Log: Log file open, 01/17/22 21:35:07
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=
Init: Base directory: G:\Renegade X\Binaries\Win64\
[0000.32] Init: Computer: USER-PC
[0000.32] Init: User: User
[0000.32] Init: CPU Page size=4096, Processors=4
[0000.32] Init: High frequency timer resolution =3.323613 MHz
[0000.32] Init: Memory total: Physical=16.0GB (16GB approx) Pagefile=31.9GB Virtual=8192.0GB
[0000.91] Log: Steam Client API initialized 1
[0002.15] Log: Steam Game Server API initialized 1
[0002.21] Init: WinSock: I am User-PC (192.168.1.5:0)
[0002.21] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes.
[0002.21] Init: Object subsystem initialized
[0002.86] Log: Found D3D11 adapter 0: NVIDIA GeForce GTX 760
[0002.86] Log: Adapter has 1979MB of dedicated video memory, 0MB of dedicated system memory, and 7916MB of shared system memory
[0002.91] Log: Shader platform (RHI): PC-D3D-SM3
[0002.91] Error: Error, Manifest doesn't exist: ..\..\UDKGame\Script\Manifest.txt
[0002.98] Log: PhysX GPU Support: DISABLED
[0002.98] Init: Initializing FaceFX...
[0002.99] Init: FaceFX 1.7.4 initialized.
[0003.03] Init: XAudio2 using 'Headset Earphone (HyperX Virtual Surround Sound)' : 2 channels at 44.1 kHz using 16 bits per sample (channel mask 0x3)
[0003.15] Init: Waited 0.008 sec for async package '..\..\UDKGame\CookedPC\Engine.u' to complete caching.
[0007.26] Init: Finished loading startup packages in 4.13 seconds
[0007.27] Log: 80990 objects as part of root set at end of initial load.
[0007.27] Log: 0 out of 0 bytes used by permanent object pool.
[0007.59] Error: Error, ImportText (MyPlayersInfo): Missing closing parenthesis: (PlayerName=""User"",UUID="m30342B9000003B9A",SavedScore=0.000000,LastGameScore=0.000000,JoinedGame=1)
[0017.58] Log: Initializing Engine...
[0017.64] Init: UEngine initialized
[0017.66] Init: XAudio2Device initialized.
[0018.54] Init: Client initialized
[0020.70] Log: Initializing Steamworks
[0020.75] Log: Logged in as '"User"'
[0021.56] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0021.56] Warning: Warning, Failed to find object 'Class None.'
[0021.56] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0021.56] Warning: Warning, Failed to find object 'Class None.'
[0021.56] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0021.56] Warning: Warning, Failed to find object 'Class None.'
[0021.56] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0021.56] Warning: Warning, Failed to find object 'Class None.'
[0021.98] Log: LoadMap: RenX-FrontEndMap?Name=?Team=1
[0022.62] Log: Game class is 'Rx_Game_MainMenu'
[0022.64] Log: Primary PhysX scene will be in software.
[0022.64] Log: Creating Primary PhysX Scene.
[0022.65] Log: Bringing World RenX-FrontEndMap.TheWorld up for play (0) at 2022.01.17-21.35.29
[0022.76] ScriptLog: INITIAL: -1 -1
[0022.83] ScriptLog: Game profile Index was NONE
[0022.88] ScriptLog: Gameplay events will not be recorded.
[0022.88] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo
[0022.88] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo
[0022.88] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo
[0022.88] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour
[0022.88] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour
[0022.88] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour
[0022.88] ScriptLog: Failed to get GDI PT
[0022.88] ScriptLog: Failed to get Nod PT
[0022.88] ScriptLog: GDI:0.0000
[0022.88] ScriptLog: Failed to get GDI PT
[0022.88] ScriptLog: Failed to get Nod PT
[0022.88] ScriptLog: Nod:0.0000
[0022.88] ScriptLog: Rx_Game::PreBeginPlay BotClass:'Rx_Bot_Waypoints' True
[0023.04] ScriptLog: Initializing Rx_GameEngine. Game Version: Open Beta 5.584.211
[0028.93] Rx: MAPLoaded;RenX-FrontEndMap
[0028.93] Log: Bringing up level for play took: 6.301815
[0029.06] Rx: PLAYERHWID;playerNod,256,"User"hwidm30342B9000003B9A
[0029.06] Rx: PLAYEREnter;Nod,256,"User"fromhwidm30342B9000003B9Asteamid0x01100001040334F6
[0029.06] ScriptWarning: Accessed None 'AccessControl'
Rx_Game_MainMenu RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_MainMenu_0
Function RenX_Game.Rx_Game:PostLoginCommon:028B
[0029.06] Rx: PLAYERTeamJoin;Nod,256,"User"joinedNodscore0last round score0.0000time0.0000
[0029.06] Log: Current scalability system settings:
[0029.06] Log: StaticDecals = FALSE (Whether to allow static decals.)
[0029.06] Log: DynamicDecals = FALSE (Whether to allow dynamic decals.)
[0029.06] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.)
[0029.06] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.)
[0029.06] Log: DynamicShadows = FALSE (Whether to allow dynamic shadows.)
[0029.06] Log: LightEnvironmentShadows = FALSE (Whether to allow dynamic light environments to cast shadows.)
[0029.06] Log: MotionBlur = FALSE (Whether to allow motion blur.)
[0029.06] Log: DepthOfField = TRUE (Whether to allow depth of field.)
[0029.06] Log: AmbientOcclusion = FALSE (Whether to allow ambient occlusion.)
[0029.06] Log: Bloom = TRUE (Whether to allow bloom.)
[0029.06] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.)
[0029.06] Log: Distortion = FALSE (Whether to allow distortion.)
[0029.06] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.)
[0029.06] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.)
[0029.06] Log: LensFlares = FALSE (Whether to allow rendering of LensFlares.)
[0029.06] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.)
[0029.06] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.)
[0029.06] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.)
[0029.06] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.)
[0029.06] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.)
[0029.06] Log: SkeletalMeshLODBias = 3 (LOD bias for skeletal meshes.)
[0029.06] Log: DetailMode = 0 (Current detail mode; determines whether components of actors should be updated/ ticked.)
[0029.06] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).)
[0029.06] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.)
[0029.06] Log: MaxAnisotropy = 0 (Maximum level of anisotropy used.)
[0029.06] Log: bAllowD3D9MSAA = FALSE (UKNOWN)
[0029.06] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.)
[0029.06] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.)
[0029.06] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.)
[0029.06] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.)
[0029.06] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.)
[0029.06] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.)
[0029.06] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.)
[0029.06] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.)
[0029.06] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.)
[0029.06] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.)
[0029.06] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.)
[0029.06] Log: Current preference system settings:
[0029.06] Log: UseVsync = FALSE (Whether to use VSync or not.)
[0029.06] Log: Fullscreen = TRUE (Fullscreen.)
[0029.06] Log: ResX = 1280 (Screen X resolution.)
[0029.06] Log: ResY = 720 (Screen Y resolution.)
[0029.06] Log: Current debug system settings:
[0029.06] Log: DynamicLights = FALSE (Whether to allow dynamic lights.)
[0029.06] Log: CompositeDynamicLights = FALSE (Whether to composte dynamic lights into light environments.)
[0029.06] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.)
[0029.06] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.)
[0029.06] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.)
[0029.06] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.)
[0029.06] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.)
[0029.06] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.)
[0029.06] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.)
[0029.06] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.)
[0029.06] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.)
[0029.06] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.)
[0029.06] Log: ParticleLODBias = 3 (LOD bias for particle systems.)
[0029.06] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.)
[0029.06] Log: bAllowTemporalAA = FALSE (UKNOWN)
[0029.06] Log: TemporalAA_MinDepth = 500 (UKNOWN)
[0029.06] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN)
[0029.06] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.)
[0029.06] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.)
[0029.06] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.)
[0029.06] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.)
[0029.06] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.)
[0029.06] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.)
[0029.06] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.)
[0029.06] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.)
[0029.06] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.)
[0029.06] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.)
[0029.06] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.)
[0029.06] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.)
[0029.06] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.)
[0029.06] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.)
[0029.06] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.)
[0029.06] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.)
[0029.06] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.)
[0029.06] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.)
[0029.06] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.)
[0029.06] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.)
[0029.06] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.)
[0029.06] Log: Current unknown system settings:
[0029.06] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.)
[0029.06] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.)
[0029.06] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.)
[0029.06] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.)
[0029.06] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.)
[0029.06] Log: FogVolumes = TRUE (Whether to allow fog volumes.)
[0029.06] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.)
[0029.06] Log: ShadowFilterQualityBias = 3 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.)
[0029.06] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.)
[0029.06] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.)
[0029.06] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.)
[0029.06] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.)
[0029.06] Log: PreShadowResolutionFactor = 0.5 (UKNOWN)
[0029.06] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.)
[0029.06] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.)
[0029.06] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.)
[0029.06] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.)
[0029.06] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.)
[0029.06] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.)
[0029.06] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.)
[0029.06] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.)
[0029.06] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
[0029.06] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
[0029.06] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
[0029.06] 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.)
[0029.06] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.)
[0029.06] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.)
[0029.06] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.)
[0029.06] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.)
[0029.06] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.)
[0029.06] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1])
[0029.06] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1])
[0029.06] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.)
[0029.06] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.)
[0029.06] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.)
[0029.06] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.)
[0029.06] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE))
[0029.06] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE))
[0029.06] Log: StatFontScaleFactor = 1 (The default stat font scale to use)
[0029.06] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.)
[0029.06] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.)
[0029.06] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.)
[0029.06] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).)
[0029.06] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).)
[0029.06] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.)
[0029.06] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.)
[0029.06] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).)
[0029.06] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).)
[0029.06] 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).)
[0029.06] Log: MobileLightShaftScale = 1 (UNKNOWN.)
[0029.06] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.)
[0029.06] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.)
[0029.06] Log: MobileMaxShadowRange = 500 (UNKNOWN.)
[0029.06] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).)
[0029.06] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group)
[0029.06] 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)
[0029.06] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.)
[0029.06] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.)
[0029.06] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).)
[0029.06] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.)
[0029.06] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.)
[0029.06] 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).)
[0029.06] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.)
[0029.06] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.)
[0029.06] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.)
[0029.06] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).)
[0029.06] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).)
[0029.06] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.)
[0029.06] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.)
[0029.06] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.)
[0029.06] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.)
[0029.06] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.)
[0029.06] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.)
[0029.06] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.)
[0029.06] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.)
[0029.06] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.)
[0029.06] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.)
[0029.06] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.)
[0029.08] Log: Listing all sound classes.
[0029.08] Log: Class 'Item' has 30 resident sounds taking 3539.61 kb, and 1 real time sounds taking 8.89 kb
[0029.08] Log: Class 'Vehicle' has 44 resident sounds taking 15912.55 kb, and 2 real time sounds taking 91.22 kb
[0029.08] Log: Class 'Weapon' has 271 resident sounds taking 70183.23 kb, and 6 real time sounds taking 444.36 kb
[0029.08] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb
[0029.08] Log: Class 'SFX' has 84 resident sounds taking 26708.23 kb, and 11 real time sounds taking 837.83 kb
[0029.08] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb
[0029.08] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb
[0029.08] Log: Class 'Announcer_UI' has 14 resident sounds taking 1565.92 kb
[0029.08] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb
[0029.08] Log: Class 'Ambient' has 5 resident sounds taking 1123.96 kb, and 1 real time sounds taking 104.36 kb
[0029.08] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb
[0029.08] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb
[0029.08] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb
[0029.08] Log: Class 'Cinematic' has 6 resident sounds taking 2783.40 kb, and 3 real time sounds taking 527.70 kb
[0029.08] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb
[0029.08] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb
[0029.08] Log: Class 'UnGrouped' has 630 resident sounds taking 92080.09 kb, and 110 real time sounds taking 2599.97 kb
[0029.08] Log: 1562 total sounds in 17 classes
[0029.08] ScriptLog: Rx_HUD::Jukebox AutoPlay music disabled by map.
[0029.80] Error: Error, ImportText (MyPlayersInfo): Missing closing parenthesis: (PlayerName=""User"",UUID="m30342B9000003B9A",SavedScore=0.000000,LastGameScore=0.000000,JoinedGame=1)
[0029.80] Rx: Game has reached minimum limit for Beacon, 1 Players and 0 Bots out of 0
[0029.80] Log: ########### Finished loading level: 7.822181 seconds
[0029.81] Log: Flushing async loaders.
[0034.84] Log: Flushed async loaders.
[0034.84] Init: Game engine initialized
[0034.84] Log: Initializing Engine Completed
[0034.89] Log: >>>>>>>>>>>>>> Initial startup: 34.89s <<<<<<<<<<<<<<<
[0034.89] Log: Current scalability system settings:
[0034.89] Log: StaticDecals = FALSE (Whether to allow static decals.)
[0034.89] Log: DynamicDecals = FALSE (Whether to allow dynamic decals.)
[0034.89] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.)
[0034.89] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.)
[0034.89] Log: DynamicShadows = FALSE (Whether to allow dynamic shadows.)
[0034.89] Log: LightEnvironmentShadows = FALSE (Whether to allow dynamic light environments to cast shadows.)
[0034.89] Log: MotionBlur = FALSE (Whether to allow motion blur.)
[0034.89] Log: DepthOfField = TRUE (Whether to allow depth of field.)
[0034.89] Log: AmbientOcclusion = FALSE (Whether to allow ambient occlusion.)
[0034.89] Log: Bloom = TRUE (Whether to allow bloom.)
[0034.89] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.)
[0034.89] Log: Distortion = FALSE (Whether to allow distortion.)
[0034.89] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.)
[0034.89] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.)
[0034.89] Log: LensFlares = FALSE (Whether to allow rendering of LensFlares.)
[0034.89] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.)
[0034.89] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.)
[0034.89] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.)
[0034.89] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.)
[0034.89] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.)
[0034.89] Log: SkeletalMeshLODBias = 3 (LOD bias for skeletal meshes.)
[0034.89] Log: DetailMode = 0 (Current detail mode; determines whether components of actors should be updated/ ticked.)
[0034.89] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).)
[0034.89] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.)
[0034.89] Log: MaxAnisotropy = 0 (Maximum level of anisotropy used.)
[0034.89] Log: bAllowD3D9MSAA = FALSE (UKNOWN)
[0034.89] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.)
[0034.89] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.)
[0034.89] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.)
[0034.89] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.)
[0034.89] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.)
[0034.89] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.)
[0034.89] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.)
[0034.89] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.)
[0034.89] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.)
[0034.89] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.)
[0034.89] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.)
[0034.89] Log: Current preference system settings:
[0034.89] Log: UseVsync = FALSE (Whether to use VSync or not.)
[0034.89] Log: Fullscreen = TRUE (Fullscreen.)
[0034.89] Log: ResX = 1280 (Screen X resolution.)
[0034.89] Log: ResY = 720 (Screen Y resolution.)
[0034.89] Log: Current debug system settings:
[0034.89] Log: DynamicLights = FALSE (Whether to allow dynamic lights.)
[0034.89] Log: CompositeDynamicLights = FALSE (Whether to composte dynamic lights into light environments.)
[0034.89] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.)
[0034.89] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.)
[0034.89] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.)
[0034.89] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.)
[0034.89] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.)
[0034.89] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.)
[0034.89] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.)
[0034.89] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.)
[0034.89] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.)
[0034.89] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.)
[0034.89] Log: ParticleLODBias = 3 (LOD bias for particle systems.)
[0034.89] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.)
[0034.89] Log: bAllowTemporalAA = FALSE (UKNOWN)
[0034.89] Log: TemporalAA_MinDepth = 500 (UKNOWN)
[0034.89] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN)
[0034.89] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.)
[0034.89] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.)
[0034.89] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.)
[0034.89] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.)
[0034.89] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.)
[0034.89] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.)
[0034.89] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.)
[0034.89] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.)
[0034.89] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.)
[0034.89] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.)
[0034.89] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.)
[0034.89] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.)
[0034.89] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.)
[0034.89] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.)
[0034.89] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.)
[0034.89] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.)
[0034.89] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.)
[0034.89] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.)
[0034.89] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.)
[0034.89] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.)
[0034.89] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.)
[0034.89] Log: Current unknown system settings:
[0034.89] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.)
[0034.89] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.)
[0034.89] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.)
[0034.89] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.)
[0034.89] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.)
[0034.89] Log: FogVolumes = TRUE (Whether to allow fog volumes.)
[0034.89] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.)
[0034.89] Log: ShadowFilterQualityBias = 3 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.)
[0034.89] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.)
[0034.89] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.)
[0034.89] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.)
[0034.89] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.)
[0034.89] Log: PreShadowResolutionFactor = 0.5 (UKNOWN)
[0034.89] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.)
[0034.89] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.)
[0034.89] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.)
[0034.89] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.)
[0034.89] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.)
[0034.89] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.)
[0034.89] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.)
[0034.89] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.)
[0034.89] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
[0034.89] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
[0034.89] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
[0034.89] 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.)
[0034.89] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.)
[0034.89] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.)
[0034.89] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.)
[0034.89] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.)
[0034.89] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.)
[0034.89] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1])
[0034.89] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1])
[0034.89] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.)
[0034.89] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.)
[0034.89] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.)
[0034.89] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.)
[0034.89] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE))
[0034.89] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE))
[0034.89] Log: StatFontScaleFactor = 1 (The default stat font scale to use)
[0034.89] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.)
[0034.89] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.)
[0034.89] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.)
[0034.89] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).)
[0034.89] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).)
[0034.89] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.)
[0034.89] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.)
[0034.89] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).)
[0034.89] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).)
[0034.89] 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).)
[0034.89] Log: MobileLightShaftScale = 1 (UNKNOWN.)
[0034.89] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.)
[0034.89] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.)
[0034.89] Log: MobileMaxShadowRange = 500 (UNKNOWN.)
[0034.89] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).)
[0034.89] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group)
[0034.89] 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)
[0034.89] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.)
[0034.89] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.)
[0034.89] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).)
[0034.89] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.)
[0034.89] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.)
[0034.89] 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).)
[0034.89] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.)
[0034.89] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.)
[0034.89] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.)
[0034.89] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).)
[0034.89] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).)
[0034.89] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.)
[0034.89] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.)
[0034.89] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.)
[0034.89] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.)
[0034.89] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.)
[0034.89] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.)
[0034.89] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.)
[0034.89] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.)
[0034.89] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.)
[0034.89] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.)
[0034.89] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.)
[0034.90] Log: Listing all sound classes.
[0034.90] Log: Class 'Item' has 30 resident sounds taking 3539.61 kb, and 1 real time sounds taking 8.89 kb
[0034.90] Log: Class 'Vehicle' has 44 resident sounds taking 15912.55 kb, and 2 real time sounds taking 91.22 kb
[0034.90] Log: Class 'Weapon' has 271 resident sounds taking 70183.23 kb, and 6 real time sounds taking 444.36 kb
[0034.90] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb
[0034.90] Log: Class 'SFX' has 84 resident sounds taking 26708.23 kb, and 11 real time sounds taking 837.83 kb
[0034.90] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb
[0034.90] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb
[0034.90] Log: Class 'Announcer_UI' has 14 resident sounds taking 1565.92 kb
[0034.90] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb
[0034.90] Log: Class 'Ambient' has 5 resident sounds taking 1123.96 kb, and 1 real time sounds taking 104.36 kb
[0034.90] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb
[0034.90] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb
[0034.90] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb
[0034.90] Log: Class 'Cinematic' has 6 resident sounds taking 2783.40 kb, and 3 real time sounds taking 527.70 kb
[0034.90] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb
[0034.90] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb
[0034.90] Log: Class 'UnGrouped' has 630 resident sounds taking 92080.09 kb, and 110 real time sounds taking 2599.97 kb
[0034.90] Log: 1562 total sounds in 17 classes
[0035.05] Log: Bool AmbientOcclusion set to 0
[0035.07] Log: BloomThreshold = 1
[0038.85] GFxUI: Rx_GFxFrontEnd::Loading SkirmishView
[0038.91] ScriptLog: Name - Arctic Stronghold
[0038.91] ScriptLog: Name - Canyon
[0038.91] ScriptLog: Name - Cliff Side
[0038.91] ScriptLog: Name - Complex
[0038.91] ScriptLog: Name - Crash Site
[0038.91] ScriptLog: Name - Daybreak
[0038.91] ScriptLog: Name - Desolation
[0038.91] ScriptLog: Name - Desolation - Winter
[0038.91] ScriptLog: Name - Eyes
[0038.91] ScriptLog: Name - Field
[0038.91] ScriptLog: Name - Field - Winter
[0038.91] ScriptLog: Name - Field X
[0038.91] ScriptLog: Name - Forest
[0038.91] ScriptLog: Name - Goldrush
[0038.91] ScriptLog: Name - Hourglass
[0038.91] ScriptLog: Name - Islands
[0038.91] ScriptLog: Name - Islands X
[0038.91] ScriptLog: Name - Lakeside
[0038.91] ScriptLog: Name - Lakeside - Winter
[0038.91] ScriptLog: Name - Mesa
[0038.91] ScriptLog: Name - Oasis
[0038.91] ScriptLog: Name - Outposts
[0038.91] ScriptLog: Name - Reservoir
[0038.91] ScriptLog: Name - Reservoir - Winter
[0038.91] ScriptLog: Name - Snow
[0038.91] ScriptLog: Name - Snow X
[0038.91] ScriptLog: Name - Steppe
[0038.91] ScriptLog: Name - Storm
[0038.91] ScriptLog: Name - Tomb
[0038.91] ScriptLog: Name - Toxicity
[0038.91] ScriptLog: Name - Tunnels
[0038.91] ScriptLog: Name - Under
[0038.91] ScriptLog: Name - Uphill
[0038.91] ScriptLog: Name - Volcano
[0038.91] ScriptLog: Name - Walls
[0038.91] ScriptLog: Name - Walls - Winter
[0038.91] ScriptLog: Name - Whiteout
[0038.91] ScriptLog: Name - Xmountain
[0038.91] ScriptLog: Name - Arctic Stronghold
[0038.91] ScriptLog: Name - Canyon
[0038.91] ScriptLog: Name - Cliff Side
[0038.91] ScriptLog: Name - Complex
[0038.91] ScriptLog: Name - Crash Site
[0038.91] ScriptLog: Name - Daybreak
[0038.91] ScriptLog: Name - Desolation
[0038.91] ScriptLog: Name - Desolation - Winter
[0038.91] ScriptLog: Name - Eyes
[0038.91] ScriptLog: Name - Field
[0038.91] ScriptLog: Name - Field - Winter
[0038.91] ScriptLog: Name - Field X
[0038.91] ScriptLog: Name - Forest
[0038.91] ScriptLog: Name - Goldrush
[0038.91] ScriptLog: Name - Hourglass
[0038.91] ScriptLog: Name - Islands
[0038.91] ScriptLog: Name - Islands X
[0038.91] ScriptLog: Name - Lakeside
[0038.91] ScriptLog: Name - Lakeside - Winter
[0038.91] ScriptLog: Name - Mesa
[0038.91] ScriptLog: Name - Oasis
[0038.91] ScriptLog: Name - Outposts
[0038.91] ScriptLog: Name - Reservoir
[0038.91] ScriptLog: Name - Reservoir - Winter
[0038.91] ScriptLog: Name - Snow
[0038.91] ScriptLog: Name - Snow X
[0038.91] ScriptLog: Name - Steppe
[0038.91] ScriptLog: Name - Storm
[0038.91] ScriptLog: Name - Tomb
[0038.91] ScriptLog: Name - Toxicity
[0038.91] ScriptLog: Name - Tunnels
[0038.91] ScriptLog: Name - Under
[0038.91] ScriptLog: Name - Uphill
[0038.91] ScriptLog: Name - Volcano
[0038.91] ScriptLog: Name - Walls
[0038.91] ScriptLog: Name - Walls - Winter
[0038.91] ScriptLog: Name - Whiteout
[0038.91] ScriptLog: Name - Xmountain
[0046.18] GFxUI: Rx_GFxFrontEnd::Loading SettingsView
[0046.18] Log: DumpAvailableResolutions
[0046.18] Log: 1920x1080
[0046.18] Log: 1920x1080
[0046.18] Log: 640x480
[0046.18] Log: 640x480
[0046.18] Log: 720x480
[0046.18] Log: 720x480
[0046.18] Log: 720x576
[0046.18] Log: 720x576
[0046.18] Log: 800x600
[0046.18] Log: 800x600
[0046.18] Log: 1024x768
[0046.18] Log: 1024x768
[0046.18] Log: 1152x864
[0046.18] Log: 1152x864
[0046.18] Log: 1280x720
[0046.18] Log: 1280x720
[0046.18] Log: 1280x768
[0046.18] Log: 1280x768
[0046.18] Log: 1280x800
[0046.18] Log: 1280x800
[0046.18] Log: 1280x960
[0046.18] Log: 1280x960
[0046.18] Log: 1280x1024
[0046.18] Log: 1280x1024
[0046.18] Log: 1360x768
[0046.18] Log: 1360x768
[0046.18] Log: 1366x768
[0046.18] Log: 1366x768
[0046.18] Log: 1600x900
[0046.18] Log: 1600x900
[0046.18] Log: 1600x1024
[0046.18] Log: 1600x1024
[0046.18] Log: 1680x1050
[0046.18] Log: 1680x1050
[0046.19] ScriptLog: Unknown Widget: SettingsVideoView
[0048.00] ScriptLog: Unknown Widget: SettingsAudioView
[0065.99] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange
[0066.02] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange
[0066.03] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange
[0066.05] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange
[0066.06] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange
[0066.07] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange
[0066.07] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange
[0066.08] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange
[0066.09] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange
[0067.74] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange
[0067.75] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange
[0067.76] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange
[0067.77] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange
[0067.78] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange
[0067.79] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange
[0067.79] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange
[0067.80] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange
[0067.81] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange
[0067.82] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange
[0067.83] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange
[0067.83] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange
[0067.84] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange
[0067.85] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange
[0067.86] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange
[0068.11] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange
[0068.12] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange
[0068.12] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange
[0068.13] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange
[0068.14] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange
[0068.15] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange
[0069.01] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange
[0069.03] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange
[0069.04] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange
[0069.04] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange
[0069.05] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange
[0069.06] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange
[0069.07] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange
[0069.07] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange
[0069.08] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange
[0069.09] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange
[0069.10] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange
[0069.72] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange
[0069.73] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange
[0069.74] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange
[0069.75] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange
[0069.75] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange
[0069.76] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange
[0069.77] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: valueChange
[0078.62] ScriptLog: OutURL is: NC-Storm?Team=0?Numplay=32?GDIBotCount=15?NODBotCount=16?GDIDifficulty=4?NODDifficulty=4?GDIAttackingStrengh=100?NodAttackingStrengh=100?StartingCredits=150?TimeLimit=999?MineLimit=30?VehicleLimit=10?IsFriendlyfire=False?CanRepairBuildings=False?HasBaseDestruction=False?HasEndGamePedistal=False?HasTimeLimitExpiry=False False
[0078.62] ScriptLog: Command: ->> open CNC-Storm?Team=0?Numplay=32?GDIBotCount=15?NODBotCount=16?GDIDifficulty=4?NODDifficulty=4?GDIAttackingStrengh=100?NodAttackingStrengh=100?StartingCredits=150?TimeLimit=999?MineLimit=30?VehicleLimit=10?IsFriendlyfire=False?CanRepairBuildings=False?HasBaseDestruction=False?HasEndGamePedistal=False?HasTimeLimitExpiry=False
[0078.64] Log: LoadMap: CNC-Storm?Name=?Team=0?Numplay=32?GDIBotCount=15?NODBotCount=16?GDIDifficulty=4?NODDifficulty=4?GDIAttackingStrengh=100?NodAttackingStrengh=100?StartingCredits=150?TimeLimit=999?MineLimit=30?VehicleLimit=10?IsFriendlyfire=False?CanRepairBuildings=False?HasBaseDestruction=False?HasEndGamePedistal=False?HasTimeLimitExpiry=False
[0078.64] ScriptLog: MusicPlayerOnAudioFinished :: bStopped? False | AC? AudioComponent_4 | SoundCue? SC_MainMenu
[0078.66] Log: --- LOADING MOVIE START ---
[0078.75] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate()
OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0
Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE
[0078.76] Error: Error, ImportText (MyPlayersInfo): Missing closing parenthesis: (PlayerName=""User"",UUID="m30342B9000003B9A",SavedScore=0.000000,LastGameScore=0.000000,JoinedGame=1)
[0078.76] Rx: PLAYERExit;Nod,256,"User"
[0084.78] Warning: Warning, Failed to compile Material Instance RX_Env_Storm.Materials.Instances.M_Shader_Landscape_Storm_INST with Base M_Shader_Landscape for platform PC-D3D-SM3, Default Material will be used in game.
[0084.89] Log: Incomplete cached shader map for material MDecal_TibCracks_2, quality 0, compiling.
[0090.57] Log: Game class is 'Rx_Game'
[0090.77] Log: Primary PhysX scene will be in software.
[0090.77] Log: Creating Primary PhysX Scene.
[0090.98] Log: WARNING: Cooking Convex For Actor: CNC-Storm.TheWorld:PersistentLevel.StaticMeshActor_1703 Component: StaticMeshComponent_1182 StaticMesh: RX_Piek.Static.SM_BunkerPC (Scale: 0.500000 0.500000 0.500000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects.
[0091.21] Log: Bringing World CNC-Storm.TheWorld up for play (0) at 2022.01.17-21.36.38
[0091.62] ScriptLog: INITIAL: -1 -1
[0091.63] ScriptLog: Game profile Index was NONE
[0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0091.65] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0091.65] ScriptLog: Gameplay events will not be recorded.
[0091.65] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo
[0091.65] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo
[0091.65] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo
[0091.65] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour
[0091.65] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour
[0091.65] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour
[0091.65] ScriptLog: GDI:1.0000
[0091.65] ScriptLog: Nod:1.0000
[0091.65] ScriptLog: Rx_Game::PreBeginPlay BotClass:'Rx_Bot_Waypoints' True
[0091.87] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Storm.TheWorld:PersistentLevel.Rx_Building_Barracks_Internals_0.SkeletalMeshComponent_9 RX_BU_Barracks.Mesh.SK_BU_GDI_BAR 1 0 1 0
[0091.88] Log: WARNING: Cooking Convex For Actor: CNC-Storm.TheWorld:PersistentLevel.Rx_BuildingAttachment_BeaconPedestal_0 Component: StaticMeshComponent_57 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.
[0092.23] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At 5979.24,7279.87,-3032.89 With a Rotation of 0,3072,0
[0092.23] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At 5805.80,7442.31,-3032.89 With a Rotation of 0,13995,0
[0092.23] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At 5925.28,7048.44,-3032.89 With a Rotation of 0,-7851,0
[0092.23] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At 5697.88,6979.46,-3032.89 With a Rotation of 0,-18773,0
[0092.23] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At 5524.44,7141.91,-3032.89 With a Rotation of 0,-29696,0
[0092.23] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At 5578.40,7373.33,-3032.89 With a Rotation of 0,24917,0
[0092.33] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Storm.TheWorld:PersistentLevel.Rx_Building_Silo_Internals_0.SkeletalMeshComponent_29 RX_BU_Silo.Meshes.SK_BU_Silo 1 0 1 0
[0092.34] ScriptLog: BUILDING ERROR: No Trace2d_X sockets exist in Rx_Building_Silo_Internals_0
[0092.43] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Storm.TheWorld:PersistentLevel.Rx_Building_Silo_Internals_1.SkeletalMeshComponent_30 RX_BU_Silo.Meshes.SK_BU_Silo 1 0 1 0
[0092.44] ScriptLog: BUILDING ERROR: No Trace2d_X sockets exist in Rx_Building_Silo_Internals_1
[0092.53] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Storm.TheWorld:PersistentLevel.Rx_Building_CommCentre_Internals_0.SkeletalMeshComponent_31 RX_BU_CommCentre.Meshes.SK_BU_CommCentre 1 0 1 0
[0092.53] ScriptLog: BUILDING ERROR: No Trace2d_X sockets exist in Rx_Building_CommCentre_Internals_0
[0092.63] ScriptLog: Initializing Rx_GameEngine. Game Version: Open Beta 5.584.211
[0092.64] Rx: MAPLoaded;CNC-Storm
[0092.64] Log: Bringing up level for play took: 2.068410
[0092.76] Rx: PLAYERHWID;playerGDI,257,"User"hwidm30342B9000003B9A
[0092.76] Rx: PLAYEREnter;GDI,257,"User"fromhwidm30342B9000003B9Asteamid0x01100001040334F6
[0092.76] ScriptWarning: Accessed None 'AccessControl'
Rx_Game CNC-Storm.TheWorld:PersistentLevel.Rx_Game_0
Function RenX_Game.Rx_Game:PostLoginCommon:028B
[0092.76] Rx: PLAYERTeamJoin;GDI,257,"User"joinedGDIscore0last round score0.0000time0.0000
[0092.76] Rx: MAPStart;CNC-Storm
[0092.76] Error: Can't start an online game that hasn't been created
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionMultiplier
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionContrast
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalSecondaryParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalSecondaryParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalSecondaryParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalSecondaryParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalSecondaryParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalSecondaryParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalSecondaryParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalSecondaryParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalSecondaryParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalSecondaryParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalSecondaryParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalSecondaryParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalSecondaryParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalSecondaryParticleValue
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: AddTranslucent_Bias
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: AddTranslucent_Bias
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Effect_Multiplier
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Stealth_Effect_Multiplier
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Visibility_Multiplier
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Stealth_Visibility_Multiplier
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_CH_GDI' during gameplay. ParamName: GlobalCharacterBrightness
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_CH_Nod' during gameplay. ParamName: GlobalCharacterBrightness
[0092.76] Log: MIC::SetVectorParameterValue : Modifying 'MI_CH_All' during gameplay. ParamName: Reflection_Colour
[0092.76] Log: MIC::SetTextureParameterValue : Modifying 'MI_CH_All' during gameplay. ParamName: CubeMap_Exterior
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_VH_GDI' during gameplay. ParamName: GlobalVehicleBrightness
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: GlobalVehicleBrightness
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_VH_Nod' during gameplay. ParamName: GlobalVehicleBrightness
[0092.76] Log: MIC::SetScalarParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: GlobalVehicleBrightness
[0092.76] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_All' during gameplay. ParamName: Reflection_Colour
[0092.76] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_All_Adaptive' during gameplay. ParamName: Reflection_Colour
[0092.76] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_All' during gameplay. ParamName: CubeMap_Exterior
[0092.76] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_All_Adaptive' during gameplay. ParamName: CubeMap_Exterior
[0092.76] Rx: GAMESpawn;playerGDI,b258,Bryan KloosterboercharacterRx_FamilyInfo_GDI_Soldier
[0092.76] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b258,Bryan Kloosterboer
[0092.76] Rx: GAMESpawn;botGDI,b258,Bryan Kloosterboer
[0092.76] Rx: Game has reached minimum limit for Beacon, 1 Players and 1 Bots out of 0
[0092.76] ScriptLog: added red bot
[0092.77] Rx: GAMESpawn;playerGDI,b259,GDI Map!characterRx_FamilyInfo_GDI_Soldier
[0092.77] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_GrenadierbyGDI,b259,GDI Map!
[0092.77] Rx: GAMESpawn;botGDI,b259,GDI Map!
[0092.77] ScriptLog: added red bot
[0092.78] Rx: GAMESpawn;playerGDI,b260,Belgian ChocolatecharacterRx_FamilyInfo_GDI_Soldier
[0092.78] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b260,Belgian Chocolate
[0092.78] Rx: GAMESpawn;botGDI,b260,Belgian Chocolate
[0092.78] ScriptLog: added red bot
[0092.78] Rx: GAMESpawn;playerGDI,b261,Jos VermeulencharacterRx_FamilyInfo_GDI_Soldier
[0092.78] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_GrenadierbyGDI,b261,Jos Vermeulen
[0092.79] Rx: GAMESpawn;botGDI,b261,Jos Vermeulen
[0092.79] ScriptLog: added red bot
[0092.79] Rx: GAMESpawn;playerGDI,b262,Daniel BöckmanncharacterRx_FamilyInfo_GDI_Soldier
[0092.79] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_MarksmanbyGDI,b262,Daniel Böckmann
[0092.79] Rx: GAMESpawn;botGDI,b262,Daniel Böckmann
[0092.79] ScriptLog: added red bot
[0092.80] Rx: GAMESpawn;playerGDI,b263,Martin SanchezcharacterRx_FamilyInfo_GDI_Soldier
[0092.80] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_GrenadierbyGDI,b263,Martin Sanchez
[0092.80] Rx: GAMESpawn;botGDI,b263,Martin Sanchez
[0092.80] ScriptLog: added red bot
[0092.80] Rx: GAMESpawn;playerGDI,b264,Ryan WongwaicharacterRx_FamilyInfo_GDI_Soldier
[0092.80] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_MarksmanbyGDI,b264,Ryan Wongwai
[0092.81] Rx: GAMESpawn;botGDI,b264,Ryan Wongwai
[0092.81] ScriptLog: added red bot
[0092.81] Rx: GAMESpawn;playerGDI,b265,NodElitecharacterRx_FamilyInfo_GDI_Soldier
[0092.81] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_SoldierbyGDI,b265,NodElite
[0092.82] Rx: GAMESpawn;botGDI,b265,NodElite
[0092.82] ScriptLog: added red bot
[0092.82] Rx: GAMESpawn;playerGDI,b266,Nod Map!characterRx_FamilyInfo_GDI_Soldier
[0092.82] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_GrenadierbyGDI,b266,Nod Map!
[0092.82] Rx: GAMESpawn;botGDI,b266,Nod Map!
[0092.82] ScriptLog: added red bot
[0092.83] Rx: GAMESpawn;playerGDI,b267,Left HandedcharacterRx_FamilyInfo_GDI_Soldier
[0092.83] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_GrenadierbyGDI,b267,Left Handed
[0092.83] Rx: GAMESpawn;botGDI,b267,Left Handed
[0092.83] ScriptLog: added red bot
[0092.83] Rx: GAMESpawn;playerGDI,b268,Aaron KaufmancharacterRx_FamilyInfo_GDI_Soldier
[0092.83] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b268,Aaron Kaufman
[0092.85] Rx: GAMESpawn;botGDI,b268,Aaron Kaufman
[0092.85] ScriptLog: added red bot
[0092.85] Rx: GAMESpawn;playerGDI,b269,Craig EmmottcharacterRx_FamilyInfo_GDI_Soldier
[0092.85] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_MarksmanbyGDI,b269,Craig Emmott
[0092.85] Rx: GAMESpawn;botGDI,b269,Craig Emmott
[0092.85] ScriptLog: added red bot
[0092.86] Rx: GAMESpawn;playerGDI,b270,I DESLIKE YOU.characterRx_FamilyInfo_GDI_Soldier
[0092.86] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_SoldierbyGDI,b270,I DESLIKE YOU.
[0092.86] Rx: GAMESpawn;botGDI,b270,I DESLIKE YOU.
[0092.86] ScriptLog: added red bot
[0092.86] Rx: GAMESpawn;playerGDI,b271,Zack LovelesscharacterRx_FamilyInfo_GDI_Soldier
[0092.86] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_MarksmanbyGDI,b271,Zack Loveless
[0092.87] Rx: GAMESpawn;botGDI,b271,Zack Loveless
[0092.87] ScriptLog: added red bot
[0092.87] Rx: GAMESpawn;playerGDI,b272,Annoying TurtlecharacterRx_FamilyInfo_GDI_Soldier
[0092.87] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_SoldierbyGDI,b272,Annoying Turtle
[0092.87] Rx: GAMESpawn;botGDI,b272,Annoying Turtle
[0092.87] ScriptLog: added red bot
[0092.87] ScriptLog: GDIDifficulty7
[0092.88] Rx: GAMESpawn;playerNod,b273,Christoph HeinrichcharacterRx_FamilyInfo_Nod_Soldier
[0092.88] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_FlameTrooperbyNod,b273,Christoph Heinrich
[0092.88] Rx: GAMESpawn;botNod,b273,Christoph Heinrich
[0092.88] ScriptLog: added blue bot
[0092.88] Rx: GAMESpawn;playerNod,b274,Ben RayeskecharacterRx_FamilyInfo_Nod_Soldier
[0092.88] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_FlameTrooperbyNod,b274,Ben Rayeske
[0092.89] Rx: GAMESpawn;botNod,b274,Ben Rayeske
[0092.89] ScriptLog: added blue bot
[0092.89] Rx: GAMESpawn;playerNod,b275,SlaviccharacterRx_FamilyInfo_Nod_Soldier
[0092.89] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_EngineerbyNod,b275,Slavic
[0092.90] Rx: GAMESpawn;botNod,b275,Slavic
[0092.90] ScriptLog: added blue bot
[0092.90] Rx: GAMESpawn;playerNod,b276,Eric GoochcharacterRx_FamilyInfo_Nod_Soldier
[0092.90] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_FlameTrooperbyNod,b276,Eric Gooch
[0092.90] Rx: GAMESpawn;botNod,b276,Eric Gooch
[0092.90] ScriptLog: added blue bot
[0092.91] Rx: GAMESpawn;playerNod,b277,Starman ExplorercharacterRx_FamilyInfo_Nod_Soldier
[0092.91] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ShotgunnerbyNod,b277,Starman Explorer
[0092.91] Rx: GAMESpawn;botNod,b277,Starman Explorer
[0092.91] ScriptLog: added blue bot
[0092.92] Rx: GAMESpawn;playerNod,b278,Ruud GunnewiekcharacterRx_FamilyInfo_Nod_Soldier
[0092.92] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_SoldierbyNod,b278,Ruud Gunnewiek
[0092.92] Rx: GAMESpawn;botNod,b278,Ruud Gunnewiek
[0092.92] ScriptLog: added blue bot
[0092.92] Rx: GAMESpawn;playerNod,b279,Sean NolancharacterRx_FamilyInfo_Nod_Soldier
[0092.92] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_SoldierbyNod,b279,Sean Nolan
[0092.92] Rx: GAMESpawn;botNod,b279,Sean Nolan
[0092.92] ScriptLog: added blue bot
[0092.93] Rx: GAMESpawn;playerNod,b280,Kris DucotecharacterRx_FamilyInfo_Nod_Soldier
[0092.93] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ShotgunnerbyNod,b280,Kris Ducote
[0092.93] Rx: GAMESpawn;botNod,b280,Kris Ducote
[0092.93] ScriptLog: added blue bot
[0092.94] Rx: GAMESpawn;playerNod,b281,Mark PhillipscharacterRx_FamilyInfo_Nod_Soldier
[0092.94] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_FlameTrooperbyNod,b281,Mark Phillips
[0092.94] Rx: GAMESpawn;botNod,b281,Mark Phillips
[0092.94] ScriptLog: added blue bot
[0092.95] Rx: GAMESpawn;playerNod,b282,Martin PalkocharacterRx_FamilyInfo_Nod_Soldier
[0092.95] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_MarksmanbyNod,b282,Martin Palko
[0092.95] Rx: GAMESpawn;botNod,b282,Martin Palko
[0092.95] ScriptLog: added blue bot
[0092.96] Rx: GAMESpawn;playerNod,b283,Sam MayhewcharacterRx_FamilyInfo_Nod_Soldier
[0092.96] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_FlameTrooperbyNod,b283,Sam Mayhew
[0092.96] Rx: GAMESpawn;botNod,b283,Sam Mayhew
[0092.96] ScriptLog: added blue bot
[0092.96] Rx: GAMESpawn;playerNod,b284,TTFPcharacterRx_FamilyInfo_Nod_Soldier
[0092.96] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_MarksmanbyNod,b284,TTFP
[0092.97] Rx: GAMESpawn;botNod,b284,TTFP
[0092.97] ScriptLog: added blue bot
[0092.97] Rx: GAMESpawn;playerNod,b285,An Imaginary BasecharacterRx_FamilyInfo_Nod_Soldier
[0092.97] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_MarksmanbyNod,b285,An Imaginary Base
[0092.97] Rx: GAMESpawn;botNod,b285,An Imaginary Base
[0092.97] ScriptLog: added blue bot
[0092.98] Rx: GAMESpawn;playerNod,b286,Brett SperrycharacterRx_FamilyInfo_Nod_Soldier
[0092.98] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_MarksmanbyNod,b286,Brett Sperry
[0092.98] Rx: GAMESpawn;botNod,b286,Brett Sperry
[0092.98] ScriptLog: added blue bot
[0092.99] Rx: GAMESpawn;playerNod,b287,MantankcharacterRx_FamilyInfo_Nod_Soldier
[0092.99] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ShotgunnerbyNod,b287,Mantank
[0092.99] Rx: GAMESpawn;botNod,b287,Mantank
[0092.99] ScriptLog: added blue bot
[0093.00] Rx: GAMESpawn;playerNod,b288,Evan BrookscharacterRx_FamilyInfo_Nod_Soldier
[0093.00] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ShotgunnerbyNod,b288,Evan Brooks
[0093.00] Rx: GAMESpawn;botNod,b288,Evan Brooks
[0093.00] ScriptLog: added blue bot
[0093.00] ScriptLog: NODDifficulty7
[0093.00] ScriptLog: START MATCH
[0093.00] Log: Current scalability system settings:
[0093.00] Log: StaticDecals = FALSE (Whether to allow static decals.)
[0093.00] Log: DynamicDecals = FALSE (Whether to allow dynamic decals.)
[0093.00] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.)
[0093.00] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.)
[0093.00] Log: DynamicShadows = FALSE (Whether to allow dynamic shadows.)
[0093.00] Log: LightEnvironmentShadows = FALSE (Whether to allow dynamic light environments to cast shadows.)
[0093.00] Log: MotionBlur = FALSE (Whether to allow motion blur.)
[0093.00] Log: DepthOfField = TRUE (Whether to allow depth of field.)
[0093.00] Log: AmbientOcclusion = FALSE (Whether to allow ambient occlusion.)
[0093.00] Log: Bloom = TRUE (Whether to allow bloom.)
[0093.00] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.)
[0093.00] Log: Distortion = FALSE (Whether to allow distortion.)
[0093.00] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.)
[0093.00] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.)
[0093.00] Log: LensFlares = FALSE (Whether to allow rendering of LensFlares.)
[0093.00] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.)
[0093.00] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.)
[0093.00] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.)
[0093.00] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.)
[0093.00] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.)
[0093.00] Log: SkeletalMeshLODBias = 3 (LOD bias for skeletal meshes.)
[0093.00] Log: DetailMode = 0 (Current detail mode; determines whether components of actors should be updated/ ticked.)
[0093.00] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).)
[0093.00] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.)
[0093.00] Log: MaxAnisotropy = 0 (Maximum level of anisotropy used.)
[0093.00] Log: bAllowD3D9MSAA = FALSE (UKNOWN)
[0093.00] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.)
[0093.00] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.)
[0093.00] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.)
[0093.00] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.)
[0093.00] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.)
[0093.00] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.)
[0093.00] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.)
[0093.00] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.)
[0093.00] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.)
[0093.00] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.)
[0093.00] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.)
[0093.01] Log: Current preference system settings:
[0093.01] Log: UseVsync = FALSE (Whether to use VSync or not.)
[0093.01] Log: Fullscreen = TRUE (Fullscreen.)
[0093.01] Log: ResX = 1280 (Screen X resolution.)
[0093.01] Log: ResY = 720 (Screen Y resolution.)
[0093.01] Log: Current debug system settings:
[0093.01] Log: DynamicLights = FALSE (Whether to allow dynamic lights.)
[0093.01] Log: CompositeDynamicLights = FALSE (Whether to composte dynamic lights into light environments.)
[0093.01] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.)
[0093.01] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.)
[0093.01] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.)
[0093.01] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.)
[0093.01] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.)
[0093.01] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.)
[0093.01] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.)
[0093.01] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.)
[0093.01] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.)
[0093.01] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.)
[0093.01] Log: ParticleLODBias = 3 (LOD bias for particle systems.)
[0093.01] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.)
[0093.01] Log: bAllowTemporalAA = FALSE (UKNOWN)
[0093.01] Log: TemporalAA_MinDepth = 500 (UKNOWN)
[0093.01] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN)
[0093.01] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.)
[0093.01] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.)
[0093.01] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.)
[0093.01] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.)
[0093.01] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.)
[0093.01] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.)
[0093.01] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.)
[0093.01] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.)
[0093.01] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.)
[0093.01] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.)
[0093.01] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.)
[0093.01] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.)
[0093.01] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.)
[0093.01] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.)
[0093.01] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.)
[0093.01] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.)
[0093.01] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.)
[0093.01] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.)
[0093.01] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.)
[0093.01] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.)
[0093.01] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.)
[0093.01] Log: Current unknown system settings:
[0093.01] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.)
[0093.01] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.)
[0093.01] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.)
[0093.01] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.)
[0093.01] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.)
[0093.01] Log: FogVolumes = TRUE (Whether to allow fog volumes.)
[0093.01] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.)
[0093.01] Log: ShadowFilterQualityBias = 3 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.)
[0093.01] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.)
[0093.01] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.)
[0093.01] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.)
[0093.01] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.)
[0093.01] Log: PreShadowResolutionFactor = 0.5 (UKNOWN)
[0093.01] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.)
[0093.01] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.)
[0093.01] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.)
[0093.01] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.)
[0093.01] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.)
[0093.01] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.)
[0093.01] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.)
[0093.01] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.)
[0093.01] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
[0093.01] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
[0093.01] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
[0093.01] Log: CSMMinimumFOV = 40 (Minimum camera FOV for CSM, this is used to prevent shadow shimmering when animating the FOV lower than the min, for example when zooming.)
[0093.01] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.)
[0093.01] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.)
[0093.01] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.)
[0093.01] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.)
[0093.01] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.)
[0093.01] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1])
[0093.01] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1])
[0093.01] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.)
[0093.01] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.)
[0093.01] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.)
[0093.01] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.)
[0093.01] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE))
[0093.01] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE))
[0093.01] Log: StatFontScaleFactor = 1 (The default stat font scale to use)
[0093.01] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.)
[0093.01] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.)
[0093.01] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.)
[0093.01] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).)
[0093.01] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).)
[0093.01] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.)
[0093.01] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.)
[0093.01] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).)
[0093.01] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).)
[0093.01] Log: MobileTiltShiftTransitionWidth = 0.5 (Width of transition area in the tilt shift effect, where it transitions from full focus to full blur (in percent of the screen height).)
[0093.01] Log: MobileLightShaftScale = 1 (UNKNOWN.)
[0093.01] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.)
[0093.01] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.)
[0093.01] Log: MobileMaxShadowRange = 500 (UNKNOWN.)
[0093.01] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).)
[0093.01] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group)
[0093.01] Log: MobileMinimizeFogShaders = FALSE (Whether to disable generating both fog shader permutations on mobile. When TRUE, it decreases load times but increases GPU cost for materials/levels with fog enabled)
[0093.01] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.)
[0093.01] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.)
[0093.01] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).)
[0093.01] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.)
[0093.01] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.)
[0093.01] Log: ApexDestructionMaxFracturesProcessedPerFrame = -1 (Lets the user throttle the number of fractures processed per frame (per scene) due to destruction, as this can be quite costly. The default is 0xffffffff (unlimited).)
[0093.01] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.)
[0093.01] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.)
[0093.01] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.)
[0093.01] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).)
[0093.01] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).)
[0093.01] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.)
[0093.01] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.)
[0093.01] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.)
[0093.01] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.)
[0093.01] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.)
[0093.01] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.)
[0093.01] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.)
[0093.01] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.)
[0093.01] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.)
[0093.01] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.)
[0093.01] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.)
[0093.03] Log: Listing all sound classes.
[0093.03] Log: Class 'Item' has 32 resident sounds taking 4185.23 kb, and 1 real time sounds taking 8.89 kb
[0093.03] Log: Class 'Vehicle' has 44 resident sounds taking 15912.55 kb, and 2 real time sounds taking 91.22 kb
[0093.03] Log: Class 'Weapon' has 272 resident sounds taking 70548.19 kb, and 6 real time sounds taking 444.36 kb
[0093.03] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb
[0093.03] Log: Class 'SFX' has 84 resident sounds taking 26708.23 kb, and 11 real time sounds taking 837.83 kb
[0093.03] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb
[0093.03] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb
[0093.03] Log: Class 'Announcer_UI' has 14 resident sounds taking 1565.92 kb
[0093.03] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 23 real time sounds taking 47214.76 kb
[0093.03] Log: Class 'Ambient' has 37 resident sounds taking 16698.33 kb, and 23 real time sounds taking 2969.96 kb
[0093.03] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb
[0093.03] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb
[0093.03] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb
[0093.03] Log: Class 'Cinematic' has 6 resident sounds taking 2783.40 kb, and 3 real time sounds taking 527.70 kb
[0093.03] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb
[0093.03] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb
[0093.03] Log: Class 'Master' has 2 resident sounds taking 2634.57 kb, and 2 real time sounds taking 273.16 kb
[0093.03] Log: Class 'UnGrouped' has 617 resident sounds taking 91863.12 kb, and 117 real time sounds taking 5165.58 kb
[0093.03] Log: 1616 total sounds in 18 classes
[0093.03] ScriptLog: Rx_HUD::Jukebox SystemSettingsHandler.bAutostartMusic:'True'
[0093.04] Warning: Warning, Failed to load 'Font None.Arial': Failed to find object 'Font None.Arial'
[0093.05] ScriptLog: PositionModX : 0.0000
[0093.05] ScriptLog: PositionModY : 52.5000
[0093.06] Error: Error, ImportText (MyPlayersInfo): Missing closing parenthesis: (PlayerName=""User"",UUID="m30342B9000003B9A",SavedScore=0.000000,LastGameScore=0.000000,JoinedGame=1)
[0093.06] Log: ########### Finished loading level: 14.417837 seconds
[0096.71] Log: Save=3654.959527
[0096.71] Log: Compressing '..\..\UDKGame\CookedPC\LocalShaderCache-PC-D3D-SM3_save.tmp' to '..\..\UDKGame\CookedPC\LocalShaderCache-PC-D3D-SM3.upk'
[0097.07] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Storm.TheWorld:PersistentLevel.Rx_Building_Silo_Internals_0.SkeletalMeshComponent_29 RX_BU_Silo.Meshes.SK_BU_Silo 1 0 1 0
[0097.07] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Storm.TheWorld:PersistentLevel.Rx_Building_Silo_Internals_1.SkeletalMeshComponent_30 RX_BU_Silo.Meshes.SK_BU_Silo 1 0 1 0
[0097.07] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Storm.TheWorld:PersistentLevel.Rx_Building_CommCentre_Internals_0.SkeletalMeshComponent_31 RX_BU_CommCentre.Meshes.SK_BU_CommCentre 1 0 1 0
[0097.09] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0097.09] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0097.09] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0097.09] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0097.09] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0097.09] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0097.69] Log: --- LOADING MOVIE TIME: 19.0 sec ---
[0097.70] Rx: GAMESpawn;playerGDI,257,"User"characterRx_FamilyInfo_GDI_Soldier
[0100.97] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_2
[0100.97] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshPart_92
[0100.97] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshPart_91
[0101.70] Log: Bool AmbientOcclusion set to 0
[0102.98] Rx: GAMESpawn;vehicleGDI,Rx_Vehicle_Harvester_GDI
[0102.98] Rx: GAMESpawn;vehicleNod,Rx_Vehicle_Harvester_Nod
[0128.58] ScriptLog: Probability Sum: 0.3500
[0128.58] ScriptWarning: Accessed array 'Rx_Bot_Waypoints_7.ActiveModifications' out of bounds (-1/0)
Rx_Bot_Waypoints CNC-Storm.TheWorld:PersistentLevel.Rx_Bot_Waypoints_7
Function RenX_Game.Rx_Bot:AddActiveModifier:01C9
[0128.58] ScriptWarning: Attempt to assign variable through None
Rx_Bot_Waypoints CNC-Storm.TheWorld:PersistentLevel.Rx_Bot_Waypoints_7
Function RenX_Game.Rx_Bot:AddActiveModifier:01C9
[0128.58] Rx: GAMECrate;speedbyGDI,b265,NodElite
[0131.36] Rx: GAMEDeath;playerGDI,b263,Martin SanchezbyNod,b276,Eric GoochwithRx_DmgType_FlameThrower
[0138.09] Rx: GAMESpawn;playerGDI,b263,Martin SanchezcharacterRx_FamilyInfo_GDI_Soldier
[0138.09] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b263,Martin Sanchez
[0138.30] Rx: GAMEDeath;playerGDI,b269,Craig EmmottbyNod,b278,Ruud GunnewiekwithRx_DmgType_AutoRifle
[0140.59] Rx: GAMEDeath;playerNod,b278,Ruud GunnewiekbyGDI,b272,Annoying TurtlewithRx_DmgType_AutoRifle
[0141.83] Rx: GAMEDeath;playerGDI,b272,Annoying TurtlebyNod,b283,Sam MayhewwithRx_DmgType_FlameThrower
[0144.39] Rx: GAMESpawn;playerGDI,b269,Craig EmmottcharacterRx_FamilyInfo_GDI_Soldier
[0144.39] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_McFarlandbyGDI,b269,Craig Emmott
[0146.34] Rx: GAMEDeath;playerNod,b277,Starman ExplorerbyGDI,b271,Zack LovelesswithRx_DmgType_MarksmanRifle
[0146.94] Rx: GAMEDeath;playerGDI,b268,Aaron KaufmanbyNod,b282,Martin PalkowithRx_DmgType_MarksmanRifle
[0148.55] Rx: GAMEDeath;playerGDI,b271,Zack LovelessbyNod,b279,Sean NolanwithRx_DmgType_AutoRifle
[0151.05] Rx: GAMEDeath;playerNod,b276,Eric GoochbyGDI,b270,I DESLIKE YOU.withRx_DmgType_AutoRifle
[0153.22] Rx: GAMEDeath;playerGDI,b270,I DESLIKE YOU.byNod,b283,Sam MayhewwithRx_DmgType_FlameThrower
[0155.77] Rx: GAMESpawn;playerNod,b277,Starman ExplorercharacterRx_FamilyInfo_Nod_Soldier
[0155.77] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_RocketSoldierbyNod,b277,Starman Explorer
[0156.29] Rx: GAMESpawn;playerNod,b278,Ruud GunnewiekcharacterRx_FamilyInfo_Nod_Soldier
[0156.29] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ChemicalTrooperbyNod,b278,Ruud Gunnewiek
[0156.96] Rx: GAMEDeath;playerGDI,b265,NodElitebyNod,ai,TurretwithRx_DmgType_Turret
[0158.49] Rx: GAMESpawn;playerGDI,b272,Annoying TurtlecharacterRx_FamilyInfo_GDI_Soldier
[0158.49] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_RocketSoldierbyGDI,b272,Annoying Turtle
[0159.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0159.10] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0161.91] Rx: GAMEDeath;playerGDI,b264,Ryan WongwaibyNod,ai,TurretwithRx_DmgType_Turret
[0162.58] Rx: GAMESpawn;playerGDI,b268,Aaron KaufmancharacterRx_FamilyInfo_GDI_Soldier
[0162.58] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_MarksmanbyGDI,b268,Aaron Kaufman
[0163.22] Rx: GAMEDeployed;Rx_Weapon_DeployedTimedC4byGDI,b261,Jos VermeulenonRx_BuildingAttachment_MCTnearAirstripat5794.77,7435.08,-3335.15
[0163.44] Rx: GAMESpawn;playerNod,b276,Eric GoochcharacterRx_FamilyInfo_Nod_Soldier
[0163.44] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_RocketSoldierbyNod,b276,Eric Gooch
[0169.66] Rx: GAMEDeath;playerGDI,b262,Daniel BöckmannbyNod,ai,TurretwithRx_DmgType_Turret
[0170.51] Rx: GAMEDeployed;Rx_Weapon_DeployedTimedC4byGDI,b259,GDI Map!onRx_BuildingAttachment_MCTnearAirstripat5848.16,7428.42,-3338.73
[0171.16] Rx: GAMEDeployed;Rx_Weapon_DeployedTimedC4byGDI,257,"User"onStaticMeshActornearNod Base - Bridge Base Entrance - Infantry Pathat6084.93,4066.36,-3082.96
[0171.55] Rx: GAMEDeath;playerNod,b279,Sean NolanbyGDI,ai,Guard TowerwithRx_DmgType_GuardTower
[0172.95] Rx: GAMEDeath;playerGDI,b261,Jos Vermeulensuicide byRx_DmgType_GrenadeLauncher
[0174.05] Rx: GAMESpawn;playerGDI,b271,Zack LovelesscharacterRx_FamilyInfo_GDI_Soldier
[0174.05] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_RocketSoldierbyGDI,b271,Zack Loveless
[0175.13] Rx: GAMEDeath;playerGDI,b266,Nod Map!byNod,b278,Ruud GunnewiekwithRx_DmgType_ChemicalThrower
[0175.41] Rx: GAMESpawn;playerGDI,b270,I DESLIKE YOU.characterRx_FamilyInfo_GDI_Soldier
[0175.41] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_MarksmanbyGDI,b270,I DESLIKE YOU.
[0176.01] Error: Can't call TermBody() on (Rx_Pawn_17)->(RB_BodyInstance_3960) during async work!
[0176.01] Error: Can't call TermBody() on (Rx_Pawn_17)->(RB_BodyInstance_3959) during async work!
[0176.01] Error: Can't call TermBody() on (Rx_Pawn_17)->(RB_BodyInstance_3958) during async work!
[0176.01] Error: Can't call TermBody() on (Rx_Pawn_17)->(RB_BodyInstance_3957) during async work!
[0176.01] Error: Can't call TermBody() on (Rx_Pawn_17)->(RB_BodyInstance_3956) during async work!
[0176.01] Error: Can't call TermBody() on (Rx_Pawn_17)->(RB_BodyInstance_3955) during async work!
[0176.01] Error: Can't call TermBody() on (Rx_Pawn_17)->(RB_BodyInstance_3954) during async work!
[0176.01] Error: Can't call TermBody() on (Rx_Pawn_17)->(RB_BodyInstance_3953) during async work!
[0176.01] Error: Can't call TermBody() on (Rx_Pawn_17)->(RB_BodyInstance_3952) during async work!
[0176.01] Error: Can't call TermBody() on (Rx_Pawn_17)->(RB_BodyInstance_3951) during async work!
[0176.01] Error: Can't call TermBody() on (Rx_Pawn_17)->(RB_BodyInstance_3950) during async work!
[0176.01] Error: Can't call TermBody() on (Rx_Pawn_17)->(RB_BodyInstance_3949) during async work!
[0176.01] Error: Can't call TermBody() on (Rx_Pawn_17)->(RB_BodyInstance_3948) during async work!
[0176.01] Error: Can't call TermBody() on (Rx_Pawn_17)->(RB_BodyInstance_3947) during async work!
[0176.01] Error: Can't call TermBody() on (Rx_Pawn_17)->(RB_BodyInstance_3946) during async work!
[0176.01] Error: Can't call TermBody() on (Rx_Pawn_17)->(RB_BodyInstance_3945) during async work!
[0176.01] Error: Can't call TermBody() on (Rx_Pawn_17)->(RB_BodyInstance_3944) during async work!
[0176.01] Error: Can't call TermBody() on (Rx_Pawn_17)->(RB_BodyInstance_3943) during async work!
[0176.01] Error: Can't call TermBody() on (Rx_Pawn_17)->(RB_BodyInstance_3942) during async work!
[0176.01] Error: Can't call TermBody() on (Rx_Pawn_17)->(RB_BodyInstance_3941) during async work!
[0176.41] Rx: GAMESpawn;playerGDI,b266,Nod Map!characterRx_FamilyInfo_GDI_Soldier
[0176.41] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_OfficerbyGDI,b266,Nod Map!
[0177.19] Rx: GAMESpawn;playerGDI,b262,Daniel BöckmanncharacterRx_FamilyInfo_GDI_Soldier
[0177.19] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b262,Daniel Böckmann
[0177.73] Rx: GAMEDeath;playerNod,b280,Kris DucotebyGDI,ai,Guard TowerwithRx_DmgType_GuardTower
[0178.54] Rx: GAMEDeath;playerGDI,b267,Left HandedbyNod,ai,TurretwithRx_DmgType_Turret
[0179.69] Rx: GAMESpawn;playerGDI,b267,Left HandedcharacterRx_FamilyInfo_GDI_Soldier
[0179.69] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b267,Left Handed
[0179.71] Rx: GAMEDeath;playerNod,b283,Sam MayhewbyGDI,ai,Guard TowerwithRx_DmgType_GuardTower
[0180.58] Rx: GAMESpawn;playerGDI,b265,NodElitecharacterRx_FamilyInfo_GDI_Soldier
[0180.58] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_RocketSoldierbyGDI,b265,NodElite
[0183.17] Rx: GAMESpawn;playerNod,b279,Sean NolancharacterRx_FamilyInfo_Nod_Soldier
[0183.17] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_BlackHandSniperbyNod,b279,Sean Nolan
[0185.27] Rx: GAMEDeath;playerNod,b274,Ben RayeskebyGDI,ai,Guard TowerwithRx_DmgType_TiberiumBleed
[0186.01] Rx: GAMESpawn;playerGDI,b264,Ryan WongwaicharacterRx_FamilyInfo_GDI_Soldier
[0186.01] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_GrenadierbyGDI,b264,Ryan Wongwai
[0186.30] Rx: GAMEDeath;playerNod,b273,Christoph HeinrichbyGDI,ai,Guard TowerwithRx_DmgType_GuardTower
[0186.33] Rx: GAMEDeath;playerGDI,b259,GDI Map!suicide byRx_DmgType_GrenadeLauncher
[0188.18] Rx: GAMEDeath;playerNod,b288,Evan BrooksbyGDI,ai,HarvesterwithRx_DmgType_Pancake
[0190.45] Rx: GAMEDeath;playerGDI,b258,Bryan KloosterboerbyNod,ai,TurretwithRx_DmgType_Turret
[0190.57] Rx: GAMESpawn;playerNod,b273,Christoph HeinrichcharacterRx_FamilyInfo_Nod_Soldier
[0190.57] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_FlameTrooperbyNod,b273,Christoph Heinrich
[0191.59] Rx: GAMEExploded;Rx_Weapon_DeployedTimedC4nearAirstripat5794.77,7435.08,-3335.15byGDI,b261,Jos Vermeulen
[0191.59] ScriptWarning: Accessed None 'Pawn'
Rx_Pawn CNC-Storm.TheWorld:PersistentLevel.Rx_Pawn_17
Function RenX_Game.Rx_Pawn:TakeRadiusDamage:01E1
[0192.46] Rx: GAMEDeath;playerNod,b281,Mark PhillipsbyGDI,ai,Guard TowerwithRx_DmgType_GuardTower
[0194.58] Rx: GAMESpawn;playerGDI,b261,Jos VermeulencharacterRx_FamilyInfo_GDI_Soldier
[0194.58] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_GrenadierbyGDI,b261,Jos Vermeulen
[0195.82] Rx: GAMEPurchase;vehicleRx_Vehicle_APC_NodbyNod,b273,Christoph Heinrich
[0195.95] Rx: GAMESpawn;playerNod,b280,Kris DucotecharacterRx_FamilyInfo_Nod_Soldier
[0195.95] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ShotgunnerbyNod,b280,Kris Ducote
[0196.14] Rx: GAMEDeath;playerNod,b287,MantankbyGDI,ai,Guard TowerwithRx_DmgType_GuardTower
[0196.57] Rx: GAMEDeath;playerGDI,b260,Belgian ChocolatebyNod,b285,An Imaginary BasewithRx_DmgType_MarksmanRifle
[0198.59] Rx: GAMEDeath;playerNod,b282,Martin Palkodied byRx_DmgType_TiberiumBleed
[0198.88] Rx: GAMEExploded;Rx_Weapon_DeployedTimedC4nearAirstripat5848.16,7428.42,-3338.73byGDI,b259,GDI Map!
[0198.88] ScriptWarning: Accessed None 'Pawn'
Rx_Pawn CNC-Storm.TheWorld:PersistentLevel.Rx_Pawn_17
Function RenX_Game.Rx_Pawn:TakeRadiusDamage:01E1
[0198.88] Rx: GAMEDeath;playerNod,b275,SlavicbyGDI,b259,GDI Map!withRx_DmgType_TimedC4
[0199.08] Rx: GAMEDeath;playerGDI,257,"User"byNod,b278,Ruud GunnewiekwithRx_DmgType_ChemicalThrower
[0199.08] ScriptLog: was unable to find the Constraint!!!
[0199.09] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4!
[0199.09] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.09] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10!
[0199.09] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_49!
[0199.09] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.09] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_50!
[0199.09] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12!
[0199.09] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_51!
[0199.09] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13!
[0199.09] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_53!
[0199.09] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.09] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_55!
[0199.09] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_TiberiumDmg_16!
[0199.11] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4!
[0199.11] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.11] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10!
[0199.11] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_49!
[0199.11] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.11] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_50!
[0199.11] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12!
[0199.11] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_51!
[0199.11] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13!
[0199.11] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_53!
[0199.11] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.11] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_55!
[0199.11] Warning: Warning, TranslationContext could not find handler for 'img src='img' while translating
[0199.12] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4!
[0199.12] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.12] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10!
[0199.12] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.12] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_50!
[0199.12] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12!
[0199.12] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_51!
[0199.12] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13!
[0199.12] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_53!
[0199.12] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.12] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_55!
[0199.14] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4!
[0199.14] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.14] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10!
[0199.14] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.14] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_50!
[0199.14] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12!
[0199.14] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_51!
[0199.14] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13!
[0199.14] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_53!
[0199.14] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.14] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_55!
[0199.15] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4!
[0199.15] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.15] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10!
[0199.15] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.15] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_50!
[0199.15] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12!
[0199.15] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_51!
[0199.15] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13!
[0199.15] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_53!
[0199.15] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.15] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_55!
[0199.16] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4!
[0199.16] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.16] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10!
[0199.16] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.16] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_50!
[0199.16] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12!
[0199.16] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_51!
[0199.16] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13!
[0199.16] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_53!
[0199.16] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.16] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_55!
[0199.18] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4!
[0199.18] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.18] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10!
[0199.18] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.18] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12!
[0199.18] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_51!
[0199.18] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13!
[0199.18] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_53!
[0199.18] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.18] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_55!
[0199.19] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4!
[0199.19] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.19] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10!
[0199.19] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.19] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12!
[0199.19] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_51!
[0199.19] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13!
[0199.19] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_53!
[0199.19] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.19] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_55!
[0199.20] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4!
[0199.20] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.20] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10!
[0199.20] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.20] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12!
[0199.20] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_51!
[0199.20] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13!
[0199.20] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_53!
[0199.20] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.20] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_55!
[0199.21] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4!
[0199.21] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.21] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10!
[0199.21] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.21] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12!
[0199.21] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_51!
[0199.21] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13!
[0199.21] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_53!
[0199.21] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.21] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_55!
[0199.22] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4!
[0199.22] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.22] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10!
[0199.22] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.22] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12!
[0199.22] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_51!
[0199.22] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13!
[0199.22] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_53!
[0199.22] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.22] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_55!
[0199.24] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4!
[0199.24] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.24] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10!
[0199.24] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.24] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12!
[0199.24] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_51!
[0199.24] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13!
[0199.24] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_53!
[0199.24] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.24] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_55!
[0199.25] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4!
[0199.25] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.25] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10!
[0199.25] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.25] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12!
[0199.25] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_51!
[0199.25] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13!
[0199.25] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_53!
[0199.25] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.25] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_55!
[0199.26] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4!
[0199.26] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.26] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10!
[0199.26] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.26] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12!
[0199.26] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_51!
[0199.26] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13!
[0199.26] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_53!
[0199.26] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.26] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_55!
[0199.28] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4!
[0199.28] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.28] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10!
[0199.28] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.28] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12!
[0199.28] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_51!
[0199.28] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13!
[0199.28] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_53!
[0199.28] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.28] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_55!
[0199.29] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4!
[0199.29] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.29] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10!
[0199.29] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.29] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12!
[0199.29] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_51!
[0199.29] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13!
[0199.29] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_53!
[0199.29] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.29] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_55!
[0199.30] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4!
[0199.30] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.30] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10!
[0199.30] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.30] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12!
[0199.30] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13!
[0199.30] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_53!
[0199.30] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.30] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_55!
[0199.32] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4!
[0199.32] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.32] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10!
[0199.32] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.32] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12!
[0199.32] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13!
[0199.32] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_53!
[0199.32] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.32] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_55!
[0199.34] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4!
[0199.34] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.34] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10!
[0199.34] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.34] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12!
[0199.34] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13!
[0199.34] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_53!
[0199.34] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.34] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_55!
[0199.35] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4!
[0199.35] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.35] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10!
[0199.35] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.35] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12!
[0199.35] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13!
[0199.35] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_HeadShotBloodSpray_53!
[0199.35] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.35] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_55!
[0199.37] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4!
[0199.37] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.37] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10!
[0199.37] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.37] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12!
[0199.37] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13!
[0199.37] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.37] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_LowerLeg) not found for attached Actor Rx_Emit_HeadShotBloodSpray_55!
[0199.38] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4!
[0199.38] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.38] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10!
[0199.38] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.38] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12!
[0199.38] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13!
[0199.38] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.40] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4!
[0199.40] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.40] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10!
[0199.40] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.40] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12!
[0199.40] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13!
[0199.40] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.41] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4!
[0199.41] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.41] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10!
[0199.41] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.41] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12!
[0199.41] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13!
[0199.41] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.43] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4!
[0199.43] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.43] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10!
[0199.43] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.43] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12!
[0199.43] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13!
[0199.43] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.44] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4!
[0199.44] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.44] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10!
[0199.44] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.44] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12!
[0199.44] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13!
[0199.44] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.45] Rx: GAMEExploded;Rx_Weapon_DeployedTimedC4nearNod Base - Bridge Base Entrance - Infantry Pathat6084.93,4066.36,-3082.96byGDI,257,"User"
[0199.46] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_4!
[0199.46] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.46] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10!
[0199.46] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.46] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12!
[0199.46] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13!
[0199.46] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.47] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.47] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10!
[0199.47] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.47] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12!
[0199.47] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13!
[0199.47] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.48] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.48] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10!
[0199.48] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.48] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12!
[0199.48] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13!
[0199.48] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.49] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.49] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10!
[0199.49] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.49] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12!
[0199.49] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13!
[0199.49] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.50] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.50] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10!
[0199.50] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.50] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12!
[0199.50] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13!
[0199.50] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.52] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.52] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10!
[0199.52] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.52] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12!
[0199.52] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13!
[0199.52] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.53] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.53] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10!
[0199.53] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.53] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12!
[0199.53] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13!
[0199.53] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.54] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.54] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10!
[0199.54] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.54] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12!
[0199.54] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13!
[0199.54] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.55] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.55] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_10!
[0199.55] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.55] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12!
[0199.55] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13!
[0199.55] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.57] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.57] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.57] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12!
[0199.57] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13!
[0199.57] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.58] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.58] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.58] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12!
[0199.58] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13!
[0199.58] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.59] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.59] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.59] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12!
[0199.59] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13!
[0199.59] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.60] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.60] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.60] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12!
[0199.60] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13!
[0199.60] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.61] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.61] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.61] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12!
[0199.61] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13!
[0199.61] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.63] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.63] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.63] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12!
[0199.63] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13!
[0199.63] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.64] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.64] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.64] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12!
[0199.64] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13!
[0199.64] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.65] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.65] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.65] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12!
[0199.65] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13!
[0199.65] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.66] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.66] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.66] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12!
[0199.66] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_13!
[0199.66] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.67] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.67] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.67] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12!
[0199.67] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.68] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.68] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.68] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_R_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_12!
[0199.68] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.69] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.69] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.69] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.70] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.70] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.70] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.72] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.72] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.72] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.73] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_7!
[0199.73] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.73] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.74] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.74] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.75] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.75] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.76] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.76] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.77] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.77] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.79] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.79] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.80] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.80] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.81] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.81] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.82] Rx: GAMEPurchase;vehicleRx_Vehicle_HumveebyGDI,b261,Jos Vermeulen
[0199.82] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.82] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.84] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.84] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.85] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.85] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.86] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.86] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.87] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.87] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.88] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.88] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.89] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.89] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.90] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.90] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.91] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.91] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.92] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.92] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.93] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_L_UpperLeg) not found for attached Actor Rx_Emit_TiberiumDmg_11!
[0199.93] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0199.95] Log: USkeletalMeshComponent::UpdateTransform for Rx_Pawn_31: BaseBoneName (b_hip) not found for attached Actor Rx_Emit_TiberiumDmg_14!
[0200.03] ScriptWarning: Accessed None 'HipBodyInst'
Rx_Pawn CNC-Storm.TheWorld:PersistentLevel.Rx_Pawn_31
Function RenX_Game.Rx_Pawn:DoingDeathAnim:02DE
[0201.31] Rx: GAMESpawn;playerGDI,b259,GDI Map!characterRx_FamilyInfo_GDI_Soldier
[0201.31] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_SoldierbyGDI,b259,GDI Map!
[0202.08] Rx: GAMESpawn;playerNod,b283,Sam MayhewcharacterRx_FamilyInfo_Nod_Soldier
[0202.08] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_LaserChainGunnerbyNod,b283,Sam Mayhew
[0202.16] Rx: GAMESpawn;playerGDI,257,"User"characterRx_FamilyInfo_GDI_Soldier
[0202.83] Rx: GAMEDeath;playerNod,b278,Ruud GunnewiekbyGDI,b269,Craig EmmottwithRx_DmgType_FlakCannon_Alt
[0202.83] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called
[0202.89] Warning: Failed to find function setRespawnUiCounter for timer in actor Rx_Controller_1
[0204.59] Rx: GAMESpawn;playerNod,b274,Ben RayeskecharacterRx_FamilyInfo_Nod_Soldier
[0204.59] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_BlackHandSniperbyNod,b274,Ben Rayeske
[0205.65] Rx: GAMESpawn;playerGDI,b258,Bryan KloosterboercharacterRx_FamilyInfo_GDI_Soldier
[0205.65] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_GunnerbyGDI,b258,Bryan Kloosterboer
[0206.55] Rx: GAMEPurchase;vehicleRx_Vehicle_MediumTankbyGDI,b259,GDI Map!
[0207.27] Rx: GAMESpawn;playerNod,b288,Evan BrookscharacterRx_FamilyInfo_Nod_Soldier
[0207.27] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ShotgunnerbyNod,b288,Evan Brooks
[0210.84] Rx: GAMEDeath;playerNod,b285,An Imaginary BasebyGDI,ai,Guard TowerwithRx_DmgType_GuardTower
[0210.98] Rx: GAMEDeath;playerNod,b276,Eric GoochbyGDI,b265,NodElitewithRx_DmgType_MissileLauncher_Alt
[0212.98] Rx: GAMESpawn;playerNod,b281,Mark PhillipscharacterRx_FamilyInfo_Nod_Soldier
[0212.98] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_SoldierbyNod,b281,Mark Phillips
[0213.36] Rx: GAMEDeath;playerGDI,b269,Craig EmmottbyNod,b273,Christoph HeinrichwithRx_DmgType_APC_Nod
[0213.49] Rx: GAMESpawn;playerNod,b275,SlaviccharacterRx_FamilyInfo_Nod_Soldier
[0213.50] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_EngineerbyNod,b275,Slavic
[0213.62] ScriptWarning: Accessed None 'V'
Rx_SquadAI_Waypoints CNC-Storm.TheWorld:PersistentLevel.Rx_SquadAI_Waypoints_22
Function RenX_Game.Rx_SquadAI_Waypoints:CheckVehicle:0EF5
[0214.07] Rx: GAMESpawn;playerNod,b285,An Imaginary BasecharacterRx_FamilyInfo_Nod_Soldier
[0214.07] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_LaserChainGunnerbyNod,b285,An Imaginary Base
[0214.96] Rx: GAMEDeath;playerGDI,b268,Aaron KaufmanbyNod,b273,Christoph HeinrichwithRx_DmgType_APC_Nod
[0216.19] Rx: GAMESpawn;playerNod,b282,Martin PalkocharacterRx_FamilyInfo_Nod_Soldier
[0216.19] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ShotgunnerbyNod,b282,Martin Palko
[0220.07] Rx: GAMEDeath;playerNod,b277,Starman ExplorerbyGDI,b266,Nod Map!withRx_DmgType_ChainGun
[0220.31] Rx: GAMESpawn;playerGDI,b260,Belgian ChocolatecharacterRx_FamilyInfo_GDI_Soldier
[0220.31] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_McFarlandbyGDI,b260,Belgian Chocolate
[0220.41] ScriptWarning: Accessed None 'V'
Rx_SquadAI_Waypoints CNC-Storm.TheWorld:PersistentLevel.Rx_SquadAI_Waypoints_22
Function RenX_Game.Rx_SquadAI_Waypoints:CheckVehicle:0EF5
[0220.76] Rx: GAMEDeath;playerGDI,b272,Annoying TurtlebyNod,b273,Christoph HeinrichwithRx_DmgType_APC_Nod
[0221.43] Rx: GAMEPurchase;vehicleRx_Vehicle_LightTankbyNod,b282,Martin Palko
[0221.52] Rx: GAMESpawn;playerNod,b287,MantankcharacterRx_FamilyInfo_Nod_Soldier
[0221.52] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_MarksmanbyNod,b287,Mantank
[0223.61] Rx: GAMESpawn;playerNod,b276,Eric GoochcharacterRx_FamilyInfo_Nod_Soldier
[0223.61] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_RocketSoldierbyNod,b276,Eric Gooch
[0224.07] Rx: GAMEDeath;playerNod,b286,Brett SperrybyGDI,ai,Guard TowerwithRx_DmgType_GuardTower
[0226.73] Rx: GAMESpawn;playerNod,b278,Ruud GunnewiekcharacterRx_FamilyInfo_Nod_Soldier
[0226.73] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_MarksmanbyNod,b278,Ruud Gunnewiek
[0226.76] Rx: GAMEPurchase;vehicleRx_Vehicle_LightTankbyNod,b287,Mantank
[0227.54] Rx: GAMESpawn;playerGDI,b272,Annoying TurtlecharacterRx_FamilyInfo_GDI_Soldier
[0227.54] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_McFarlandbyGDI,b272,Annoying Turtle
[0227.90] Rx: GAMESpawn;playerNod,b277,Starman ExplorercharacterRx_FamilyInfo_Nod_Soldier
[0227.91] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ShotgunnerbyNod,b277,Starman Explorer
[0234.26] Rx: GAMEDeath;playerNod,b288,Evan BrooksbyGDI,b266,Nod Map!withRx_DmgType_ChainGun
[0236.06] Rx: GAMESpawn;playerGDI,b268,Aaron KaufmancharacterRx_FamilyInfo_GDI_Soldier
[0236.06] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b268,Aaron Kaufman
[0236.13] Rx: GAMEDeath;playerNod,b279,Sean NolanbyGDI,b266,Nod Map!withRx_DmgType_ChainGun
[0236.29] Rx: GAMEPurchase;vehicleRx_Vehicle_BuggybyNod,b278,Ruud Gunnewiek
[0237.63] Rx: GAMESpawn;playerNod,b279,Sean NolancharacterRx_FamilyInfo_Nod_Soldier
[0237.63] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_SoldierbyNod,b279,Sean Nolan
[0237.96] ScriptWarning: Accessed None 'V'
Rx_SquadAI_Waypoints CNC-Storm.TheWorld:PersistentLevel.Rx_SquadAI_Waypoints_32
Function RenX_Game.Rx_SquadAI_Waypoints:CheckVehicle:0EF5
[0237.97] Rx: GAMEDeath;playerGDI,b262,Daniel BöckmannbyNod,b281,Mark PhillipswithRx_DmgType_APC_Nod
[0239.50] Rx: GAMESpawn;playerGDI,b269,Craig EmmottcharacterRx_FamilyInfo_GDI_Soldier
[0239.50] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b269,Craig Emmott
[0240.03] Rx: GAMESpawn;playerNod,b286,Brett SperrycharacterRx_FamilyInfo_Nod_Soldier
[0240.03] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_SoldierbyNod,b286,Brett Sperry
[0240.45] Rx: GAMESpawn;playerGDI,b262,Daniel BöckmanncharacterRx_FamilyInfo_GDI_Soldier
[0240.45] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_DeadeyebyGDI,b262,Daniel Böckmann
[0240.63] Rx: GAMEDeath;playerGDI,b263,Martin SanchezbyNod,ai,TurretwithRx_DmgType_Turret
[0241.31] Rx: GAMEPurchase;vehicleRx_Vehicle_HumveebyGDI,b268,Aaron Kaufman
[0244.20] Rx: GAMEDeath;playerNod,b280,Kris DucotebyGDI,b270,I DESLIKE YOU.withRx_DmgType_MarksmanRifle
[0251.15] Rx: GAMEDeath;playerNod,b277,Starman ExplorerbyGDI,b266,Nod Map!withRx_DmgType_ChainGun
[0252.37] Rx: GAMEDeployed;Rx_Weapon_DeployedTimedC4byGDI,257,"User"onLandscapenearNod Field - Crossroads - Vehicle Pathat-2147.86,5312.63,-3024.51
[0258.56] Rx: GAMEDeath;playerGDI,b265,NodElitebyNod,b286,Brett SperrywithRx_DmgType_AutoRifle
[0259.67] Rx: GAMESpawn;playerNod,b288,Evan BrookscharacterRx_FamilyInfo_Nod_Soldier
[0259.67] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_BlackHandSniperbyNod,b288,Evan Brooks
[0259.84] Rx: GAMEDeath;playerGDI,b270,I DESLIKE YOU.byNod,b281,Mark PhillipswithRx_DmgType_AutoRifle
[0260.50] Rx: GAMEDeath;playerGDI,b266,Nod Map!byNod,b285,An Imaginary BasewithRx_DmgType_LaserChainGun
[0261.34] Rx: GAMEDeath;playerGDI,b258,Bryan KloosterboerbyNod,b273,Christoph HeinrichwithRx_DmgType_APC_Nod
[0262.70] Rx: GAMESpawn;playerGDI,b266,Nod Map!characterRx_FamilyInfo_GDI_Soldier
[0262.70] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_GunnerbyGDI,b266,Nod Map!
[0263.02] Rx: GAMEDeath;playerGDI,b271,Zack LovelessbyNod,b273,Christoph HeinrichwithRx_DmgType_APC_Nod
[0263.15] Rx: GAMESpawn;playerGDI,b263,Martin SanchezcharacterRx_FamilyInfo_GDI_Soldier
[0263.15] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_McFarlandbyGDI,b263,Martin Sanchez
[0263.96] Rx: GAMEDeath;playerGDI,b267,Left HandedbyNod,b287,MantankwithRx_DmgType_LightTank
[0264.49] Rx: GAMEDeath;playerGDI,b264,Ryan WongwaibyNod,b273,Christoph HeinrichwithRx_DmgType_APC_Nod
[0266.39] Rx: GAMESpawn;playerNod,b280,Kris DucotecharacterRx_FamilyInfo_Nod_Soldier
[0266.39] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_MarksmanbyNod,b280,Kris Ducote
[0269.04] Rx: GAMEDeath;playerGDI,b272,Annoying TurtlebyNod,b273,Christoph HeinrichwithRx_DmgType_APC_Nod
[0269.53] Rx: GAMESpawn;playerNod,b277,Starman ExplorercharacterRx_FamilyInfo_Nod_Soldier
[0269.53] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_SoldierbyNod,b277,Starman Explorer
[0271.24] Rx: GAMESpawn;playerGDI,b272,Annoying TurtlecharacterRx_FamilyInfo_GDI_Soldier
[0271.24] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_McFarlandbyGDI,b272,Annoying Turtle
[0271.64] Rx: GAMEPurchase;vehicleRx_Vehicle_LightTankbyNod,b280,Kris Ducote
[0272.31] Rx: GAMESpawn;playerGDI,b267,Left HandedcharacterRx_FamilyInfo_GDI_Soldier
[0272.31] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_GrenadierbyGDI,b267,Left Handed
[0274.29] Rx: GAMEDeath;playerNod,b274,Ben RayeskebyGDI,b261,Jos VermeulenwithRx_DmgType_Humvee
[0276.66] Error: Can't call TermBody() on (Rx_Pawn_57)->(RB_BodyInstance_4154) during async work!
[0276.66] Error: Can't call TermBody() on (Rx_Pawn_57)->(RB_BodyInstance_4155) during async work!
[0276.66] Error: Can't call TermBody() on (Rx_Pawn_57)->(RB_BodyInstance_4156) during async work!
[0276.66] Error: Can't call TermBody() on (Rx_Pawn_57)->(RB_BodyInstance_4157) during async work!
[0276.66] Error: Can't call TermBody() on (Rx_Pawn_57)->(RB_BodyInstance_4158) during async work!
[0276.66] Error: Can't call TermBody() on (Rx_Pawn_57)->(RB_BodyInstance_4159) during async work!
[0276.66] Error: Can't call TermBody() on (Rx_Pawn_57)->(RB_BodyInstance_4160) during async work!
[0276.66] Error: Can't call TermBody() on (Rx_Pawn_57)->(RB_BodyInstance_4161) during async work!
[0276.66] Error: Can't call TermBody() on (Rx_Pawn_57)->(RB_BodyInstance_4162) during async work!
[0276.66] Error: Can't call TermBody() on (Rx_Pawn_57)->(RB_BodyInstance_4163) during async work!
[0276.66] Error: Can't call TermBody() on (Rx_Pawn_57)->(RB_BodyInstance_4164) during async work!
[0276.66] Error: Can't call TermBody() on (Rx_Pawn_57)->(RB_BodyInstance_4165) during async work!
[0276.66] Error: Can't call TermBody() on (Rx_Pawn_57)->(RB_BodyInstance_4166) during async work!
[0276.66] Error: Can't call TermBody() on (Rx_Pawn_57)->(RB_BodyInstance_4167) during async work!
[0276.66] Error: Can't call TermBody() on (Rx_Pawn_57)->(RB_BodyInstance_4168) during async work!
[0276.66] Error: Can't call TermBody() on (Rx_Pawn_57)->(RB_BodyInstance_4169) during async work!
[0276.66] Error: Can't call TermBody() on (Rx_Pawn_57)->(RB_BodyInstance_4170) during async work!
[0276.66] Error: Can't call TermBody() on (Rx_Pawn_57)->(RB_BodyInstance_3614) during async work!
[0276.66] Error: Can't call TermBody() on (Rx_Pawn_57)->(RB_BodyInstance_3615) during async work!
[0276.66] Error: Can't call TermBody() on (Rx_Pawn_57)->(RB_BodyInstance_3616) during async work!
[0276.68] Rx: GAMESpawn;playerGDI,b258,Bryan KloosterboercharacterRx_FamilyInfo_GDI_Soldier
[0276.68] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_MarksmanbyGDI,b258,Bryan Kloosterboer
[0278.37] Rx: GAMEDeployed;Rx_Weapon_DeployedTimedC4byGDI,b260,Belgian ChocolateonLandscapenearNod Field - Lower Path - Vehicle Pathat-291.74,4824.18,-3286.54
[0280.40] Rx: GAMEDeath;playerGDI,b262,Daniel BöckmannbyNod,b273,Christoph HeinrichwithRx_DmgType_Headshot
[0280.45] Rx: GAMEExploded;Rx_Weapon_DeployedTimedC4nearNod Field - Crossroads - Vehicle Pathat-2147.86,5312.63,-3024.51byGDI,257,"User"
[0282.42] Rx: GAMESpawn;playerGDI,b271,Zack LovelesscharacterRx_FamilyInfo_GDI_Soldier
[0282.42] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_McFarlandbyGDI,b271,Zack Loveless
[0282.71] Rx: GAMESpawn;playerGDI,b265,NodElitecharacterRx_FamilyInfo_GDI_Soldier
[0282.71] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_PatchbyGDI,b265,NodElite
[0283.59] Rx: GAMESpawn;playerGDI,b270,I DESLIKE YOU.characterRx_FamilyInfo_GDI_Soldier
[0283.59] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_GunnerbyGDI,b270,I DESLIKE YOU.
[0285.97] Rx: GAMEDeath;playerNod,b283,Sam MayhewbyGDI,ai,Guard TowerwithRx_DmgType_GuardTower
[0286.85] Rx: GAMESpawn;playerGDI,b264,Ryan WongwaicharacterRx_FamilyInfo_GDI_Soldier
[0286.85] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_GrenadierbyGDI,b264,Ryan Wongwai
[0287.93] Rx: GAMESpawn;playerNod,b274,Ben RayeskecharacterRx_FamilyInfo_Nod_Soldier
[0287.93] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ChemicalTrooperbyNod,b274,Ben Rayeske
[0292.09] Rx: GAMEPurchase;vehicleRx_Vehicle_MediumTankbyGDI,b264,Ryan Wongwai
[0293.26] Rx: GAMEDeath;playerGDI,b260,Belgian ChocolatebyNod,b281,Mark PhillipswithRx_DmgType_AutoRifle
[0295.05] Rx: GAMESpawn;playerNod,b283,Sam MayhewcharacterRx_FamilyInfo_Nod_Soldier
[0295.05] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_RocketSoldierbyNod,b283,Sam Mayhew
[0295.60] Rx: GAMEDeath;playerNod,b281,Mark PhillipsbyGDI,b265,NodElitewithRx_DmgType_TacticalRifle
[0296.68] Rx: GAMEDestroyed;vehicleRx_Vehicle_HumveebyNod,b278,Ruud GunnewiekwithRx_DmgType_Buggy
[0297.18] Rx: GAMESpawn;playerGDI,b262,Daniel BöckmanncharacterRx_FamilyInfo_GDI_Soldier
[0297.18] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b262,Daniel Böckmann
[0298.97] Rx: GAMEDeath;playerGDI,b269,Craig EmmottbyNod,b277,Starman ExplorerwithRx_DmgType_AutoRifle
[0302.09] Rx: GAMEDeath;playerGDI,b261,Jos VermeulenbyNod,b278,Ruud GunnewiekwithRx_DmgType_Buggy
[0306.56] Rx: GAMEExploded;Rx_Weapon_DeployedTimedC4nearNod Field - Lower Path - Vehicle Pathat-291.74,4824.18,-3286.54byGDI,b260,Belgian Chocolate
[0309.92] Rx: GAMESpawn;playerNod,b281,Mark PhillipscharacterRx_FamilyInfo_Nod_Soldier
[0309.92] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_BlackHandSniperbyNod,b281,Mark Phillips
[0315.83] Rx: GAMEDeath;playerNod,b279,Sean NolanbyGDI,b266,Nod Map!withRx_DmgType_RocketLauncher
[0316.23] Rx: GAMEDeath;playerNod,b276,Eric Goochdied byRx_DmgType_Tiberium
[0318.18] Rx: GAMEDeath;playerGDI,257,"User"byNod,ai,TurretwithRx_DmgType_Turret
[0318.19] Warning: Warning, TranslationContext could not find handler for 'img src='img' while translating
[0319.51] Rx: GAMESpawn;playerGDI,b260,Belgian ChocolatecharacterRx_FamilyInfo_GDI_Soldier
[0319.51] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b260,Belgian Chocolate
[0319.76] Error: Can't call TermBody() on (Rx_Pawn_87)->(RB_BodyInstance_3818) during async work!
[0319.76] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock!
[0319.76] Error: Can't call TermBody() on (Rx_Pawn_87)->(RB_BodyInstance_3819) during async work!
[0319.76] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock!
[0319.76] Error: Can't call TermBody() on (Rx_Pawn_87)->(RB_BodyInstance_3820) during async work!
[0319.76] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock!
[0319.76] Error: Can't call TermBody() on (Rx_Pawn_87)->(RB_BodyInstance_3821) during async work!
[0319.76] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock!
[0319.76] Error: Can't call TermBody() on (Rx_Pawn_87)->(RB_BodyInstance_3822) during async work!
[0319.76] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock!
[0319.76] Error: Can't call TermBody() on (Rx_Pawn_87)->(RB_BodyInstance_3823) during async work!
[0319.76] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock!
[0319.76] Error: Can't call TermBody() on (Rx_Pawn_87)->(RB_BodyInstance_3824) during async work!
[0319.76] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock!
[0319.76] Error: Can't call TermBody() on (Rx_Pawn_87)->(RB_BodyInstance_3825) during async work!
[0319.76] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock!
[0319.76] Error: Can't call TermBody() on (Rx_Pawn_87)->(RB_BodyInstance_3826) during async work!
[0319.76] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock!
[0319.76] Error: Can't call TermBody() on (Rx_Pawn_87)->(RB_BodyInstance_3827) during async work!
[0319.76] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock!
[0319.76] Error: Can't call TermBody() on (Rx_Pawn_87)->(RB_BodyInstance_3828) during async work!
[0319.76] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock!
[0319.76] Error: Can't call TermBody() on (Rx_Pawn_87)->(RB_BodyInstance_3829) during async work!
[0319.76] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock!
[0319.76] Error: Can't call TermBody() on (Rx_Pawn_87)->(RB_BodyInstance_3830) during async work!
[0319.76] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock!
[0319.76] Error: Can't call TermBody() on (Rx_Pawn_87)->(RB_BodyInstance_3831) during async work!
[0319.76] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock!
[0319.76] Error: Can't call TermBody() on (Rx_Pawn_87)->(RB_BodyInstance_3832) during async work!
[0319.76] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock!
[0319.76] Error: Can't call TermBody() on (Rx_Pawn_87)->(RB_BodyInstance_3833) during async work!
[0319.76] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock!
[0319.76] Error: Can't call TermBody() on (Rx_Pawn_87)->(RB_BodyInstance_3834) during async work!
[0319.76] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock!
[0319.76] Error: Can't call TermBody() on (Rx_Pawn_87)->(RB_BodyInstance_4272) during async work!
[0319.76] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock!
[0319.76] Error: Can't call TermBody() on (Rx_Pawn_87)->(RB_BodyInstance_4271) during async work!
[0319.76] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock!
[0319.76] Error: Can't call TermBody() on (Rx_Pawn_87)->(RB_BodyInstance_3915) during async work!
[0319.76] DevPhysics: Error (2) in file ..\..\Physics\src\NpActor.cpp, line 817: PhysicsSDK: NpActor::raiseBodyFlag: WriteLock is still acquired. Procedure call skipped to avoid a deadlock!
[0319.76] DevPhysics: Error (2) in file ..\..\Physics\src\NpScene.cpp, line 896: PhysicsSDK: NpScene::createActor: WriteLock is still acquired. Procedure call skipped to avoid a deadlock!
[0319.76] Log: URB_BodyInstance::InitBody : Could not create NxActor: Actor: CNC-Storm.TheWorld:PersistentLevel.Rx_Pawn_87 Component: SkeletalMeshComponent_1968 Bone: b_Spine_1
[0320.91] ScriptWarning: Accessed None 'Canvas'
Rx_HUD CNC-Storm.TheWorld:PersistentLevel.Rx_HUD_1
Function RenX_Game.Rx_HUD:HandleSetShowScores:0089
[0320.91] ScriptWarning: Accessed None 'Canvas'
Rx_HUD CNC-Storm.TheWorld:PersistentLevel.Rx_HUD_1
Function RenX_Game.Rx_HUD:HandleSetShowScores:00A9
[0321.14] Rx: GAMEDeath;playerNod,b286,Brett SperrybyGDI,b272,Annoying TurtlewithRx_DmgType_FlakCannon
[0321.14] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called
[0321.49] Rx: GAMESpawn;playerGDI,257,"User"characterRx_FamilyInfo_GDI_Soldier
[0321.99] Warning: Failed to find function setRespawnUiCounter for timer in actor Rx_Controller_1
[0324.42] Rx: GAMESpawn;playerGDI,b261,Jos VermeulencharacterRx_FamilyInfo_GDI_Soldier
[0324.42] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_RocketSoldierbyGDI,b261,Jos Vermeulen
[0325.51] ScriptLog:
[0325.57] Rx: GAMESpawn;playerGDI,b269,Craig EmmottcharacterRx_FamilyInfo_GDI_Soldier
[0325.57] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_SoldierbyGDI,b269,Craig Emmott
[0329.13] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_PatchbyGDI,257,"User"
[0330.64] Rx: GAMEDeath;playerNod,b285,An Imaginary BasebyGDI,b262,Daniel BöckmannwithRx_DmgType_Shotgun
[0331.46] Rx: GAMEDeath;playerGDI,b265,NodElitedied byRx_DmgType_Tiberium
[0331.47] ScriptLog: was unable to find the Constraint!!!
[0332.09] Rx: GAMEDeath;playerNod,b280,Kris DucotebyGDI,ai,Guard TowerwithRx_DmgType_GuardTower
[0332.20] Rx: GAMESpawn;playerNod,b276,Eric GoochcharacterRx_FamilyInfo_Nod_Soldier
[0332.20] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ChemicalTrooperbyNod,b276,Eric Gooch
[0333.85] Rx: GAMEDeath;playerGDI,b270,I DESLIKE YOU.byNod,b277,Starman ExplorerwithRx_DmgType_AutoRifle
[0334.18] Rx: GAMEDeath;playerNod,b277,Starman ExplorerbyGDI,b266,Nod Map!withRx_DmgType_RocketLauncher
[0335.48] Rx: GAMESpawn;playerNod,b279,Sean NolancharacterRx_FamilyInfo_Nod_Soldier
[0335.48] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_SoldierbyNod,b279,Sean Nolan
[0337.52] Rx: GAMESpawn;playerNod,b286,Brett SperrycharacterRx_FamilyInfo_Nod_Soldier
[0337.52] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_LaserChainGunnerbyNod,b286,Brett Sperry
[0340.73] Rx: GAMEPurchase;vehicleRx_Vehicle_BuggybyNod,b279,Sean Nolan
[0341.48] Rx: GAMEDeath;playerNod,b288,Evan BrooksbyGDI,b271,Zack LovelesswithRx_DmgType_FlakCannon_Alt
[0341.48] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called
[0341.85] Rx: GAMESpawn;playerNod,b280,Kris DucotecharacterRx_FamilyInfo_Nod_Soldier
[0341.85] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ChemicalTrooperbyNod,b280,Kris Ducote
[0342.29] Rx: GAMESpawn;playerNod,b285,An Imaginary BasecharacterRx_FamilyInfo_Nod_Soldier
[0342.29] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_RocketSoldierbyNod,b285,An Imaginary Base
[0343.72] Rx: GAMEDeath;playerGDI,b271,Zack LovelessbyNod,b274,Ben RayeskewithRx_DmgType_ChemicalThrower
[0345.87] Rx: GAMESpawn;playerGDI,b270,I DESLIKE YOU.characterRx_FamilyInfo_GDI_Soldier
[0345.87] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_GrenadierbyGDI,b270,I DESLIKE YOU.
[0345.90] Rx: GAMESpawn;playerGDI,b265,NodElitecharacterRx_FamilyInfo_GDI_Soldier
[0345.90] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b265,NodElite
[0348.62] Rx: GAMEDeath;playerGDI,b262,Daniel BöckmannbyNod,b280,Kris DucotewithRx_DmgType_ChemicalThrower
[0348.62] Log: PlayCustomAnim Taunt_FB_Pelvic_Thrust_A, CustomChildIndex: 1, Animation Not Found!!
[0348.64] ScriptLog: Probability Sum: 1.1350
[0348.64] Rx: GAMECrate;money250byGDI,257,"User"
[0349.36] Rx: GAMEDeath;playerNod,b274,Ben RayeskebyGDI,b272,Annoying TurtlewithRx_DmgType_FlakCannon_Alt
[0351.11] Rx: GAMEPurchase;vehicleRx_Vehicle_MRLSbyGDI,b270,I DESLIKE YOU.
[0352.93] Rx: GAMEDeath;playerGDI,b263,Martin SanchezbyNod,b283,Sam MayhewwithRx_DmgType_MissileLauncher_Alt
[0355.22] Rx: GAMESpawn;playerNod,b277,Starman ExplorercharacterRx_FamilyInfo_Nod_Soldier
[0355.22] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_StealthBlackHandbyNod,b277,Starman Explorer
[0355.40] Rx: GAMESpawn;playerNod,b274,Ben RayeskecharacterRx_FamilyInfo_Nod_Soldier
[0355.40] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_SoldierbyNod,b274,Ben Rayeske
[0357.46] Rx: GAMEDeath;playerNod,b283,Sam MayhewbyGDI,b266,Nod Map!withRx_DmgType_RocketLauncher
[0357.61] Rx: GAMESpawn;playerGDI,b271,Zack LovelesscharacterRx_FamilyInfo_GDI_Soldier
[0357.61] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_SoldierbyGDI,b271,Zack Loveless
[0357.83] Log: WARNING: Cooking Convex For Actor: CNC-Storm.TheWorld:PersistentLevel.Rx_Gib_HumanHead_0 Component: UTGibStaticMeshComponent_1 StaticMesh: RX_CH_Gore.S_CH_Head_Chunk11 (Scale: 0.700000 0.700000 0.700000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects.
[0359.13] Rx: GAMESpawn;playerGDI,b262,Daniel BöckmanncharacterRx_FamilyInfo_GDI_Soldier
[0359.13] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_GrenadierbyGDI,b262,Daniel Böckmann
[0360.64] Rx: GAMEPurchase;vehicleRx_Vehicle_MRLSbyGDI,b265,NodElite
[0362.92] Rx: GAMESpawn;playerNod,b288,Evan BrookscharacterRx_FamilyInfo_Nod_Soldier
[0362.92] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_RocketSoldierbyNod,b288,Evan Brooks
[0366.45] Rx: GAMESpawn;playerNod,b283,Sam MayhewcharacterRx_FamilyInfo_Nod_Soldier
[0366.45] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_FlameTrooperbyNod,b283,Sam Mayhew
[0369.50] Rx: GAMEDeath;playerGDI,b269,Craig EmmottbyNod,b277,Starman ExplorerwithRx_DmgType_LaserRifle
[0370.17] Rx: GAMEPurchase;vehicleRx_Vehicle_MRLSbyGDI,b271,Zack Loveless
[0372.59] Rx: GAMESpawn;playerGDI,b263,Martin SanchezcharacterRx_FamilyInfo_GDI_Soldier
[0372.59] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_SoldierbyGDI,b263,Martin Sanchez
[0372.91] Rx: GAMEDeath;playerNod,b280,Kris DucotebyGDI,b258,Bryan KloosterboerwithRx_DmgType_MarksmanRifle
[0379.20] Rx: GAMEDeath;playerGDI,b261,Jos VermeulenbyNod,b277,Starman ExplorerwithRx_DmgType_LaserRifle
[0379.20] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called
[0379.70] Rx: GAMEPurchase;vehicleRx_Vehicle_MRLSbyGDI,b262,Daniel Böckmann
[0382.52] Rx: GAMEDeath;playerGDI,b258,Bryan KloosterboerbyNod,b276,Eric GoochwithRx_DmgType_ChemicalThrower
[0387.01] Rx: GAMEDeath;playerGDI,b272,Annoying TurtlebyNod,b276,Eric GoochwithRx_DmgType_ChemicalThrower
[0389.24] Rx: GAMEPurchase;vehicleRx_Vehicle_MRLSbyGDI,b263,Martin Sanchez
[0390.98] Rx: GAMESpawn;playerGDI,b272,Annoying TurtlecharacterRx_FamilyInfo_GDI_Soldier
[0390.98] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_MarksmanbyGDI,b272,Annoying Turtle
[0393.11] Rx: GAMESpawn;playerNod,b280,Kris DucotecharacterRx_FamilyInfo_Nod_Soldier
[0393.11] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_FlameTrooperbyNod,b280,Kris Ducote
[0393.47] Rx: GAMESpawn;playerGDI,b269,Craig EmmottcharacterRx_FamilyInfo_GDI_Soldier
[0393.47] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_HavocbyGDI,b269,Craig Emmott
[0394.58] Rx: GAMESpawn;playerGDI,b258,Bryan KloosterboercharacterRx_FamilyInfo_GDI_Soldier
[0394.58] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_SoldierbyGDI,b258,Bryan Kloosterboer
[0396.20] Rx: GAMEPurchase;vehicleRx_Vehicle_MediumTankbyGDI,b272,Annoying Turtle
[0397.23] Rx: GAMEDeath;playerGDI,b266,Nod Map!byNod,b273,Christoph HeinrichwithRx_DmgType_LightTank
[0399.73] Rx: GAMESpawn;playerGDI,b261,Jos VermeulencharacterRx_FamilyInfo_GDI_Soldier
[0399.73] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b261,Jos Vermeulen
[0400.11] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0400.11] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0403.35] Rx: GAMEDeath;playerNod,b276,Eric GoochbyGDI,b267,Left HandedwithRx_DmgType_GrenadeLauncher
[0404.97] Rx: GAMEPurchase;vehicleRx_Vehicle_MediumTankbyGDI,b261,Jos Vermeulen
[0417.57] Log: === Critical error: ===
Fatal error!
Address = 0x3fda346a (filename not found) [in G:\Renegade X\Binaries\Win64\UDK.exe]
Address = 0x4001c693 (filename not found) [in G:\Renegade X\Binaries\Win64\UDK.exe]
Address = 0x400239d4 (filename not found) [in G:\Renegade X\Binaries\Win64\UDK.exe]
Address = 0x40009a40 (filename not found) [in G:\Renegade X\Binaries\Win64\UDK.exe]
Address = 0x3ff06c25 (filename not found) [in G:\Renegade X\Binaries\Win64\UDK.exe]
Address = 0x3ff074c2 (filename not found) [in G:\Renegade X\Binaries\Win64\UDK.exe]
Address = 0x3ff12ca5 (filename not found) [in G:\Renegade X\Binaries\Win64\UDK.exe]
Address = 0x3ff15633 (filename not found) [in G:\Renegade X\Binaries\Win64\UDK.exe]
Address = 0x3fe5dc63 (filename not found) [in G:\Renegade X\Binaries\Win64\UDK.exe]
Address = 0x40f48ca0 (filename not found) [in G:\Renegade X\Binaries\Win64\UDK.exe]
Address = 0x40f4dfee (filename not found) [in G:\Renegade X\Binaries\Win64\UDK.exe]
Address = 0x40f4e05a (filename not found) [in G:\Renegade X\Binaries\Win64\UDK.exe]
Address = 0x62fb9fb1 (filename not found)
Address = 0x62fb9fb1 (filename not found)