Rx_GFxHud Transient.Rx_GFxHud_0 Function RenX_Game.Rx_GFxHud:setRespawnCounter:02C9 [0056.85] ScriptWarning: Accessed None Rx_GFxHud Transient.Rx_GFxHud_0 Function RenX_Game.Rx_GFxHud:setRespawnCounter:030E [0056.85] ScriptWarning: Accessed None Rx_GFxHud Transient.Rx_GFxHud_0 Function RenX_Game.Rx_GFxHud:setRespawnCounter:0354 [0056.85] ScriptWarning: Accessed None Rx_GFxHud Transient.Rx_GFxHud_0 Function RenX_Game.Rx_GFxHud:setRespawnCounter:038F [0056.85] ScriptLog: ======================= Rx_HUD ========================= [0056.85] ScriptLog: HudMovie.bMovieIsOpen? False [0056.85] ScriptLog: GIHudMovie.bMovieIsOpen? False [0056.85] ScriptLog: MusicPlayerOnAudioFinished :: bStopped? False | AC? AudioComponent_298 | SoundCue? The_Dead_Six [0056.86] Log: UPhysicsAssetInstance::InitInstance : No RBPhysScene: Rx_Pawn_16 [0056.86] Rx: GAMESpawn;playerGDI,b273,Mike GeigcharacterRx_FamilyInfo_GDI_Soldier [0056.86] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b273,Mike Geig [0056.86] Log: UPhysicsAssetInstance::InitInstance : No RBPhysScene: Rx_Pawn_16 [0056.86] Rx: GAMESpawn;botGDI,b273,Mike Geig [0056.86] Rx: PLAYERExit;Nod,257,Fishyshoe [0057.15] Log: Game class is 'Rx_Game_MainMenu' [0057.17] Log: Primary PhysX scene will be in software. [0057.17] Log: Creating Primary PhysX Scene. [0057.17] Log: Bringing World RenX-FrontEndMap.TheWorld up for play (0) at 2020.12.30-22.28.28 [0057.18] ScriptLog: INITIAL: -1 -1 [0057.19] ScriptLog: Game profile Index was NONE [0057.19] ScriptLog: Gameplay events will not be recorded. [0057.19] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo [0057.19] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo [0057.19] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo [0057.19] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour [0057.19] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour [0057.19] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour [0057.19] ScriptLog: Failed to get GDI PT [0057.19] ScriptLog: Failed to get Nod PT [0057.19] ScriptLog: GDI:0.0000 [0057.19] ScriptLog: Failed to get GDI PT [0057.19] ScriptLog: Failed to get Nod PT [0057.19] ScriptLog: Nod:0.0000 [0057.19] ScriptLog: Rx_Game::PreBeginPlay BotClass:'Rx_Bot_Waypoints' True [0057.21] ScriptLog: Initializing Rx_GameEngine. Game Version: Open Beta 5.469d [0057.22] Rx: MAPLoaded;RenX-FrontEndMap [0057.22] Log: Bringing up level for play took: 0.069230 [0057.23] ScriptWarning: Accessed None 'Profile' UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_2 Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0134 [0057.23] ScriptWarning: Accessed None 'Profile' UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_2 Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0168 [0057.23] Rx: PLAYERHWID;playerNod,274,FishyshoehwidmE15ED5E00000E438 [0057.23] Rx: PLAYEREnter;Nod,274,FishyshoefromhwidmE15ED5E00000E438nosteam [0057.23] Rx: PLAYERTeamJoin;Nod,274,FishyshoejoinedNodscore0last round score0.0000time0.0000 [0057.23] Log: Current scalability system settings: [0057.23] Log: StaticDecals = FALSE (Whether to allow static decals.) [0057.23] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0057.23] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0057.23] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0057.23] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0057.23] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0057.23] Log: MotionBlur = TRUE (Whether to allow motion blur.) [0057.23] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0057.23] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0057.23] Log: Bloom = TRUE (Whether to allow bloom.) [0057.23] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0057.23] Log: Distortion = TRUE (Whether to allow distortion.) [0057.23] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0057.23] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0057.23] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0057.23] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0057.23] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0057.23] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0057.23] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0057.23] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0057.23] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0057.23] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0057.23] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0057.23] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0057.23] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0057.23] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0057.23] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0057.23] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0057.23] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0057.23] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0057.23] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0057.23] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0057.23] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0057.23] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0057.23] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0057.23] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0057.23] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0057.23] Log: Current preference system settings: [0057.23] Log: UseVsync = FALSE (Whether to use VSync or not.) [0057.23] Log: Fullscreen = TRUE (Fullscreen.) [0057.23] Log: ResX = 2560 (Screen X resolution.) [0057.23] Log: ResY = 1440 (Screen Y resolution.) [0057.23] Log: Current debug system settings: [0057.23] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0057.23] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0057.23] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0057.23] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0057.23] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0057.23] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0057.23] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0057.23] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0057.23] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0057.23] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0057.23] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0057.23] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0057.23] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0057.23] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0057.23] Log: bAllowTemporalAA = FALSE (UKNOWN) [0057.23] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0057.23] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0057.23] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0057.23] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0057.23] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0057.23] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0057.23] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0057.23] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0057.23] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0057.23] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0057.23] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0057.23] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0057.23] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0057.23] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0057.23] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0057.23] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0057.23] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0057.23] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0057.23] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0057.23] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0057.23] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0057.23] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0057.23] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0057.23] Log: Current unknown system settings: [0057.23] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0057.23] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0057.23] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0057.23] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0057.23] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0057.23] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0057.23] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0057.23] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0057.23] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0057.23] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0057.23] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0057.23] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0057.23] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0057.23] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0057.23] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0057.23] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0057.23] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0057.23] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0057.23] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0057.23] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0057.23] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0057.23] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0057.23] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0057.23] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0057.23] 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.) [0057.23] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0057.23] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0057.23] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0057.23] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0057.23] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0057.23] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0057.23] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0057.23] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0057.23] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0057.23] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0057.23] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0057.23] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0057.23] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0057.23] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0057.23] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0057.23] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0057.23] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0057.23] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0057.23] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0057.23] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0057.23] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0057.23] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0057.23] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0057.23] 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).) [0057.23] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0057.23] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0057.23] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0057.23] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0057.23] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0057.23] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0057.23] 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) [0057.23] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0057.23] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0057.23] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0057.23] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0057.23] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0057.23] 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).) [0057.23] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0057.23] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0057.23] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0057.23] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0057.23] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0057.23] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0057.23] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0057.23] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0057.23] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0057.23] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0057.23] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0057.23] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0057.23] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0057.23] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0057.23] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0057.23] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0057.24] Log: Listing all sound classes. [0057.24] Log: Class 'Item' has 32 resident sounds taking 3745.09 kb, and 1 real time sounds taking 8.89 kb [0057.24] Log: Class 'Vehicle' has 37 resident sounds taking 11340.84 kb, and 1 real time sounds taking 48.00 kb [0057.24] Log: Class 'Weapon' has 277 resident sounds taking 74726.63 kb, and 7 real time sounds taking 487.58 kb [0057.24] Log: Class 'Character' has 182 resident sounds taking 8698.73 kb [0057.24] Log: Class 'SFX' has 80 resident sounds taking 25169.38 kb, and 10 real time sounds taking 711.13 kb [0057.24] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0057.24] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0057.24] Log: Class 'Announcer_UI' has 26 resident sounds taking 3864.50 kb [0057.24] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0057.24] Log: Class 'Ambient' has 5 resident sounds taking 1123.96 kb, and 1 real time sounds taking 104.36 kb [0057.24] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb [0057.24] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0057.24] Log: Class 'Master' has 1 resident sounds taking 311.84 kb [0057.24] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0057.24] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0057.24] Log: Class 'Cinematic' has 6 resident sounds taking 2783.40 kb, and 3 real time sounds taking 527.70 kb [0057.24] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0057.24] Log: Class 'UnGrouped' has 611 resident sounds taking 84307.29 kb, and 110 real time sounds taking 2599.97 kb [0057.24] Log: 1553 total sounds in 18 classes [0071.60] ScriptLog: Rx_HUD::Jukebox AutoPlay music disabled by map. [0071.60] Rx: Game has reached minimum limit for Beacon, 1 Players and 0 Bots out of 0 [0071.60] Log: ########### Finished loading level: 14.800388 seconds [0071.61] Log: Flushing async loaders. [0074.29] Log: Flushed async loaders. [0074.29] ScriptWarning: Accessed None 'TargetingBox' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_2 Function RenX_Game.Rx_HUD:UpdateScreenCentreActor:02B7 [0074.29] ScriptWarning: Attempt to assign variable through None Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_2 Function RenX_Game.Rx_HUD:UpdateScreenCentreActor:02CB [0074.29] ScriptWarning: Accessed None 'TargetingBox' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_2 Function RenX_Game.Rx_HUD:UpdateHudCompoenents:0017 [0074.29] ScriptWarning: Accessed None 'PlayerNames' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_2 Function RenX_Game.Rx_HUD:UpdateHudCompoenents:0055 [0074.29] ScriptWarning: Accessed None 'CommandText' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_2 Function RenX_Game.Rx_HUD:UpdateHudCompoenents:00D1 [0074.29] ScriptWarning: Accessed None 'TargetingBox' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_2 Function RenX_Game.Rx_HUD:DrawHudCompoenents:0017 [0074.29] ScriptWarning: Accessed None 'PlayerNames' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_2 Function RenX_Game.Rx_HUD:DrawHudCompoenents:0043 [0074.29] ScriptWarning: Accessed None 'TargetingBox' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_2 Function RenX_Game.Rx_HUD:DoSpotting:0038 [0074.29] ScriptWarning: Accessed None 'CommandText' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_2 Function RenX_Game.Rx_HUD:PostRender:0618 [0074.31] Log: Current scalability system settings: [0074.31] Log: StaticDecals = FALSE (Whether to allow static decals.) [0074.31] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0074.31] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0074.31] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0074.31] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0074.31] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0074.31] Log: MotionBlur = TRUE (Whether to allow motion blur.) [0074.31] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0074.31] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0074.31] Log: Bloom = TRUE (Whether to allow bloom.) [0074.31] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0074.31] Log: Distortion = TRUE (Whether to allow distortion.) [0074.31] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0074.31] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0074.31] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0074.31] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0074.31] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0074.31] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0074.31] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0074.31] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0074.31] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0074.31] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0074.31] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0074.31] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0074.31] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0074.31] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0074.31] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0074.31] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0074.31] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0074.31] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0074.31] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0074.31] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0074.31] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0074.31] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0074.31] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0074.31] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0074.31] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0074.31] Log: Current preference system settings: [0074.31] Log: UseVsync = FALSE (Whether to use VSync or not.) [0074.31] Log: Fullscreen = TRUE (Fullscreen.) [0074.31] Log: ResX = 2560 (Screen X resolution.) [0074.31] Log: ResY = 1440 (Screen Y resolution.) [0074.31] Log: Current debug system settings: [0074.31] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0074.31] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0074.31] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0074.31] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0074.31] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0074.31] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0074.31] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0074.31] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0074.31] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0074.31] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0074.31] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0074.31] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0074.31] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0074.31] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0074.31] Log: bAllowTemporalAA = FALSE (UKNOWN) [0074.31] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0074.31] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0074.31] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0074.31] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0074.31] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0074.31] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0074.31] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0074.31] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0074.31] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0074.31] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0074.31] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0074.31] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0074.31] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0074.31] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0074.31] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0074.31] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0074.31] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0074.31] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0074.31] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0074.31] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0074.31] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0074.31] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0074.31] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0074.31] Log: Current unknown system settings: [0074.31] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0074.31] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0074.31] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0074.31] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0074.31] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0074.31] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0074.31] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0074.31] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0074.31] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0074.31] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0074.31] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0074.31] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0074.31] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0074.31] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0074.31] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0074.31] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0074.31] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0074.31] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0074.31] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0074.31] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0074.31] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0074.31] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0074.31] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0074.31] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0074.31] 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.) [0074.31] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0074.31] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0074.31] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0074.31] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0074.31] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0074.31] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0074.31] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0074.31] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0074.31] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0074.31] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0074.31] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0074.31] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0074.31] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0074.31] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0074.31] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0074.31] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0074.31] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0074.31] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0074.31] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0074.31] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0074.31] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0074.31] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0074.31] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0074.31] 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).) [0074.31] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0074.31] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0074.31] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0074.31] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0074.31] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0074.31] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0074.31] 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) [0074.31] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0074.31] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0074.31] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0074.31] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0074.31] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0074.31] 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).) [0074.31] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0074.31] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0074.31] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0074.31] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0074.31] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0074.31] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0074.31] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0074.31] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0074.31] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0074.31] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0074.31] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0074.31] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0074.31] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0074.31] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0074.31] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0074.31] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0074.32] Log: Listing all sound classes. [0074.32] Log: Class 'Item' has 32 resident sounds taking 3745.09 kb, and 1 real time sounds taking 8.89 kb [0074.32] Log: Class 'Vehicle' has 37 resident sounds taking 11340.84 kb, and 1 real time sounds taking 48.00 kb [0074.32] Log: Class 'Weapon' has 277 resident sounds taking 74726.63 kb, and 7 real time sounds taking 487.58 kb [0074.32] Log: Class 'Character' has 182 resident sounds taking 8698.73 kb [0074.32] Log: Class 'SFX' has 80 resident sounds taking 25169.38 kb, and 10 real time sounds taking 711.13 kb [0074.32] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0074.32] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0074.32] Log: Class 'Announcer_UI' has 26 resident sounds taking 3864.50 kb [0074.32] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0074.32] Log: Class 'Ambient' has 5 resident sounds taking 1123.96 kb, and 1 real time sounds taking 104.36 kb [0074.32] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb [0074.32] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0074.32] Log: Class 'Master' has 1 resident sounds taking 311.84 kb [0074.32] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0074.32] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0074.32] Log: Class 'Cinematic' has 6 resident sounds taking 2783.40 kb, and 3 real time sounds taking 527.70 kb [0074.32] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0074.32] Log: Class 'UnGrouped' has 575 resident sounds taking 73810.10 kb, and 108 real time sounds taking 2419.38 kb [0074.32] Log: 1515 total sounds in 18 classes [0074.33] Log: Bool AmbientOcclusion set to 1 [0074.39] Log: BloomThreshold = 0.8 [0077.42] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0077.42] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0077.42] Warning: Failed to find function RecoverVignette for timer in actor Rx_HUD_2 [0077.43] Log: --- LOADING MOVIE TIME: 20.6 sec --- [0079.65] Log: Closing by request [0079.65] Log: appRequestExit(0) [0079.65] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: Hide [0079.68] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate() OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0 Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE [0079.69] Exit: Preparing to exit. [0080.13] Exit: Game engine shut down [0080.23] Exit: Windows client shut down [0080.23] Exit: XAudio2 Device shut down. [0080.36] Exit: Object subsystem successfully closed. [0080.38] Log: Shutting down FaceFX... [0080.38] Log: FaceFX shutdown. [0080.43] Exit: Exiting. [0080.43] Log: Log file closed, 12/30/20 22:28:51