Log: Log file open, 04/23/21 10:06:24 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: -ini:UDKGame:DefaultPlayer.Name=VESPAWASP Init: Base directory: C:\Program Files (x86)\Renegade X\Binaries\Win64\ [0000.27] Init: Computer: VESPAWASP [0000.27] Init: User: Solomon [0000.27] Init: CPU Page size=4096, Processors=3 [0000.27] Init: High frequency timer resolution =10.000000 MHz [0000.27] Init: Memory total: Physical=16.0GB (16GB approx) Pagefile=18.4GB Virtual=131072.0GB [0000.27] Log: Steam Client API initialized 0 [0000.27] Log: Steam Game Server API initialized 0 [0000.30] Init: WinSock: I am VESPAWASP (10.0.1.17:0) [0000.30] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes. [0000.30] Init: Object subsystem initialized [0000.35] Log: Found D3D11 adapter 0: VMware SVGA 3D [0000.35] Log: Adapter has 4MB of dedicated video memory, 0MB of dedicated system memory, and 8191MB of shared system memory [0000.35] Log: Found D3D11 adapter 1: Microsoft Basic Render Driver [0000.35] Log: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 8191MB of shared system memory [0000.36] Log: Shader platform (RHI): PC-D3D-SM3 [0000.36] Error: Error, Manifest doesn't exist: ..\..\UDKGame\Script\Manifest.txt [0000.38] Log: PhysX GPU Support: ENABLED [0000.39] Init: Initializing FaceFX... [0000.39] Init: FaceFX 1.7.4 initialized. [0000.39] Init: XAudio2 using 'Speakers (High Definition Audio Device)' : 2 channels at 48 kHz using 16 bits per sample (channel mask 0x3) [0000.61] Init: Waited 0.014 sec for async package '..\..\UDKGame\CookedPC\Engine.u' to complete caching. [0005.94] Init: Finished loading startup packages in 5.35 seconds [0005.95] Log: 80990 objects as part of root set at end of initial load. [0005.95] Log: 0 out of 0 bytes used by permanent object pool. [0013.99] Log: Initializing Engine... [0014.04] Init: UEngine initialized [0014.06] Init: XAudio2Device initialized. [0014.06] Init: Client initialized [0016.77] Log: Steam Client API is unavailable [0016.83] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0016.83] Warning: Warning, Failed to find object 'Class None.' [0016.83] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0016.83] Warning: Warning, Failed to find object 'Class None.' [0016.83] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0016.83] Warning: Warning, Failed to find object 'Class None.' [0016.83] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0016.83] Warning: Warning, Failed to find object 'Class None.' [0016.91] Log: LoadMap: RenX-FrontEndMap?Name=VESPAWASP?Team=0 [0017.33] Log: Game class is 'Rx_Game_MainMenu' [0017.35] Log: Primary PhysX scene will be in software. [0017.35] Log: Creating Primary PhysX Scene. [0017.35] Log: Bringing World RenX-FrontEndMap.TheWorld up for play (0) at 2021.04.23-10.06.41 [0017.37] ScriptLog: INITIAL: -1 -1 [0017.38] ScriptLog: Game profile Index was NONE [0017.39] ScriptLog: Gameplay events will not be recorded. [0017.39] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo [0017.39] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo [0017.39] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo [0017.39] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour [0017.39] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour [0017.39] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour [0017.39] ScriptLog: Failed to get GDI PT [0017.39] ScriptLog: Failed to get Nod PT [0017.39] ScriptLog: GDI:0.0000 [0017.39] ScriptLog: Failed to get GDI PT [0017.39] ScriptLog: Failed to get Nod PT [0017.39] ScriptLog: Nod:0.0000 [0017.39] ScriptLog: Rx_Game::PreBeginPlay BotClass:'Rx_Bot_Waypoints' True [0017.55] ScriptLog: Initializing Rx_GameEngine. Game Version: Open Beta 5.49.177 [0017.56] Rx: MAPLoaded;RenX-FrontEndMap [0017.56] Log: Bringing up level for play took: 0.221191 [0017.57] ScriptWarning: Accessed None 'Profile' UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_0 Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0134 [0017.57] ScriptWarning: Accessed None 'Profile' UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_0 Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0168 [0017.57] Rx: PLAYERHWID;playerGDI,256,VESPAWASPhwidm33290C0000007CBD [0017.57] Rx: PLAYEREnter;GDI,256,VESPAWASPfromhwidm33290C0000007CBDnosteam [0017.57] Rx: PLAYERTeamJoin;GDI,256,VESPAWASPjoinedGDIscore0last round score0.0000time0.0000 [0017.57] Log: Current scalability system settings: [0017.57] Log: StaticDecals = TRUE (Whether to allow static decals.) [0017.57] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0017.57] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0017.57] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0017.57] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0017.57] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0017.57] Log: MotionBlur = FALSE (Whether to allow motion blur.) [0017.57] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0017.57] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0017.57] Log: Bloom = TRUE (Whether to allow bloom.) [0017.57] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0017.57] Log: Distortion = TRUE (Whether to allow distortion.) [0017.57] Log: DropParticleDistortion = TRUE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0017.57] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0017.57] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0017.57] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0017.57] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0017.57] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0017.57] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0017.57] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0017.57] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0017.57] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0017.57] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0017.57] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0017.57] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0017.57] Log: bAllowD3D9MSAA = TRUE (UKNOWN) [0017.57] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0017.57] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0017.57] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0017.57] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0017.57] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0017.57] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0017.57] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0017.57] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0017.57] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0017.57] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0017.57] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0017.57] Log: Current preference system settings: [0017.57] Log: UseVsync = TRUE (Whether to use VSync or not.) [0017.57] Log: Fullscreen = TRUE (Fullscreen.) [0017.57] Log: ResX = 1280 (Screen X resolution.) [0017.57] Log: ResY = 720 (Screen Y resolution.) [0017.57] Log: Current debug system settings: [0017.57] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0017.57] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0017.57] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0017.57] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0017.57] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0017.57] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0017.57] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0017.57] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0017.57] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0017.57] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0017.57] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0017.57] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0017.57] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0017.57] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0017.57] Log: bAllowTemporalAA = FALSE (UKNOWN) [0017.57] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0017.57] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0017.57] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0017.57] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0017.57] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0017.57] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0017.57] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0017.57] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0017.57] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0017.57] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0017.57] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0017.57] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0017.57] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0017.57] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0017.57] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0017.57] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0017.57] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0017.57] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0017.57] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0017.57] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0017.57] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0017.57] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0017.57] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0017.57] Log: Current unknown system settings: [0017.57] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0017.57] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0017.57] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0017.57] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0017.57] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0017.57] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0017.57] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0017.57] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0017.57] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0017.57] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0017.57] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0017.57] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0017.57] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0017.57] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0017.57] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0017.57] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0017.57] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0017.57] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0017.57] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0017.57] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0017.57] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0017.57] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0017.57] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0017.57] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0017.57] 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.) [0017.57] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0017.57] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0017.57] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0017.57] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0017.57] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0017.57] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0017.57] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0017.57] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0017.57] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0017.57] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0017.57] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0017.57] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0017.57] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0017.57] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0017.57] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0017.57] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0017.57] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0017.57] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0017.57] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0017.57] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0017.57] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0017.57] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0017.57] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0017.57] 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).) [0017.57] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0017.57] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0017.57] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0017.57] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0017.57] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0017.57] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0017.57] 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) [0017.57] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0017.57] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0017.57] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0017.57] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0017.57] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0017.57] 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).) [0017.57] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0017.57] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0017.57] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0017.57] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0017.57] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0017.57] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0017.57] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0017.57] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0017.57] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0017.57] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0017.57] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0017.57] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0017.57] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0017.57] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0017.57] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0017.57] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0017.58] Log: Listing all sound classes. [0017.58] Log: Class 'Item' has 30 resident sounds taking 3539.61 kb, and 1 real time sounds taking 8.89 kb [0017.58] Log: Class 'Vehicle' has 41 resident sounds taking 14891.49 kb, and 1 real time sounds taking 48.00 kb [0017.58] Log: Class 'Weapon' has 274 resident sounds taking 71204.29 kb, and 7 real time sounds taking 487.58 kb [0017.58] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0017.58] Log: Class 'SFX' has 84 resident sounds taking 26708.23 kb, and 11 real time sounds taking 837.83 kb [0017.58] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0017.58] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0017.58] Log: Class 'Announcer_UI' has 26 resident sounds taking 3864.50 kb [0017.58] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0017.58] Log: Class 'Ambient' has 5 resident sounds taking 1123.96 kb, and 1 real time sounds taking 104.36 kb [0017.58] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb [0017.58] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0017.58] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0017.58] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0017.58] Log: Class 'Cinematic' has 6 resident sounds taking 2783.40 kb, and 3 real time sounds taking 527.70 kb [0017.58] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0017.58] Log: Class 'UnGrouped' has 623 resident sounds taking 91288.61 kb, and 110 real time sounds taking 2599.97 kb [0017.58] Log: 1567 total sounds in 17 classes [0046.99] ScriptLog: Rx_HUD::Jukebox AutoPlay music disabled by map. [0047.00] Rx: Game has reached minimum limit for Beacon, 1 Players and 0 Bots out of 0 [0047.00] Log: ########### Finished loading level: 30.089268 seconds [0047.00] Log: Flushing async loaders. [0052.06] Log: Flushed async loaders. [0052.06] Init: Game engine initialized [0052.06] Log: Initializing Engine Completed [0052.07] Log: >>>>>>>>>>>>>> Initial startup: 52.07s <<<<<<<<<<<<<<< [0052.08] Log: Current scalability system settings: [0052.08] Log: StaticDecals = TRUE (Whether to allow static decals.) [0052.08] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0052.08] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0052.08] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0052.08] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0052.08] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0052.08] Log: MotionBlur = FALSE (Whether to allow motion blur.) [0052.08] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0052.08] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0052.08] Log: Bloom = TRUE (Whether to allow bloom.) [0052.08] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0052.08] Log: Distortion = TRUE (Whether to allow distortion.) [0052.08] Log: DropParticleDistortion = TRUE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0052.08] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0052.08] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0052.08] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0052.08] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0052.08] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0052.08] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0052.08] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0052.08] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0052.08] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0052.08] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0052.08] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0052.08] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0052.08] Log: bAllowD3D9MSAA = TRUE (UKNOWN) [0052.08] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0052.08] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0052.08] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0052.08] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0052.08] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0052.08] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0052.08] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0052.08] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0052.08] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0052.08] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0052.08] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0052.08] Log: Current preference system settings: [0052.08] Log: UseVsync = TRUE (Whether to use VSync or not.) [0052.08] Log: Fullscreen = TRUE (Fullscreen.) [0052.08] Log: ResX = 1280 (Screen X resolution.) [0052.08] Log: ResY = 720 (Screen Y resolution.) [0052.08] Log: Current debug system settings: [0052.08] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0052.08] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0052.08] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0052.08] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0052.08] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0052.08] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0052.08] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0052.08] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0052.08] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0052.08] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0052.08] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0052.08] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0052.08] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0052.08] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0052.08] Log: bAllowTemporalAA = FALSE (UKNOWN) [0052.08] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0052.08] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0052.08] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0052.08] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0052.08] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0052.08] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0052.08] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0052.08] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0052.08] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0052.08] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0052.08] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0052.08] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0052.08] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0052.08] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0052.08] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0052.08] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0052.08] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0052.08] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0052.08] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0052.08] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0052.08] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0052.08] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0052.08] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0052.08] Log: Current unknown system settings: [0052.08] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0052.08] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0052.08] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0052.08] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0052.08] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0052.08] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0052.08] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0052.08] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0052.08] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0052.08] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0052.08] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0052.08] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0052.08] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0052.08] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0052.08] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0052.08] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0052.08] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0052.08] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0052.08] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0052.08] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0052.08] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0052.08] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0052.08] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0052.08] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0052.08] 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.) [0052.08] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0052.08] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0052.08] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0052.08] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0052.08] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0052.08] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0052.08] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0052.08] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0052.08] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0052.08] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0052.08] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0052.08] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0052.08] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0052.08] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0052.08] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0052.08] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0052.08] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0052.08] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0052.08] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0052.08] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0052.08] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0052.08] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0052.08] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0052.08] 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).) [0052.08] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0052.08] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0052.08] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0052.08] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0052.08] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0052.08] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0052.08] 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) [0052.08] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0052.08] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0052.08] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0052.08] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0052.08] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0052.08] 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).) [0052.08] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0052.08] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0052.08] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0052.08] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0052.08] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0052.08] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0052.08] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0052.08] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0052.08] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0052.08] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0052.08] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0052.08] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0052.08] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0052.08] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0052.08] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0052.08] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0052.09] Log: Listing all sound classes. [0052.09] Log: Class 'Item' has 30 resident sounds taking 3539.61 kb, and 1 real time sounds taking 8.89 kb [0052.09] Log: Class 'Vehicle' has 41 resident sounds taking 14891.49 kb, and 1 real time sounds taking 48.00 kb [0052.09] Log: Class 'Weapon' has 274 resident sounds taking 71204.29 kb, and 7 real time sounds taking 487.58 kb [0052.09] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0052.09] Log: Class 'SFX' has 84 resident sounds taking 26708.23 kb, and 11 real time sounds taking 837.83 kb [0052.09] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0052.09] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0052.09] Log: Class 'Announcer_UI' has 26 resident sounds taking 3864.50 kb [0052.09] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0052.09] Log: Class 'Ambient' has 5 resident sounds taking 1123.96 kb, and 1 real time sounds taking 104.36 kb [0052.09] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb [0052.09] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0052.09] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0052.09] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0052.09] Log: Class 'Cinematic' has 6 resident sounds taking 2783.40 kb, and 3 real time sounds taking 527.70 kb [0052.09] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0052.09] Log: Class 'UnGrouped' has 623 resident sounds taking 91288.61 kb, and 110 real time sounds taking 2599.97 kb [0052.09] Log: 1567 total sounds in 17 classes [0052.20] Log: Bool AmbientOcclusion set to 1 [0052.32] Log: BloomThreshold = 0.8 [0073.83] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0073.83] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0079.30] GFxUI: Rx_GFxFrontEnd::Loading SkirmishView [0079.31] ScriptLog: Name - Arctic Stronghold [0079.31] ScriptLog: Name - Canyon [0079.31] ScriptLog: Name - Cliff Side [0079.31] ScriptLog: Name - Complex [0079.31] ScriptLog: Name - Crash Site [0079.31] ScriptLog: Name - Daybreak [0079.31] ScriptLog: Name - Desolation [0079.31] ScriptLog: Name - Eyes [0079.31] ScriptLog: Name - Field [0079.31] ScriptLog: Name - Field X [0079.31] ScriptLog: Name - Forest [0079.31] ScriptLog: Name - Fort [0079.31] ScriptLog: Name - Goldrush [0079.31] ScriptLog: Name - Hourglass [0079.31] ScriptLog: Name - Islands [0079.31] ScriptLog: Name - Islands X [0079.31] ScriptLog: Name - Lakeside [0079.31] ScriptLog: Name - Mesa [0079.31] ScriptLog: Name - Oasis [0079.31] ScriptLog: Name - Outposts [0079.31] ScriptLog: Name - Reservoir [0079.31] ScriptLog: Name - Snow [0079.31] ScriptLog: Name - Snow X [0079.31] ScriptLog: Name - Steppe [0079.31] ScriptLog: Name - Storm [0079.31] ScriptLog: Name - Tomb [0079.31] ScriptLog: Name - Tunnels [0079.31] ScriptLog: Name - Under [0079.31] ScriptLog: Name - Uphill [0079.31] ScriptLog: Name - Volcano [0079.31] ScriptLog: Name - Walls [0079.31] ScriptLog: Name - Whiteout [0079.31] ScriptLog: Name - Xmountain [0079.31] ScriptLog: Name - Arctic Stronghold [0079.31] ScriptLog: Name - Canyon [0079.31] ScriptLog: Name - Cliff Side [0079.31] ScriptLog: Name - Complex [0079.31] ScriptLog: Name - Crash Site [0079.31] ScriptLog: Name - Daybreak [0079.31] ScriptLog: Name - Desolation [0079.31] ScriptLog: Name - Eyes [0079.31] ScriptLog: Name - Field [0079.31] ScriptLog: Name - Field X [0079.31] ScriptLog: Name - Forest [0079.31] ScriptLog: Name - Fort [0079.31] ScriptLog: Name - Goldrush [0079.31] ScriptLog: Name - Hourglass [0079.31] ScriptLog: Name - Islands [0079.31] ScriptLog: Name - Islands X [0079.31] ScriptLog: Name - Lakeside [0079.31] ScriptLog: Name - Mesa [0079.31] ScriptLog: Name - Oasis [0079.31] ScriptLog: Name - Outposts [0079.31] ScriptLog: Name - Reservoir [0079.31] ScriptLog: Name - Snow [0079.31] ScriptLog: Name - Snow X [0079.31] ScriptLog: Name - Steppe [0079.31] ScriptLog: Name - Storm [0079.31] ScriptLog: Name - Tomb [0079.31] ScriptLog: Name - Tunnels [0079.31] ScriptLog: Name - Under [0079.31] ScriptLog: Name - Uphill [0079.31] ScriptLog: Name - Volcano [0079.31] ScriptLog: Name - Walls [0079.31] ScriptLog: Name - Whiteout [0079.31] ScriptLog: Name - Xmountain [0086.51] ScriptLog: OutURL is: NC-Under?Team=0?Numplay=16?GDIBotCount=7?NODBotCount=8?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 [0086.51] ScriptLog: Command: ->> open CNC-Under?Team=0?Numplay=16?GDIBotCount=7?NODBotCount=8?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 [0086.55] Log: LoadMap: CNC-Under?Name=VESPAWASP?Team=0?Numplay=16?GDIBotCount=7?NODBotCount=8?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 [0086.57] Log: --- LOADING MOVIE START --- [0087.46] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate() OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0 Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE [0087.46] Rx: PLAYERExit;GDI,256,VESPAWASP [0098.80] Log: Game class is 'Rx_Game' [0098.83] Warning: Warning, Material RX_VH_A-10.Materials.M_VH_A-10 missing bUsedWithStaticLighting=True! [0098.83] Warning: Warning, Material RX_VH_A-10.Materials.M_VH_A-10 missing bUsedWithStaticLighting=True! [0098.83] Warning: Warning, Material RX_VH_A-10.Materials.M_VH_A-10 missing bUsedWithStaticLighting=True! [0098.88] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_11.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0098.88] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_10.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0098.88] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_6.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0098.88] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_15.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0098.88] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_14.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0098.88] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_7.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0098.88] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_16.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0098.88] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_17.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0098.88] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_18.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0098.88] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_19.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0098.88] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_20.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0098.88] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_27.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0098.88] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_22.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0098.88] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_23.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0098.88] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_24.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0098.88] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_25.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0098.88] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_26.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0098.88] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_13.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0098.88] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_21.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0098.92] Log: Primary PhysX scene will be in software. [0098.92] Log: Creating Primary PhysX Scene. [0099.33] Log: Bringing World CNC-Under.TheWorld up for play (0) at 2021.04.23-10.08.03 [0099.36] ScriptLog: INITIAL: -1 -1 [0099.37] ScriptLog: Game profile Index was NONE [0099.38] ScriptWarning: UTDefensePoint_0 has no DefendedObjective! UTDefensePoint CNC-Under.TheWorld:PersistentLevel.UTDefensePoint_0 Function UTGame.UTDefensePoint:PreBeginPlay:003B [0099.38] ScriptWarning: UTDefensePoint_1 has no DefendedObjective! UTDefensePoint CNC-Under.TheWorld:PersistentLevel.UTDefensePoint_1 Function UTGame.UTDefensePoint:PreBeginPlay:003B [0099.38] ScriptWarning: UTDefensePoint_2 has no DefendedObjective! UTDefensePoint CNC-Under.TheWorld:PersistentLevel.UTDefensePoint_2 Function UTGame.UTDefensePoint:PreBeginPlay:003B [0099.38] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0099.38] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0099.38] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0099.38] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0099.38] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0099.38] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0099.38] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0099.38] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0099.38] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0099.38] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0099.38] ScriptLog: Gameplay events will not be recorded. [0099.38] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo [0099.38] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo [0099.38] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo [0099.38] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour [0099.38] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour [0099.38] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour [0099.38] ScriptLog: GDI:0.7500 [0099.38] ScriptLog: Nod:0.7500 [0099.38] ScriptLog: Rx_Game::PreBeginPlay BotClass:'Rx_Bot_Waypoints' True [0099.42] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.Rx_Building_Silo_Internals_0.SkeletalMeshComponent_0 RX_BU_Silo.Meshes.SK_BU_Silo 1 0 1 0 [0099.43] ScriptLog: BUILDING ERROR: No Trace2d_X sockets exist in Rx_Building_Silo_Internals_0 [0099.45] ScriptLog: Rx_SentinelWeapon_Obelisk_0 upgrade... [0099.51] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At 4504.78,3072.69,366.15 With a Rotation of 0,0,0 [0099.51] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At 4385.96,3278.49,366.15 With a Rotation of 0,10923,0 [0099.51] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At 4385.96,2866.90,366.15 With a Rotation of 0,-10923,0 [0099.51] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At 4148.33,2866.90,366.15 With a Rotation of 0,-21845,0 [0099.51] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At 4029.52,3072.69,366.15 With a Rotation of 0,-32768,0 [0099.51] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At 4148.33,3278.49,366.15 With a Rotation of 0,21845,0 [0099.51] ScriptWarning: Accessed None 'AirstripInternals' Rx_Building_AirTower CNC-Under.TheWorld:PersistentLevel.Rx_Building_AirTower_0 Function RenX_Game.Rx_Building_AirTower:GetAttackPoints:0032 [0099.51] ScriptWarning: Accessed None 'Strip' Rx_Building_AirTower CNC-Under.TheWorld:PersistentLevel.Rx_Building_AirTower_0 Function RenX_Game.Rx_Building_AirTower:GetAttackPoints:012B [0099.51] ScriptWarning: Accessed None 'Strip' Rx_Building_AirTower CNC-Under.TheWorld:PersistentLevel.Rx_Building_AirTower_0 Function RenX_Game.Rx_Building_AirTower:GetAttackPoints:012B [0099.51] ScriptWarning: Accessed None 'Strip' Rx_Building_AirTower CNC-Under.TheWorld:PersistentLevel.Rx_Building_AirTower_0 Function RenX_Game.Rx_Building_AirTower:GetAttackPoints:012B [0099.52] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.Rx_Building_Barracks_Internals_0.SkeletalMeshComponent_19 RX_BU_Barracks.Mesh.SK_BU_GDI_BAR 1 0 1 0 [0099.52] Log: WARNING: Cooking Convex For Actor: CNC-Under.TheWorld:PersistentLevel.Rx_BuildingAttachment_BeaconPedestal_0 Component: StaticMeshComponent_58 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. [0099.60] ScriptLog: Rx_SentinelWeapon_AGT_MG_0 upgrade... [0099.60] ScriptLog: Rx_SentinelWeapon_AGT_MG_1 upgrade... [0099.60] ScriptLog: Rx_SentinelWeapon_AGT_MG_2 upgrade... [0099.60] ScriptLog: Rx_SentinelWeapon_AGT_MG_3 upgrade... [0099.60] ScriptLog: Rx_SentinelWeapon_AGT_RocketPod_0 upgrade... [0099.66] ScriptLog: Initializing Rx_GameEngine. Game Version: Open Beta 5.49.177 [0099.68] Rx: MAPLoaded;CNC-Under [0099.68] Log: Bringing up level for play took: 0.877126 [0099.68] ScriptWarning: Accessed None 'Profile' UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_1 Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0134 [0099.68] ScriptWarning: Accessed None 'Profile' UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_1 Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0168 [0099.68] Rx: PLAYERHWID;playerGDI,257,VESPAWASPhwidm33290C0000007CBD [0099.68] Rx: PLAYEREnter;GDI,257,VESPAWASPfromhwidm33290C0000007CBDnosteam [0099.68] Rx: PLAYERTeamJoin;GDI,257,VESPAWASPjoinedGDIscore0last round score0.0000time0.0000 [0099.68] Rx: MAPStart;CNC-Under [0099.69] Rx: GAMESpawn;playerGDI,257,VESPAWASPcharacterRx_FamilyInfo_GDI_Soldier [0099.69] ScriptWarning: Accessed None 'myHUD' Rx_Controller CNC-Under.TheWorld:PersistentLevel.Rx_Controller_1 Function RenX_Game.Rx_Controller:ClientNotifySpecialVignette:0013 [0099.70] Error: Can't start an online game that hasn't been created [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionMultiplier [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionContrast [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalSecondaryParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalSecondaryParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalSecondaryParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalSecondaryParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalSecondaryParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalSecondaryParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalSecondaryParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalSecondaryParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalSecondaryParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalSecondaryParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalSecondaryParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalSecondaryParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalSecondaryParticleValue [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: AddTranslucent_Bias [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: AddTranslucent_Bias [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Effect_Multiplier [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Stealth_Effect_Multiplier [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Visibility_Multiplier [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Stealth_Visibility_Multiplier [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_CH_GDI' during gameplay. ParamName: GlobalCharacterBrightness [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_CH_Nod' during gameplay. ParamName: GlobalCharacterBrightness [0099.70] Log: MIC::SetVectorParameterValue : Modifying 'MI_CH_All' during gameplay. ParamName: Reflection_Colour [0099.70] Log: MIC::SetTextureParameterValue : Modifying 'MI_CH_All' during gameplay. ParamName: CubeMap_Exterior [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_VH_GDI' during gameplay. ParamName: GlobalVehicleBrightness [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: GlobalVehicleBrightness [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_VH_Nod' during gameplay. ParamName: GlobalVehicleBrightness [0099.70] Log: MIC::SetScalarParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: GlobalVehicleBrightness [0099.70] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_All' during gameplay. ParamName: Reflection_Colour [0099.70] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_All_Adaptive' during gameplay. ParamName: Reflection_Colour [0099.70] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_All' during gameplay. ParamName: CubeMap_Exterior [0099.70] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_All_Adaptive' during gameplay. ParamName: CubeMap_Exterior [0099.70] Rx: GAMESpawn;playerGDI,b258,Nathan ElliottcharacterRx_FamilyInfo_GDI_Soldier [0099.70] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b258,Nathan Elliott [0099.70] Rx: GAMESpawn;botGDI,b258,Nathan Elliott [0099.70] Rx: Game has reached minimum limit for Beacon, 1 Players and 1 Bots out of 0 [0099.70] ScriptLog: added red bot [0099.70] Rx: GAMESpawn;playerGDI,b259,HeXeticcharacterRx_FamilyInfo_GDI_Soldier [0099.70] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b259,HeXetic [0099.70] Rx: GAMESpawn;botGDI,b259,HeXetic [0099.70] ScriptLog: added red bot [0099.71] Rx: GAMESpawn;playerGDI,b260,Professional XcharacterRx_FamilyInfo_GDI_Soldier [0099.71] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_EngineerbyGDI,b260,Professional X [0099.71] Rx: GAMESpawn;botGDI,b260,Professional X [0099.71] ScriptLog: added red bot [0099.71] Rx: GAMESpawn;playerGDI,b261,BassTardcharacterRx_FamilyInfo_GDI_Soldier [0099.71] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_SoldierbyGDI,b261,BassTard [0099.71] Rx: GAMESpawn;botGDI,b261,BassTard [0099.71] ScriptLog: added red bot [0099.72] Rx: GAMESpawn;playerGDI,b262,Take the point!characterRx_FamilyInfo_GDI_Soldier [0099.72] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_MarksmanbyGDI,b262,Take the point! [0099.72] Rx: GAMESpawn;botGDI,b262,Take the point! [0099.72] ScriptLog: added red bot [0099.72] Rx: GAMESpawn;playerGDI,b263,General ShepherdcharacterRx_FamilyInfo_GDI_Soldier [0099.72] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_EngineerbyGDI,b263,General Shepherd [0099.72] Rx: GAMESpawn;botGDI,b263,General Shepherd [0099.72] ScriptLog: added red bot [0099.73] Rx: GAMESpawn;playerGDI,b264,An Imaginary BasecharacterRx_FamilyInfo_GDI_Soldier [0099.73] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_SoldierbyGDI,b264,An Imaginary Base [0099.73] Rx: GAMESpawn;botGDI,b264,An Imaginary Base [0099.73] ScriptLog: added red bot [0099.73] ScriptLog: GDIDifficulty6 [0099.73] Rx: GAMESpawn;playerNod,b265,HassancharacterRx_FamilyInfo_Nod_Soldier [0099.73] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ShotgunnerbyNod,b265,Hassan [0099.74] Rx: GAMESpawn;botNod,b265,Hassan [0099.74] ScriptLog: added blue bot [0099.74] Rx: GAMESpawn;playerNod,b266,1v1 me IRLcharacterRx_FamilyInfo_Nod_Soldier [0099.74] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ShotgunnerbyNod,b266,1v1 me IRL [0099.74] Rx: GAMESpawn;botNod,b266,1v1 me IRL [0099.74] ScriptLog: added blue bot [0099.74] Rx: GAMESpawn;playerNod,b267,Danny BlakecharacterRx_FamilyInfo_Nod_Soldier [0099.74] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_EngineerbyNod,b267,Danny Blake [0099.75] Rx: GAMESpawn;botNod,b267,Danny Blake [0099.75] ScriptLog: added blue bot [0099.75] Rx: GAMESpawn;playerNod,b268,MantankcharacterRx_FamilyInfo_Nod_Soldier [0099.75] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_SoldierbyNod,b268,Mantank [0099.75] Rx: GAMESpawn;botNod,b268,Mantank [0099.75] ScriptLog: added blue bot [0099.75] Rx: GAMESpawn;playerNod,b269,No, cowcharacterRx_FamilyInfo_Nod_Soldier [0099.75] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_MarksmanbyNod,b269,No, cow [0099.76] Rx: GAMESpawn;botNod,b269,No, cow [0099.76] ScriptLog: added blue bot [0099.76] Rx: GAMESpawn;playerNod,b270,Zack LovelesscharacterRx_FamilyInfo_Nod_Soldier [0099.76] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_EngineerbyNod,b270,Zack Loveless [0099.76] Rx: GAMESpawn;botNod,b270,Zack Loveless [0099.76] ScriptLog: added blue bot [0099.76] Rx: GAMESpawn;playerNod,b271,I DESLIKE YOU.characterRx_FamilyInfo_Nod_Soldier [0099.76] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_MarksmanbyNod,b271,I DESLIKE YOU. [0099.77] Rx: GAMESpawn;botNod,b271,I DESLIKE YOU. [0099.77] ScriptLog: added blue bot [0099.77] Rx: GAMESpawn;playerNod,b272,Starman ExplorercharacterRx_FamilyInfo_Nod_Soldier [0099.77] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_MarksmanbyNod,b272,Starman Explorer [0099.77] Rx: GAMESpawn;botNod,b272,Starman Explorer [0099.77] ScriptLog: added blue bot [0099.77] ScriptLog: NODDifficulty6 [0099.77] ScriptLog: START MATCH [0099.77] Log: Current scalability system settings: [0099.77] Log: StaticDecals = TRUE (Whether to allow static decals.) [0099.77] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0099.77] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0099.77] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0099.77] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0099.77] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0099.77] Log: MotionBlur = FALSE (Whether to allow motion blur.) [0099.77] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0099.77] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0099.77] Log: Bloom = TRUE (Whether to allow bloom.) [0099.77] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0099.77] Log: Distortion = TRUE (Whether to allow distortion.) [0099.77] Log: DropParticleDistortion = TRUE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0099.77] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0099.77] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0099.77] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0099.77] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0099.77] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0099.77] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0099.77] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0099.77] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0099.77] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0099.77] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0099.77] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0099.77] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0099.77] Log: bAllowD3D9MSAA = TRUE (UKNOWN) [0099.77] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0099.77] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0099.77] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0099.77] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0099.77] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0099.77] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0099.77] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0099.77] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0099.77] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0099.77] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0099.77] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0099.77] Log: Current preference system settings: [0099.77] Log: UseVsync = TRUE (Whether to use VSync or not.) [0099.77] Log: Fullscreen = TRUE (Fullscreen.) [0099.77] Log: ResX = 1280 (Screen X resolution.) [0099.77] Log: ResY = 720 (Screen Y resolution.) [0099.77] Log: Current debug system settings: [0099.77] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0099.77] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0099.77] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0099.77] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0099.77] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0099.77] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0099.77] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0099.77] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0099.77] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0099.77] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0099.77] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0099.77] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0099.77] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0099.77] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0099.77] Log: bAllowTemporalAA = FALSE (UKNOWN) [0099.77] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0099.77] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0099.77] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0099.77] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0099.77] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0099.77] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0099.77] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0099.77] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0099.77] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0099.77] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0099.77] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0099.77] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0099.77] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0099.77] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0099.77] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0099.77] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0099.77] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0099.77] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0099.77] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0099.77] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0099.77] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0099.77] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0099.77] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0099.77] Log: Current unknown system settings: [0099.77] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0099.77] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0099.77] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0099.77] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0099.77] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0099.77] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0099.77] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0099.77] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0099.77] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0099.77] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0099.77] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0099.77] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0099.77] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0099.77] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0099.77] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0099.77] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0099.77] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0099.77] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0099.77] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0099.77] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0099.77] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0099.77] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0099.78] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0099.78] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0099.78] 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.) [0099.78] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0099.78] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0099.78] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0099.78] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0099.78] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0099.78] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0099.78] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0099.78] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0099.78] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0099.78] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0099.78] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0099.78] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0099.78] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0099.78] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0099.78] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0099.78] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0099.78] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0099.78] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0099.78] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0099.78] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0099.78] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0099.78] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0099.78] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0099.78] 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).) [0099.78] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0099.78] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0099.78] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0099.78] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0099.78] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0099.78] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0099.78] 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) [0099.78] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0099.78] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0099.78] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0099.78] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0099.78] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0099.78] 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).) [0099.78] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0099.78] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0099.78] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0099.78] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0099.78] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0099.78] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0099.78] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0099.78] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0099.78] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0099.78] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0099.78] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0099.78] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0099.78] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0099.78] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0099.78] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0099.78] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0099.79] Log: Listing all sound classes. [0099.79] Log: Class 'Item' has 30 resident sounds taking 3539.61 kb, and 1 real time sounds taking 8.89 kb [0099.79] Log: Class 'Vehicle' has 41 resident sounds taking 14891.49 kb, and 1 real time sounds taking 48.00 kb [0099.79] Log: Class 'Weapon' has 275 resident sounds taking 71569.24 kb, and 7 real time sounds taking 487.58 kb [0099.79] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0099.79] Log: Class 'SFX' has 84 resident sounds taking 26708.23 kb, and 11 real time sounds taking 837.83 kb [0099.79] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0099.79] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0099.79] Log: Class 'Announcer_UI' has 26 resident sounds taking 3864.50 kb [0099.79] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 23 real time sounds taking 47214.76 kb [0099.79] Log: Class 'Ambient' has 34 resident sounds taking 14966.69 kb, and 23 real time sounds taking 2969.96 kb [0099.79] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb [0099.79] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0099.79] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0099.79] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0099.79] Log: Class 'Cinematic' has 6 resident sounds taking 2783.40 kb, and 3 real time sounds taking 527.70 kb [0099.79] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0099.79] Log: Class 'UnGrouped' has 624 resident sounds taking 98634.88 kb, and 115 real time sounds taking 3313.67 kb [0099.79] Log: 1624 total sounds in 17 classes [0112.08] ScriptLog: Rx_HUD::Jukebox SystemSettingsHandler.bAutostartMusic:'True' [0112.09] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0112.09] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0112.10] Warning: Warning, Failed to load 'Font None.Arial': Failed to find object 'Font None.Arial' [0112.10] Warning: Warning, Failed to load 'SwfMovie RenXFrontEnd.udk_ime': Failed to find object 'SwfMovie RenXFrontEnd.udk_ime' [0112.10] Log: GFx attempted to load missing object [RenXFrontEnd.udk_ime] [0112.10] ScriptLog: PositionModX : 0.0000 [0112.10] ScriptLog: PositionModY : 52.5000 [0112.11] Log: ########### Finished loading level: 25.554159 seconds [0112.24] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.Rx_Building_Silo_Internals_0.SkeletalMeshComponent_0 RX_BU_Silo.Meshes.SK_BU_Silo 1 0 1 0 [0112.25] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0112.25] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0112.25] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0112.25] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0112.25] Error: Can't call TermBody() on (Rx_Pawn_9)->(RB_BodyInstance_2817) during async work! [0112.25] Error: Can't call TermBody() on (Rx_Pawn_9)->(RB_BodyInstance_2816) during async work! [0112.25] Error: Can't call TermBody() on (Rx_Pawn_9)->(RB_BodyInstance_2815) during async work! [0112.25] Error: Can't call TermBody() on (Rx_Pawn_9)->(RB_BodyInstance_2814) during async work! [0112.25] Error: Can't call TermBody() on (Rx_Pawn_9)->(RB_BodyInstance_2813) during async work! [0112.25] Error: Can't call TermBody() on (Rx_Pawn_9)->(RB_BodyInstance_2812) during async work! [0112.25] Error: Can't call TermBody() on (Rx_Pawn_9)->(RB_BodyInstance_2811) during async work! [0112.25] Error: Can't call TermBody() on (Rx_Pawn_9)->(RB_BodyInstance_2810) during async work! [0112.25] Error: Can't call TermBody() on (Rx_Pawn_9)->(RB_BodyInstance_2809) during async work! [0112.25] Error: Can't call TermBody() on (Rx_Pawn_9)->(RB_BodyInstance_2808) during async work! [0112.25] Error: Can't call TermBody() on (Rx_Pawn_9)->(RB_BodyInstance_2807) during async work! [0112.25] Error: Can't call TermBody() on (Rx_Pawn_9)->(RB_BodyInstance_2806) during async work! [0112.25] Error: Can't call TermBody() on (Rx_Pawn_9)->(RB_BodyInstance_2805) during async work! [0112.25] Error: Can't call TermBody() on (Rx_Pawn_9)->(RB_BodyInstance_2804) during async work! [0112.25] Error: Can't call TermBody() on (Rx_Pawn_9)->(RB_BodyInstance_2803) during async work! [0112.25] Error: Can't call TermBody() on (Rx_Pawn_9)->(RB_BodyInstance_2802) during async work! [0112.25] Error: Can't call TermBody() on (Rx_Pawn_9)->(RB_BodyInstance_2801) during async work! [0112.25] Error: Can't call TermBody() on (Rx_Pawn_9)->(RB_BodyInstance_2800) during async work! [0112.25] Error: Can't call TermBody() on (Rx_Pawn_9)->(RB_BodyInstance_2799) during async work! [0112.25] Error: Can't call TermBody() on (Rx_Pawn_9)->(RB_BodyInstance_2798) during async work! [0112.26] Error: Can't call TermBody() on (Rx_Pawn_12)->(RB_BodyInstance_2880) during async work! [0112.26] Error: Can't call TermBody() on (Rx_Pawn_12)->(RB_BodyInstance_2879) during async work! [0112.26] Error: Can't call TermBody() on (Rx_Pawn_12)->(RB_BodyInstance_2878) during async work! [0112.26] Error: Can't call TermBody() on (Rx_Pawn_12)->(RB_BodyInstance_2877) during async work! [0112.26] Error: Can't call TermBody() on (Rx_Pawn_12)->(RB_BodyInstance_2876) during async work! [0112.26] Error: Can't call TermBody() on (Rx_Pawn_12)->(RB_BodyInstance_2875) during async work! [0112.26] Error: Can't call TermBody() on (Rx_Pawn_12)->(RB_BodyInstance_2874) during async work! [0112.26] Error: Can't call TermBody() on (Rx_Pawn_12)->(RB_BodyInstance_2873) during async work! [0112.26] Error: Can't call TermBody() on (Rx_Pawn_12)->(RB_BodyInstance_2872) during async work! [0112.26] Error: Can't call TermBody() on (Rx_Pawn_12)->(RB_BodyInstance_2871) during async work! [0112.26] Error: Can't call TermBody() on (Rx_Pawn_12)->(RB_BodyInstance_2870) during async work! [0112.26] Error: Can't call TermBody() on (Rx_Pawn_12)->(RB_BodyInstance_2869) during async work! [0112.26] Error: Can't call TermBody() on (Rx_Pawn_12)->(RB_BodyInstance_2868) during async work! [0112.26] Error: Can't call TermBody() on (Rx_Pawn_12)->(RB_BodyInstance_2867) during async work! [0112.26] Error: Can't call TermBody() on (Rx_Pawn_12)->(RB_BodyInstance_2866) during async work! [0112.26] Error: Can't call TermBody() on (Rx_Pawn_12)->(RB_BodyInstance_2865) during async work! [0112.26] Error: Can't call TermBody() on (Rx_Pawn_12)->(RB_BodyInstance_2864) during async work! [0112.26] Error: Can't call TermBody() on (Rx_Pawn_12)->(RB_BodyInstance_2863) during async work! [0112.26] Error: Can't call TermBody() on (Rx_Pawn_12)->(RB_BodyInstance_2862) during async work! [0112.26] Error: Can't call TermBody() on (Rx_Pawn_12)->(RB_BodyInstance_2861) during async work! [0112.26] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_2922) during async work! [0112.26] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_2921) during async work! [0112.26] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_2920) during async work! [0112.26] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_2919) during async work! [0112.26] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_2918) during async work! [0112.26] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_2917) during async work! [0112.26] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_2916) during async work! [0112.26] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_2915) during async work! [0112.26] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_2914) during async work! [0112.26] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_2913) during async work! [0112.26] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_2912) during async work! [0112.26] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_2911) during async work! [0112.26] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_2910) during async work! [0112.26] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_2909) during async work! [0112.26] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_2908) during async work! [0112.26] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_2907) during async work! [0112.26] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_2906) during async work! [0112.26] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_2905) during async work! [0112.26] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_2904) during async work! [0112.26] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_2903) during async work! [0112.26] Error: Can't call TermBody() on (Rx_Pawn_15)->(RB_BodyInstance_2943) during async work! [0112.26] Error: Can't call TermBody() on (Rx_Pawn_15)->(RB_BodyInstance_2942) during async wo