Log: Log file open, 05/30/22 22:51:10 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=5lood237 Init: Base directory: C:\Program Files (x86)\Renegade X\Binaries\Win64\ [0000.60] Init: Computer: MSI [0000.60] Init: User: ****** [0000.60] Init: CPU Page size=4096, Processors=12 [0000.60] Init: High frequency timer resolution =10.000000 MHz [0000.60] Init: Memory total: Physical=63.8GB (63GB approx) Pagefile=73.3GB Virtual=131072.0GB [0000.68] Log: Steam Client API initialized 1 [0000.75] Log: Steam Game Server API initialized 1 [0000.78] Init: WinSock: I am MSI (192.168.8.191:0) [0000.78] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes. [0000.78] Init: Object subsystem initialized [0000.87] Log: Found D3D11 adapter 0: Intel(R) UHD Graphics 630 [0000.87] Log: Adapter has 128MB of dedicated video memory, 0MB of dedicated system memory, and 32689MB of shared system memory [0001.02] Log: Found D3D11 adapter 1: NVIDIA GeForce GTX 1660 Ti [0001.02] Log: Adapter has 5991MB of dedicated video memory, 0MB of dedicated system memory, and 32689MB of shared system memory [0001.04] Log: Found D3D11 adapter 2: Microsoft Basic Render Driver [0001.04] Log: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 32689MB of shared system memory [0001.07] Log: Shader platform (RHI): PC-D3D-SM3 [0001.07] Error: Error, Manifest doesn't exist: ..\..\UDKGame\Script\Manifest.txt [0001.09] Log: PhysX GPU Support: ENABLED [0001.30] Init: Initializing FaceFX... [0001.30] Init: FaceFX 1.7.4 initialized. [0001.38] Init: XAudio2 using 'Speakers (MP 29512)' : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3) [0001.56] Init: Waited 0.008 sec for async package '..\..\UDKGame\CookedPC\Engine.u' to complete caching. [0004.21] Init: Finished loading startup packages in 2.66 seconds [0004.21] Log: 80993 objects as part of root set at end of initial load. [0004.21] Log: 0 out of 0 bytes used by permanent object pool. [0010.86] Log: Initializing Engine... [0010.92] Init: UEngine initialized [0010.94] Init: XAudio2Device initialized. [0011.06] Init: Client initialized [0013.22] Log: Initializing Steamworks [0013.25] Log: Logged in as 'Wolf lad' [0013.38] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0013.38] Warning: Warning, Failed to find object 'Class None.' [0013.39] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0013.39] Warning: Warning, Failed to find object 'Class None.' [0013.39] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0013.39] Warning: Warning, Failed to find object 'Class None.' [0013.39] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0013.39] Warning: Warning, Failed to find object 'Class None.' [0013.54] Log: LoadMap: RenX-FrontEndMap?Name=5lood237?Team=0 [0014.50] Log: Game class is 'Rx_Game_MainMenu' [0014.60] Log: Primary PhysX scene will be in software. [0014.60] Log: Creating Primary PhysX Scene. [0014.60] Log: Bringing World RenX-FrontEndMap.TheWorld up for play (0) at 2022.05.30-22.51.24 [0014.64] ScriptLog: INITIAL: -1 -1 [0014.69] ScriptLog: Game profile Index was NONE [0014.71] ScriptLog: Gameplay events will not be recorded. [0014.71] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo [0014.71] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo [0014.71] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo [0014.71] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour [0014.71] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour [0014.71] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour [0014.71] ScriptLog: Failed to get GDI PT [0014.71] ScriptLog: Failed to get Nod PT [0014.71] ScriptLog: GDI:0.0000 [0014.71] ScriptLog: Failed to get GDI PT [0014.71] ScriptLog: Failed to get Nod PT [0014.71] ScriptLog: Nod:0.0000 [0014.71] ScriptLog: Rx_Game::PreBeginPlay BotClass:'Rx_Bot_Waypoints' True [0015.11] ScriptLog: Initializing Rx_GameEngine. Game Version: Open Beta 5.64.309 [0015.15] Rx: MAPLoaded;RenX-FrontEndMap [0015.15] Log: Bringing up level for play took: 0.641497 [0015.15] Warning: UpdateDiscordRPC, Skirmish, FrontEndMap, 1, 0, 255, 0, 900, 0, map_renx-frontendmap [0015.17] Rx: PLAYERHWID;playerGDI,256,Wolf ladhwidm8761D80000000512 [0015.17] Rx: PLAYEREnter;GDI,256,Wolf ladfromhwidm8761D80000000512steamid0x01100001046F67F5 [0015.17] ScriptWarning: Accessed None 'AccessControl' Rx_Game_MainMenu RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_MainMenu_0 Function RenX_Game.Rx_Game:PostLoginCommon:028B [0015.17] Rx: PLAYERTeamJoin;GDI,256,Wolf ladjoinedGDIscore0last round score0.0000time0.0000 [0015.17] Log: Current scalability system settings: [0015.17] Log: StaticDecals = FALSE (Whether to allow static decals.) [0015.17] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0015.17] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0015.17] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0015.17] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0015.17] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0015.17] Log: MotionBlur = FALSE (Whether to allow motion blur.) [0015.17] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0015.17] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0015.17] Log: Bloom = TRUE (Whether to allow bloom.) [0015.17] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0015.17] Log: Distortion = TRUE (Whether to allow distortion.) [0015.17] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0015.17] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0015.17] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0015.17] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0015.17] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0015.17] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0015.17] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0015.17] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0015.17] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0015.17] Log: DetailMode = 2 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0015.17] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0015.17] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0015.17] Log: MaxAnisotropy = 4 (Maximum level of anisotropy used.) [0015.17] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0015.17] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0015.17] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0015.17] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0015.17] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0015.17] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0015.17] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0015.17] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0015.17] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0015.17] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0015.17] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0015.17] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0015.17] Log: Current preference system settings: [0015.17] Log: UseVsync = FALSE (Whether to use VSync or not.) [0015.17] Log: Fullscreen = FALSE (Fullscreen.) [0015.17] Log: ResX = 1600 (Screen X resolution.) [0015.17] Log: ResY = 900 (Screen Y resolution.) [0015.17] Log: Current debug system settings: [0015.17] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0015.17] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0015.17] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0015.17] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0015.17] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0015.17] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0015.17] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0015.17] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0015.17] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0015.17] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0015.17] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0015.17] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0015.17] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0015.17] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0015.17] Log: bAllowTemporalAA = FALSE (UKNOWN) [0015.17] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0015.17] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0015.17] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0015.17] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0015.17] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0015.17] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0015.17] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0015.17] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0015.17] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0015.17] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0015.17] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0015.17] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0015.17] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0015.17] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0015.17] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0015.17] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0015.17] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0015.17] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0015.17] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0015.17] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0015.17] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0015.17] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0015.17] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0015.17] Log: Current unknown system settings: [0015.17] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0015.17] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0015.17] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0015.17] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0015.17] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0015.17] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0015.17] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0015.17] Log: ShadowFilterQualityBias = 1 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0015.17] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0015.17] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0015.17] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0015.17] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0015.17] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0015.17] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0015.17] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0015.17] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0015.17] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0015.17] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0015.17] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0015.17] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0015.17] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0015.17] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0015.17] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0015.17] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0015.17] 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.) [0015.17] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0015.17] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0015.17] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0015.17] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0015.17] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0015.17] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0015.17] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0015.17] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0015.17] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0015.17] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0015.17] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0015.17] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0015.17] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0015.17] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0015.17] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0015.17] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0015.17] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0015.17] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0015.17] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0015.17] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0015.17] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0015.17] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0015.17] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0015.17] 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).) [0015.17] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0015.17] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0015.17] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0015.17] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0015.17] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0015.17] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0015.17] 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) [0015.17] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0015.17] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0015.17] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0015.17] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0015.17] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0015.17] 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).) [0015.17] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0015.17] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0015.17] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0015.17] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0015.17] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0015.17] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0015.17] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0015.17] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0015.17] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0015.17] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0015.17] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0015.17] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0015.17] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0015.17] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0015.17] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0015.17] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0015.19] Log: Listing all sound classes. [0015.19] Log: Class 'Item' has 30 resident sounds taking 3539.61 kb, and 1 real time sounds taking 8.89 kb [0015.19] Log: Class 'Vehicle' has 44 resident sounds taking 15912.55 kb, and 2 real time sounds taking 91.22 kb [0015.19] Log: Class 'Weapon' has 270 resident sounds taking 69880.57 kb, and 6 real time sounds taking 444.36 kb [0015.19] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0015.19] Log: Class 'SFX' has 86 resident sounds taking 27355.33 kb, and 11 real time sounds taking 837.83 kb [0015.19] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0015.19] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0015.19] Log: Class 'Announcer_UI' has 14 resident sounds taking 1565.92 kb [0015.19] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0015.19] Log: Class 'Ambient' has 5 resident sounds taking 1123.96 kb, and 1 real time sounds taking 104.36 kb [0015.19] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0015.19] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0015.19] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0015.19] Log: Class 'Cinematic' has 6 resident sounds taking 2783.40 kb, and 3 real time sounds taking 527.70 kb [0015.19] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb [0015.19] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0015.19] Log: Class 'UnGrouped' has 631 resident sounds taking 98094.97 kb, and 109 real time sounds taking 2475.84 kb [0015.19] Log: 1563 total sounds in 17 classes [0015.19] ScriptLog: Rx_HUD::Jukebox AutoPlay music disabled by map. [0015.20] Rx: Game has reached minimum limit for Beacon, 1 Players and 0 Bots out of 0 [0015.20] Log: ########### Finished loading level: 1.654850 seconds [0015.20] Log: Flushing async loaders. [0020.84] Warning: updated activity [0021.21] Log: Flushed async loaders. [0021.21] Init: Game engine initialized [0021.21] Log: Initializing Engine Completed [0021.26] Log: >>>>>>>>>>>>>> Initial startup: 21.26s <<<<<<<<<<<<<<< [0021.26] Log: Current scalability system settings: [0021.26] Log: StaticDecals = FALSE (Whether to allow static decals.) [0021.26] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0021.26] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0021.26] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0021.26] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0021.26] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0021.26] Log: MotionBlur = FALSE (Whether to allow motion blur.) [0021.26] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0021.26] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0021.26] Log: Bloom = TRUE (Whether to allow bloom.) [0021.26] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0021.26] Log: Distortion = TRUE (Whether to allow distortion.) [0021.26] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0021.26] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0021.26] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0021.26] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0021.26] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0021.26] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0021.26] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0021.26] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0021.26] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0021.26] Log: DetailMode = 2 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0021.26] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0021.26] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0021.26] Log: MaxAnisotropy = 4 (Maximum level of anisotropy used.) [0021.26] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0021.26] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0021.26] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0021.26] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0021.26] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0021.26] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0021.26] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0021.26] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0021.26] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0021.26] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0021.26] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0021.26] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0021.26] Log: Current preference system settings: [0021.26] Log: UseVsync = FALSE (Whether to use VSync or not.) [0021.26] Log: Fullscreen = FALSE (Fullscreen.) [0021.26] Log: ResX = 1600 (Screen X resolution.) [0021.26] Log: ResY = 900 (Screen Y resolution.) [0021.26] Log: Current debug system settings: [0021.26] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0021.26] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0021.26] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0021.26] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0021.26] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0021.26] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0021.26] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0021.26] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0021.26] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0021.26] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0021.26] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0021.26] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0021.26] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0021.26] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0021.26] Log: bAllowTemporalAA = FALSE (UKNOWN) [0021.26] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0021.26] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0021.26] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0021.26] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0021.26] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0021.26] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0021.26] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0021.26] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0021.26] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0021.26] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0021.26] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0021.26] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0021.26] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0021.26] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0021.26] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0021.26] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0021.26] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0021.26] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0021.26] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0021.26] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0021.26] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0021.26] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0021.26] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0021.26] Log: Current unknown system settings: [0021.26] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0021.26] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0021.26] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0021.26] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0021.26] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0021.26] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0021.26] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0021.26] Log: ShadowFilterQualityBias = 1 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0021.26] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0021.26] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0021.26] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0021.26] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0021.26] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0021.26] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0021.26] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0021.26] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0021.26] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0021.26] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0021.26] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0021.26] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0021.26] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0021.26] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0021.26] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0021.26] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0021.26] 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.) [0021.26] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0021.26] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0021.26] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0021.26] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0021.26] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0021.26] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0021.26] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0021.26] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0021.26] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0021.26] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0021.26] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0021.26] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0021.26] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0021.26] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0021.26] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0021.26] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0021.26] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0021.26] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0021.26] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0021.26] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0021.26] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0021.26] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0021.26] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0021.26] 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).) [0021.26] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0021.26] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0021.26] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0021.26] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0021.26] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0021.26] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0021.26] 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) [0021.26] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0021.26] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0021.26] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0021.26] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0021.26] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0021.26] 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).) [0021.26] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0021.26] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0021.26] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0021.26] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0021.26] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0021.26] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0021.26] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0021.26] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0021.26] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0021.26] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0021.26] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0021.26] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0021.26] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0021.26] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0021.26] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0021.26] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0021.28] Log: Listing all sound classes. [0021.28] Log: Class 'Item' has 30 resident sounds taking 3539.61 kb, and 1 real time sounds taking 8.89 kb [0021.28] Log: Class 'Vehicle' has 44 resident sounds taking 15912.55 kb, and 2 real time sounds taking 91.22 kb [0021.28] Log: Class 'Weapon' has 270 resident sounds taking 69880.57 kb, and 6 real time sounds taking 444.36 kb [0021.28] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0021.28] Log: Class 'SFX' has 86 resident sounds taking 27355.33 kb, and 11 real time sounds taking 837.83 kb [0021.28] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0021.28] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0021.28] Log: Class 'Announcer_UI' has 14 resident sounds taking 1565.92 kb [0021.28] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0021.28] Log: Class 'Ambient' has 5 resident sounds taking 1123.96 kb, and 1 real time sounds taking 104.36 kb [0021.28] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0021.28] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0021.28] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0021.28] Log: Class 'Cinematic' has 6 resident sounds taking 2783.40 kb, and 3 real time sounds taking 527.70 kb [0021.28] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb [0021.28] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0021.28] Log: Class 'UnGrouped' has 631 resident sounds taking 98094.97 kb, and 109 real time sounds taking 2475.84 kb [0021.28] Log: 1563 total sounds in 17 classes [0021.29] Log: Bool AmbientOcclusion set to 1 [0021.37] Log: BloomThreshold = 0.8331 [0025.81] GFxUI: Rx_GFxFrontEnd::Loading SettingsView [0025.81] Log: DumpAvailableResolutions [0025.82] Log: 320x200 [0025.82] Log: 320x200 [0025.82] Log: 320x240 [0025.82] Log: 320x240 [0025.82] Log: 400x300 [0025.82] Log: 400x300 [0025.82] Log: 512x384 [0025.82] Log: 512x384 [0025.82] Log: 640x400 [0025.82] Log: 640x400 [0025.82] Log: 640x480 [0025.82] Log: 640x480 [0025.82] Log: 800x600 [0025.82] Log: 800x600 [0025.82] Log: 1024x768 [0025.82] Log: 1024x768 [0025.82] Log: 1152x864 [0025.82] Log: 1152x864 [0025.82] Log: 1280x600 [0025.82] Log: 1280x600 [0025.82] Log: 1280x720 [0025.82] Log: 1280x720 [0025.82] Log: 1280x768 [0025.82] Log: 1280x768 [0025.82] Log: 1280x800 [0025.82] Log: 1280x800 [0025.82] Log: 1280x960 [0025.82] Log: 1280x960 [0025.82] Log: 1280x1024 [0025.82] Log: 1280x1024 [0025.82] Log: 1360x768 [0025.82] Log: 1360x768 [0025.82] Log: 1366x768 [0025.82] Log: 1366x768 [0025.82] Log: 1400x1050 [0025.82] Log: 1400x1050 [0025.82] Log: 1440x900 [0025.82] Log: 1440x900 [0025.82] Log: 1600x900 [0025.82] Log: 1600x900 [0025.82] Log: 1680x1050 [0025.82] Log: 1680x1050 [0025.82] Log: 1920x1080 [0025.82] Log: 1920x1080 [0025.84] ScriptLog: Unknown Widget: SettingsVideoView [0039.91] Log: Bool bAllowPostprocessMLAA set to 0 [0040.26] Log: Int MaxMultiSamples set to 0 [0040.90] Log: Bool UseVsync set to 1 [0040.92] Log: Bool bAllowD3D9MSAA set to 1 [0040.98] Log: Bool MotionBlur set to 0 [0040.99] Log: Bool DynamicLights set to 1 [0041.01] Log: Bool DynamicShadows set to 1 [0041.12] Log: Int DetailMode set to 2 [0041.13] Log: Int SkeletalMeshLODBias set to 0 [0041.15] Log: Int ParticleLODBias set to 0 [0041.16] Log: Int ShadowFilterQualityBias set to 1 [0041.18] Log: Bool LightEnvironmentShadows set to 1 [0041.19] Log: Bool CompositeDynamicLights set to 1 [0041.20] Log: Bool DirectionalLightmaps set to 1 [0041.21] Log: Bool AmbientOcclusion set to 1 [0041.22] Log: Bool LensFlares set to 1 [0041.23] Log: BloomThreshold = 0.8331 [0041.23] Log: Bool Distortion set to 1 [0041.24] Log: Bool DropParticleDistortion set to 0 [0041.25] Log: Bool StaticDecals set to 0 [0041.26] Log: Bool DynamicDecals set to 1 [0041.28] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: Hide [0042.42] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: Hide [0043.78] GFxUI: Rx_GFxFrontEnd::Loading SkirmishView [0043.79] ScriptLog: Name - Arctic Stronghold [0043.79] ScriptLog: Name - Canyon [0043.79] ScriptLog: Name - Cliff Side [0043.79] ScriptLog: Name - Complex [0043.79] ScriptLog: Name - Crash Site [0043.79] ScriptLog: Name - Daybreak [0043.79] ScriptLog: Name - Desolation [0043.79] ScriptLog: Name - Eyes [0043.79] ScriptLog: Name - Field [0043.79] ScriptLog: Name - Field X [0043.79] ScriptLog: Name - Forest [0043.79] ScriptLog: Name - Goldrush [0043.79] ScriptLog: Name - Hourglass [0043.79] ScriptLog: Name - Islands [0043.79] ScriptLog: Name - Islands X [0043.79] ScriptLog: Name - Lakeside [0043.79] ScriptLog: Name - Mesa [0043.79] ScriptLog: Name - Oasis [0043.79] ScriptLog: Name - Outposts [0043.79] ScriptLog: Name - Reservoir [0043.79] ScriptLog: Name - Snow [0043.79] ScriptLog: Name - Snow X [0043.79] ScriptLog: Name - Steppe [0043.79] ScriptLog: Name - Storm [0043.79] ScriptLog: Name - Tomb [0043.79] ScriptLog: Name - Toxicity [0043.79] ScriptLog: Name - Tunnels [0043.79] ScriptLog: Name - Under [0043.79] ScriptLog: Name - Uphill [0043.79] ScriptLog: Name - Volcano [0043.79] ScriptLog: Name - Walls [0043.79] ScriptLog: Name - Whiteout [0043.79] ScriptLog: Name - Xmountain [0048.05] ScriptLog: Last picked list : 27 [0048.05] ScriptLog: Last selected map : CNC-Under [0048.05] ScriptLog: OutURL is: NC-Under?Team=1?Numplay=16?GDIBotCount=8?NODBotCount=7?GDIDifficulty=3?NODDifficulty=3?GDIAttackingStrengh=75?NodAttackingStrengh=75?StartingCredits=150?TimeLimit=35?MineLimit=30?VehicleLimit=7?IsFriendlyfire=False?CanRepairBuildings=False?HasBaseDestruction=False?HasEndGamePedistal=False?HasTimeLimitExpiry=False False [0048.05] ScriptLog: Command: ->> open CNC-Under?Team=1?Numplay=16?GDIBotCount=8?NODBotCount=7?GDIDifficulty=3?NODDifficulty=3?GDIAttackingStrengh=75?NodAttackingStrengh=75?StartingCredits=150?TimeLimit=35?MineLimit=30?VehicleLimit=7?IsFriendlyfire=False?CanRepairBuildings=False?HasBaseDestruction=False?HasEndGamePedistal=False?HasTimeLimitExpiry=False [0048.10] Log: LoadMap: CNC-Under?Name=5lood237?Team=1?Numplay=16?GDIBotCount=8?NODBotCount=7?GDIDifficulty=3?NODDifficulty=3?GDIAttackingStrengh=75?NodAttackingStrengh=75?StartingCredits=150?TimeLimit=35?MineLimit=30?VehicleLimit=7?IsFriendlyfire=False?CanRepairBuildings=False?HasBaseDestruction=False?HasEndGamePedistal=False?HasTimeLimitExpiry=False [0048.10] ScriptLog: MusicPlayerOnAudioFinished :: bStopped? False | AC? AudioComponent_4 | SoundCue? SC_MainMenu [0048.10] Log: --- LOADING MOVIE START --- [0048.20] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate() OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0 Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE [0048.21] Rx: PLAYERExit;GDI,256,Wolf lad [0048.21] Warning: UpdateDiscordRPC, Skirmish, FrontEndMap, 1, 64, 0, 0, 877, 0, map_renx-frontendmap [0048.23] Warning: updated activity [0054.64] Log: Game class is 'Rx_Game' [0054.70] Warning: Warning, Material RX_VH_A-10.Materials.M_VH_A-10 missing bUsedWithStaticLighting=True! [0054.70] Warning: Warning, Material RX_VH_A-10.Materials.M_VH_A-10 missing bUsedWithStaticLighting=True! [0054.70] Warning: Warning, Material RX_VH_A-10.Materials.M_VH_A-10 missing bUsedWithStaticLighting=True! [0054.78] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_11.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0054.78] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_10.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0054.78] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_6.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0054.78] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_15.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0054.78] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_14.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0054.78] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_7.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0054.78] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_16.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0054.78] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_17.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0054.78] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_18.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0054.78] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_19.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0054.78] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_20.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0054.78] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_27.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0054.78] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_22.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0054.78] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_23.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0054.78] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_24.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0054.78] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_25.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0054.78] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_26.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0054.78] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_13.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0054.78] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_21.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0054.86] Log: Primary PhysX scene will be in software. [0054.86] Log: Creating Primary PhysX Scene. [0055.07] PerfWarning: bClothUseCompartment not set, no HW acceleration. SkeletalMeshComponent: SkeletalMeshComponent_71, SkeletalMesh: SK_SnowMarker [0055.07] PerfWarning: bClothUseCompartment not set, no HW acceleration. SkeletalMeshComponent: SkeletalMeshComponent_71, SkeletalMesh: SK_SnowMarker [0055.07] PerfWarning: bClothUseCompartment not set, no HW acceleration. SkeletalMeshComponent: SkeletalMeshComponent_71, SkeletalMesh: SK_SnowMarker [0055.07] PerfWarning: bClothUseCompartment not set, no HW acceleration. SkeletalMeshComponent: SkeletalMeshComponent_71, SkeletalMesh: SK_SnowMarker [0055.07] PerfWarning: bClothUseCompartment not set, no HW acceleration. SkeletalMeshComponent: SkeletalMeshComponent_71, SkeletalMesh: SK_SnowMarker [0055.07] PerfWarning: bClothUseCompartment not set, no HW acceleration. SkeletalMeshComponent: SkeletalMeshComponent_71, SkeletalMesh: SK_SnowMarker [0055.07] PerfWarning: bClothUseCompartment not set, no HW acceleration. SkeletalMeshComponent: SkeletalMeshComponent_71, SkeletalMesh: SK_SnowMarker [0055.07] PerfWarning: bClothUseCompartment not set, no HW acceleration. SkeletalMeshComponent: SkeletalMeshComponent_71, SkeletalMesh: SK_SnowMarker [0055.07] PerfWarning: bClothUseCompartment not set, no HW acceleration. SkeletalMeshComponent: SkeletalMeshComponent_71, SkeletalMesh: SK_SnowMarker [0055.07] PerfWarning: bClothUseCompartment not set, no HW acceleration. SkeletalMeshComponent: SkeletalMeshComponent_71, SkeletalMesh: SK_SnowMarker [0055.07] PerfWarning: bClothUseCompartment not set, no HW acceleration. SkeletalMeshComponent: SkeletalMeshComponent_71, SkeletalMesh: SK_SnowMarker [0055.07] PerfWarning: bClothUseCompartment not set, no HW acceleration. SkeletalMeshComponent: SkeletalMeshComponent_71, SkeletalMesh: SK_SnowMarker [0055.07] PerfWarning: bClothUseCompartment not set, no HW acceleration. SkeletalMeshComponent: SkeletalMeshComponent_71, SkeletalMesh: SK_SnowMarker [0055.07] PerfWarning: bClothUseCompartment not set, no HW acceleration. SkeletalMeshComponent: SkeletalMeshComponent_71, SkeletalMesh: SK_SnowMarker [0055.07] PerfWarning: bClothUseCompartment not set, no HW acceleration. SkeletalMeshComponent: SkeletalMeshComponent_71, SkeletalMesh: SK_SnowMarker [0055.07] PerfWarning: bClothUseCompartment not set, no HW acceleration. SkeletalMeshComponent: SkeletalMeshComponent_71, SkeletalMesh: SK_SnowMarker [0055.07] PerfWarning: bClothUseCompartment not set, no HW acceleration. SkeletalMeshComponent: SkeletalMeshComponent_71, SkeletalMesh: SK_SnowMarker [0055.07] PerfWarning: bClothUseCompartment not set, no HW acceleration. SkeletalMeshComponent: SkeletalMeshComponent_71, SkeletalMesh: SK_SnowMarker [0055.07] PerfWarning: bClothUseCompartment not set, no HW acceleration. SkeletalMeshComponent: SkeletalMeshComponent_71, SkeletalMesh: SK_SnowMarker [0055.08] Log: Bringing World CNC-Under.TheWorld up for play (0) at 2022.05.30-22.52.04 [0055.12] ScriptLog: INITIAL: -1 -1 [0055.16] ScriptLog: Game profile Index was NONE [0055.19] ScriptWarning: UTDefensePoint_0 has no DefendedObjective! UTDefensePoint CNC-Under.TheWorld:PersistentLevel.UTDefensePoint_0 Function UTGame.UTDefensePoint:PreBeginPlay:003B [0055.19] ScriptWarning: UTDefensePoint_1 has no DefendedObjective! UTDefensePoint CNC-Under.TheWorld:PersistentLevel.UTDefensePoint_1 Function UTGame.UTDefensePoint:PreBeginPlay:003B [0055.19] ScriptWarning: UTDefensePoint_2 has no DefendedObjective! UTDefensePoint CNC-Under.TheWorld:PersistentLevel.UTDefensePoint_2 Function UTGame.UTDefensePoint:PreBeginPlay:003B [0055.19] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0055.19] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0055.20] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0055.20] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0055.20] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0055.20] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0055.20] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0055.20] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0055.20] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0055.20] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0055.20] ScriptLog: Gameplay events will not be recorded. [0055.20] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo [0055.20] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo [0055.20] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo [0055.20] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour [0055.20] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour [0055.20] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour [0055.20] ScriptLog: GDI:0.7500 [0055.20] ScriptLog: Nod:0.7500 [0055.20] ScriptLog: Rx_Game::PreBeginPlay BotClass:'Rx_Bot_Waypoints' True [0055.27] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.Rx_Building_Silo_Internals_0.SkeletalMeshComponent_0 RX_BU_Silo.Meshes.SK_BU_Silo 1 0 1 0 [0055.27] PerfWarning: bClothUseCompartment not set, no HW acceleration. SkeletalMeshComponent: SkeletalMeshComponent_0, SkeletalMesh: SK_BU_Silo [0055.27] ScriptLog: BUILDING ERROR: No Trace2d_X sockets exist in Rx_Building_Silo_Internals_0 [0055.34] ScriptLog: Rx_SentinelWeapon_Obelisk_0 upgrade... [0055.44] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At 4504.78,3072.69,366.15 With a Rotation of 0,0,0 [0055.44] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At 4385.96,3278.49,366.15 With a Rotation of 0,10923,0 [0055.44] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At 4385.96,2866.90,366.15 With a Rotation of 0,-10923,0 [0055.44] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At 4148.33,2866.90,366.15 With a Rotation of 0,-21845,0 [0055.45] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At 4029.52,3072.69,366.15 With a Rotation of 0,-32768,0 [0055.45] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At 4148.33,3278.49,366.15 With a Rotation of 0,21845,0 [0055.45] ScriptWarning: Accessed None 'AirstripInternals' Rx_Building_AirTower CNC-Under.TheWorld:PersistentLevel.Rx_Building_AirTower_0 Function RenX_Game.Rx_Building_AirTower:GetAttackPoints:0032 [0055.45] ScriptWarning: Accessed None 'Strip' Rx_Building_AirTower CNC-Under.TheWorld:PersistentLevel.Rx_Building_AirTower_0 Function RenX_Game.Rx_Building_AirTower:GetAttackPoints:012B [0055.45] ScriptWarning: Accessed None 'Strip' Rx_Building_AirTower CNC-Under.TheWorld:PersistentLevel.Rx_Building_AirTower_0 Function RenX_Game.Rx_Building_AirTower:GetAttackPoints:012B [0055.45] ScriptWarning: Accessed None 'Strip' Rx_Building_AirTower CNC-Under.TheWorld:PersistentLevel.Rx_Building_AirTower_0 Function RenX_Game.Rx_Building_AirTower:GetAttackPoints:012B [0055.48] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.Rx_Building_Barracks_Internals_0.SkeletalMeshComponent_19 RX_BU_Barracks.Mesh.SK_BU_GDI_BAR 1 0 1 0 [0055.48] PerfWarning: bClothUseCompartment not set, no HW acceleration. SkeletalMeshComponent: SkeletalMeshComponent_19, SkeletalMesh: SK_BU_GDI_BAR [0055.50] Log: WARNING: Cooking Convex For Actor: CNC-Under.TheWorld:PersistentLevel.Rx_BuildingAttachment_BeaconPedestal_0 Component: StaticMeshComponent_58 StaticMesh: RX_Deco_BuildingAssets.StaticMeshes.BuildingAssets_EndGamePedestal (Scale: 1.000000 1.000000 1.000000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects. [0055.66] ScriptLog: Rx_SentinelWeapon_AGT_RocketPod_0 upgrade... [0055.66] ScriptLog: Rx_SentinelWeapon_AGT_MG_0 upgrade... [0055.66] ScriptLog: Rx_SentinelWeapon_AGT_MG_1 upgrade... [0055.66] ScriptLog: Rx_SentinelWeapon_AGT_MG_2 upgrade... [0055.66] ScriptLog: Rx_SentinelWeapon_AGT_MG_3 upgrade... [0055.79] ScriptLog: Initializing Rx_GameEngine. Game Version: Open Beta 5.64.309 [0055.81] Rx: MAPLoaded;CNC-Under [0055.81] Log: Bringing up level for play took: 1.175081 [0055.81] Warning: UpdateDiscordRPC, Skirmish, Under, 1, 0, 255, 0, 2100, 0, map_cnc-under [0055.84] Warning: updated activity [0055.84] Rx: PLAYERHWID;playerNod,257,Wolf ladhwidm8761D80000000512 [0055.84] Rx: PLAYEREnter;Nod,257,Wolf ladfromhwidm8761D80000000512steamid0x01100001046F67F5 [0055.84] ScriptWarning: Accessed None 'AccessControl' Rx_Game CNC-Under.TheWorld:PersistentLevel.Rx_Game_0 Function RenX_Game.Rx_Game:PostLoginCommon:028B [0055.84] Rx: PLAYERTeamJoin;Nod,257,Wolf ladjoinedNodscore0last round score0.0000time0.0000 [0055.84] Rx: MAPStart;CNC-Under [0055.84] Error: Can't start an online game that hasn't been created [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionMultiplier [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionContrast [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalSecondaryParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalSecondaryParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalSecondaryParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalSecondaryParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalSecondaryParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalSecondaryParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalSecondaryParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalSecondaryParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalSecondaryParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalSecondaryParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalSecondaryParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalSecondaryParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalSecondaryParticleValue [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: AddTranslucent_Bias [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: AddTranslucent_Bias [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Effect_Multiplier [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Stealth_Effect_Multiplier [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Visibility_Multiplier [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Stealth_Visibility_Multiplier [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_CH_GDI' during gameplay. ParamName: GlobalCharacterBrightness [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_CH_Nod' during gameplay. ParamName: GlobalCharacterBrightness [0055.84] Log: MIC::SetVectorParameterValue : Modifying 'MI_CH_All' during gameplay. ParamName: Reflection_Colour [0055.84] Log: MIC::SetTextureParameterValue : Modifying 'MI_CH_All' during gameplay. ParamName: CubeMap_Exterior [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_VH_GDI' during gameplay. ParamName: GlobalVehicleBrightness [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: GlobalVehicleBrightness [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_VH_Nod' during gameplay. ParamName: GlobalVehicleBrightness [0055.84] Log: MIC::SetScalarParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: GlobalVehicleBrightness [0055.84] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_All' during gameplay. ParamName: Reflection_Colour [0055.84] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_All_Adaptive' during gameplay. ParamName: Reflection_Colour [0055.84] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_All' during gameplay. ParamName: CubeMap_Exterior [0055.84] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_All_Adaptive' during gameplay. ParamName: CubeMap_Exterior [0055.85] Rx: GAMESpawn;playerGDI,b258,No, cowcharacterRx_FamilyInfo_GDI_Soldier [0055.85] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_GrenadierbyGDI,b258,No, cow [0055.85] Rx: GAMESpawn;botGDI,b258,No, cow [0055.85] Rx: Game has reached minimum limit for Beacon, 1 Players and 1 Bots out of 0 [0055.85] ScriptLog: added red bot [0055.85] Rx: GAMESpawn;playerGDI,b259,Martin PalkocharacterRx_FamilyInfo_GDI_Soldier [0055.86] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b259,Martin Palko [0055.86] Rx: GAMESpawn;botGDI,b259,Martin Palko [0055.86] ScriptLog: added red bot [0055.87] Rx: GAMESpawn;playerGDI,b260,RAAAAAABB!characterRx_FamilyInfo_GDI_Soldier [0055.87] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b260,RAAAAAABB! [0055.87] Rx: GAMESpawn;botGDI,b260,RAAAAAABB! [0055.87] ScriptLog: added red bot [0055.88] Rx: GAMESpawn;playerGDI,b261,Black WidowcharacterRx_FamilyInfo_GDI_Soldier [0055.88] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b261,Black Widow [0055.88] Rx: GAMESpawn;botGDI,b261,Black Widow [0055.88] ScriptLog: added red bot [0055.88] Rx: GAMESpawn;playerGDI,b262,Daniel B‹kmanncharacterRx_FamilyInfo_GDI_Soldier [0055.88] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_SoldierbyGDI,b262,Daniel B‹kmann [0055.89] Rx: GAMESpawn;botGDI,b262,Daniel B‹kmann [0055.89] ScriptLog: added red bot [0055.89] Rx: GAMESpawn;playerGDI,b263,GDI Map!characterRx_FamilyInfo_GDI_Soldier [0055.89] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b263,GDI Map! [0055.90] Rx: GAMESpawn;botGDI,b263,GDI Map! [0055.90] ScriptLog: added red bot [0055.90] Rx: GAMESpawn;playerGDI,b264,Jessica JamescharacterRx_FamilyInfo_GDI_Soldier [0055.90] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_MarksmanbyGDI,b264,Jessica James [0055.91] Rx: GAMESpawn;botGDI,b264,Jessica James [0055.91] ScriptLog: added red bot [0055.91] Rx: GAMESpawn;playerGDI,b265,Sam MayhewcharacterRx_FamilyInfo_GDI_Soldier [0055.91] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_GrenadierbyGDI,b265,Sam Mayhew [0055.91] Rx: GAMESpawn;botGDI,b265,Sam Mayhew [0055.91] ScriptLog: added red bot [0055.91] ScriptLog: GDIDifficulty6 [0055.92] Rx: GAMESpawn;playerNod,b266,Renegade RevivedcharacterRx_FamilyInfo_Nod_Soldier [0055.92] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ShotgunnerbyNod,b266,Renegade Revived [0055.92] Rx: GAMESpawn;botNod,b266,Renegade Revived [0055.92] ScriptLog: added blue bot [0055.93] Rx: GAMESpawn;playerNod,b267,LogancharacterRx_FamilyInfo_Nod_Soldier [0055.93] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ShotgunnerbyNod,b267,Logan [0055.94] Rx: GAMESpawn;botNod,b267,Logan [0055.94] ScriptLog: added blue bot [0055.95] Rx: GAMESpawn;playerNod,b268,Adam PrackcharacterRx_FamilyInfo_Nod_Soldier [0055.95] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ShotgunnerbyNod,b268,Adam Prack [0055.95] Rx: GAMESpawn;botNod,b268,Adam Prack [0055.95] ScriptLog: added blue bot [0055.96] Rx: GAMESpawn;playerNod,b269,Glenn SperrycharacterRx_FamilyInfo_Nod_Soldier [0055.96] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_SoldierbyNod,b269,Glenn Sperry [0055.96] Rx: GAMESpawn;botNod,b269,Glenn Sperry [0055.96] ScriptLog: added blue bot [0055.96] Rx: GAMESpawn;playerNod,b270,McNeilcharacterRx_FamilyInfo_Nod_Soldier [0055.96] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_FlameTrooperbyNod,b270,McNeil [0055.97] Rx: GAMESpawn;botNod,b270,McNeil [0055.97] ScriptLog: added blue bot [0055.97] Rx: GAMESpawn;playerNod,b271,Robin NielsencharacterRx_FamilyInfo_Nod_Soldier [0055.98] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_EngineerbyNod,b271,Robin Nielsen [0055.98] Rx: GAMESpawn;botNod,b271,Robin Nielsen [0055.98] ScriptLog: added blue bot [0055.98] Rx: GAMESpawn;playerNod,b272,I'm behiiiinnnd youcharacterRx_FamilyInfo_Nod_Soldier [0055.98] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_SoldierbyNod,b272,I'm behiiiinnnd you [0055.99] Rx: GAMESpawn;botNod,b272,I'm behiiiinnnd you [0055.99] ScriptLog: added blue bot [0055.99] ScriptLog: NODDifficulty6 [0055.99] ScriptLog: START MATCH [0055.99] Warning: UpdateDiscordRPC, Skirmish, Under, 16, 64, 1, 0, 2100, 0, map_cnc-under [0055.99] Warning: updated activity [0055.99] Log: Current scalability system settings: [0055.99] Log: StaticDecals = FALSE (Whether to allow static decals.) [0055.99] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0055.99] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0055.99] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0055.99] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0055.99] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0055.99] Log: MotionBlur = FALSE (Whether to allow motion blur.) [0055.99] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0055.99] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0055.99] Log: Bloom = TRUE (Whether to allow bloom.) [0055.99] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0055.99] Log: Distortion = TRUE (Whether to allow distortion.) [0055.99] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0055.99] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0055.99] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0055.99] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0055.99] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0055.99] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0055.99] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0055.99] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0055.99] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0055.99] Log: DetailMode = 2 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0055.99] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0055.99] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0055.99] Log: MaxAnisotropy = 4 (Maximum level of anisotropy used.) [0055.99] Log: bAllowD3D9MSAA = TRUE (UKNOWN) [0055.99] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0055.99] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0055.99] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0055.99] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0055.99] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0055.99] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0055.99] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0055.99] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0055.99] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0055.99] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0055.99] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0055.99] Log: Current preference system settings: [0055.99] Log: UseVsync = TRUE (Whether to use VSync or not.) [0055.99] Log: Fullscreen = FALSE (Fullscreen.) [0055.99] Log: ResX = 1600 (Screen X resolution.) [0055.99] Log: ResY = 900 (Screen Y resolution.) [0055.99] Log: Current debug system settings: [0055.99] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0055.99] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0055.99] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0055.99] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0055.99] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0055.99] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0055.99] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0055.99] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0055.99] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0055.99] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0055.99] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0055.99] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0055.99] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0055.99] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0055.99] Log: bAllowTemporalAA = FALSE (UKNOWN) [0055.99] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0055.99] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0055.99] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0055.99] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0055.99] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0055.99] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0055.99] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0055.99] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0055.99] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0055.99] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0055.99] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0055.99] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0055.99] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0055.99] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0055.99] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0055.99] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0055.99] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0055.99] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0055.99] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0055.99] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0055.99] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0055.99] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0055.99] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0055.99] Log: Current unknown system settings: [0055.99] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0055.99] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0055.99] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0055.99] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0055.99] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0055.99] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0055.99] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0055.99] Log: ShadowFilterQualityBias = 1 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0055.99] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0055.99] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0055.99] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0055.99] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0055.99] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0055.99] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0055.99] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0055.99] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0055.99] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0055.99] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0055.99] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0055.99] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0055.99] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0055.99] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0055.99] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0055.99] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0055.99] 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.) [0055.99] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0055.99] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0055.99] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0055.99] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0055.99] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0055.99] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0055.99] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0055.99] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0055.99] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0055.99] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0055.99] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0055.99] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0055.99] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0055.99] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0055.99] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0055.99] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0055.99] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0055.99] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0055.99] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0055.99] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0055.99] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0055.99] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0055.99] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0055.99] 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).) [0055.99] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0055.99] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0055.99] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0055.99] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0055.99] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0055.99] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0055.99] 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) [0055.99] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0055.99] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0055.99] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0055.99] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0055.99] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0055.99] 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).) [0055.99] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0055.99] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0055.99] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0055.99] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0055.99] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0055.99] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0055.99] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0055.99] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0055.99] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0055.99] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0055.99] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0055.99] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0055.99] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0055.99] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0055.99] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0055.99] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0056.01] Log: Listing all sound classes. [0056.01] Log: Class 'Item' has 30 resident sounds taking 3539.61 kb, and 1 real time sounds taking 8.89 kb [0056.01] Log: Class 'Vehicle' has 44 resident sounds taking 15912.55 kb, and 2 real time sounds taking 91.22 kb [0056.01] Log: Class 'Weapon' has 271 resident sounds taking 70245.52 kb, and 6 real time sounds taking 444.36 kb [0056.01] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0056.01] Log: Class 'SFX' has 86 resident sounds taking 27355.33 kb, and 11 real time sounds taking 837.83 kb [0056.01] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0056.01] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0056.01] Log: Class 'Announcer_UI' has 14 resident sounds taking 1565.92 kb [0056.01] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 23 real time sounds taking 47214.76 kb [0056.01] Log: Class 'Ambient' has 34 resident sounds taking 14966.69 kb, and 23 real time sounds taking 2969.96 kb [0056.01] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0056.01] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0056.01] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0056.01] Log: Class 'Cinematic' has 6 resident sounds taking 2783.40 kb, and 3 real time sounds taking 527.70 kb [0056.01] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb [0056.01] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0056.01] Log: Class 'UnGrouped' has 635 resident sounds taking 101501.12 kb, and 116 real time sounds taking 3418.02 kb [0056.01] Log: 1625 total sounds in 17 classes [0056.01] ScriptLog: Rx_HUD::Jukebox SystemSettingsHandler.bAutostartMusic:'True' [0056.04] Warning: Warning, Failed to load 'Font None.Arial': Failed to find object 'Font None.Arial' [0056.06] ScriptLog: PositionModX : 0.0000 [0056.06] ScriptLog: PositionModY : 52.5000 [0056.06] Warning: UpdateDiscordRPC, Skirmish, Under, 16, 64, 1, 0, 2100, 0, map_cnc-under [0056.06] Warning: updated activity [0056.06] Log: ########### Finished loading level: 7.967292 seconds [0056.42] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.Rx_Building_Silo_Internals_0.SkeletalMeshComponent_0 RX_BU_Silo.Meshes.SK_BU_Silo 1 0 1 0 [0056.44] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0056.44] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0056.44] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0056.44] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0056.48] Error: Can't destroy collidable actor (Rx_Pawn_11) during async work! [0056.48] Error: Can't call TermBody() on (Rx_Pawn_11)->(RB_BodyInstance_2845) during async work! [0056.48] Error: Can't call TermBody() on (Rx_Pawn_11)->(RB_BodyInstance_2846) during async work! [0056.48] Error: Can't call TermBody() on (Rx_Pawn_11)->(RB_BodyInstance_2847) during async work! [0056.48] Error: Can't call TermBody() on (Rx_Pawn_11)->(RB_BodyInstance_2848) during async work! [0056.48] Error: Can't call TermBody() on (Rx_Pawn_11)->(RB_BodyInstance_2849) during async work! [0056.48] Error: Can't call TermBody() on (Rx_Pawn_11)->(RB_BodyInstance_2850) during async work! [0056.48] Error: Can't call TermBody() on (Rx_Pawn_11)->(RB_BodyInstance_2851) during async work! [0056.48] Error: Can't call TermBody() on (Rx_Pawn_11)->(RB_BodyInstance_2852) during async work! [0056.48] Error: Can't call TermBody() on (Rx_Pawn_11)->(RB_BodyInstance_2853) during async work! [0056.48] Error: Can't call TermBody() on (Rx_Pawn_11)->(RB_BodyInstance_2854) during async work! [0056.48] Error: Can't call TermBody() on (Rx_Pawn_11)->(RB_BodyInstance_2855) during async work! [0056.48] Error: Can't call TermBody() on (Rx_Pawn_11)->(RB_BodyInstance_2856) during async work! [0056.48] Error: Can't call TermBody() on (Rx_Pawn_11)->(RB_BodyInstance_2857) during async work! [0056.48] Error: Can't call TermBody() on (Rx_Pawn_11)->(RB_BodyInstance_2858) during async work! [0056.48] Error: Can't call TermBody() on (Rx_Pawn_11)->(RB_BodyInstance_2859) during async work! [0056.48] Error: Can't call TermBody() on (Rx_Pawn_11)->(RB_BodyInstance_2860) during async work! [0056.48] Error: Can't call TermBody() on (Rx_Pawn_11)->(RB_BodyInstance_2861) during async work! [0056.48] Error: Can't call TermBody() on (Rx_Pawn_11)->(RB_BodyInstance_2862) during async work! [0056.48] Error: Can't call TermBody() on (Rx_Pawn_11)->(RB_BodyInstance_2863) during async work! [0056.48] Error: Can't call TermBody() on (Rx_Pawn_11)->(RB_BodyInstance_2864) during async work! [0056.48] Error: Can't call TermBody() on (Rx_Pawn_11)->(RB_BodyInstance_2844) during async work! [0056.48] Error: Can't spawn collidable actor (Rx_Pawn) during async work! [0056.48] Error: Can't move collidable actor (Rx_Pawn_15) during async work! [0056.48] Error: Can't call PutRigidBodyToSleep() on (Rx_Pawn_15)->(SkeletalMeshComponent_199) during async work! [0056.48] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0056.48] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0056.48] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0056.48] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0056.48] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0056.48] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0056.48] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0056.48] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0056.48] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0056.48] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0056.48] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0056.48] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0056.48] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0056.48] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0056.48] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0056.48] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0056.48] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0056.48] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0056.48] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0056.48] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0056.48] Error: Can't call UpdatePhysicsToRBChannels() on (Rx_Pawn_15)->(SkeletalMeshComponent_199) during async work! [0056.48] Error: Can't call UpdatePhysicsToRBChannels() on (Rx_Pawn_15)->(SkeletalMeshComponent_199) during async work! [0056.48] Error: Can't call UpdatePhysicsToRBChannels() on (Rx_Pawn_15)->(SkeletalMeshComponent_199) during async work! [0056.48] Error: Can't call UpdatePhysicsToRBChannels() on (Rx_Pawn_15)->(SkeletalMeshComponent_199) during async work! [0056.48] Error: Can't call UpdatePhysicsToRBChannels() on (Rx_Pawn_15)->(SkeletalMeshComponent_199) during async work! [0056.48] Error: Can't call UpdatePhysicsToRBChannels() on (Rx_Pawn_15)->(SkeletalMeshComponent_199) during async work! [0056.49] Error: Can't destroy collidable actor (Rx_Pawn_14) during async work! [0056.49] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_2908) during async work! [0056.49] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_2909) during async work! [0056.49] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_2910) during async work! [0056.49] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_2911) during async work! [0056.49] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_2912) during async work! [0056.49] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_2913) during async work! [0056.49] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_2914) during async work! [0056.49] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_2915) during async work! [0056.49] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_2916) during async work! [0056.49] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_2917) during async work! [0056.49] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_2918) during async work! [0056.49] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_2919) during async work! [0056.49] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_2920) during async work! [0056.49] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_2921) during async work! [0056.49] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_2922) during async work! [0056.49] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_2923) during async work! [0056.49] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_2924) during async work! [0056.49] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_2925) during async work! [0056.49] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_2926) during async work! [0056.49] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_2927) during async work! [0056.49] Error: Can't call TermBody() on (Rx_Pawn_14)->(RB_BodyInstance_2907) during async work! [0056.49] Error: Can't spawn collidable actor (Rx_Pawn) during async work! [0056.49] Error: Can't move collidable actor (Rx_Pawn_16) during async work! [0056.49] Error: Can't call PutRigidBodyToSleep() on (Rx_Pawn_16)->(SkeletalMeshComponent_207) during async work! [0056.49] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0056.49] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0056.49] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0056.49] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0056.49] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0056.49] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0056.49] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0056.49] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0056.49] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0056.49] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0056.49] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0056.49] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0056.49] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0056.49] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0056.49] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0056.49] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0056.49] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0056.49] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0056.49] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0056.49] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0056.49] Error: Can't call UpdatePhysicsToRBChannels() on (Rx_Pawn_16)->(SkeletalMeshComponent_207) during async work! [0056.49] Error: Can't call UpdatePhysicsToRBChannels() on (Rx_Pawn_16)->(SkeletalMeshComponent_207) during async work! [0056.49] Error: Can't call UpdatePhysicsToRBChannels() on (Rx_Pawn_16)->(SkeletalMeshComponent_207) during async work! [0056.49] Error: Can't call UpdatePhysicsToRBChannels() on (Rx_Pawn_16)->(SkeletalMeshComponent_207) during async work! [0056.49] Error: Can't call UpdatePhysicsToRBChannels() on (Rx_Pawn_16)->(SkeletalMeshComponent_207) during async work! [0056.49] Error: Can't call UpdatePhysicsToRBChannels() on (Rx_Pawn_16)->(SkeletalMeshComponent_207) during async work! [0057.57] Warning: UpdateDiscordRPC, Skirmish, Under, 16, 64, 1, 0, 2100, 0, map_cnc-under [0057.58] Warning: updated activity [0057.58] Rx: GAMESpawn;playerNod,257,Wolf ladcharacterRx_FamilyInfo_Nod_Soldier [0057.59] Warning: UpdateDiscordRPC, Skirmish, Under, 16, 64, 1, 0, 2100, 0, map_cnc-under [0057.61] Warning: updated activity [0057.83] Log: --- LOADING MOVIE TIME: 9.73 sec --- [0061.70] Rx: GAMESpawn;vehicleNod,Rx_Vehicle_Harvester_Nod [0061.70] Rx: GAMESpawn;vehicleGDI,Rx_Vehicle_Harvester_GDI [0063.50] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_1 [0064.90] ScriptLog: [0065.86] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_6 [0067.06] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshPart_92 [0080.27] Rx: GAMEDeployed;Rx_Weapon_DeployedRemoteC4byNod,b269,Glenn SperryonLandscapenearCentral Caveat-1553.59,878.83,1002.06 [0082.89] Rx: GAMEDeath;playerNod,b269,Glenn SperrybyGDI,b261,Black WidowwithRx_DmgType_Shotgun [0085.00] Rx: GAMESpawn;playerNod,b269,Glenn SperrycharacterRx_FamilyInfo_Nod_Soldier [0085.00] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ChemicalTrooperbyNod,b269,Glenn Sperry [0088.88] Rx: GAMEDeath;playerNod,b267,LoganbyGDI,b265,Sam MayhewwithRx_DmgType_GrenadeLauncher [0090.18] Rx: GAMEDeath;playerGDI,b258,No, cowbyNod,b266,Renegade RevivedwithRx_DmgType_Shotgun [0090.18] Log: WARNING: Cooking Convex For Actor: CNC-Under.TheWorld:PersistentLevel.Rx_Pickup_Ammo_0 Component: StaticMeshComponent_136 StaticMesh: Rx_Pickups.Ammo.SM_Ammo_Medium (Scale: 1.000000 1.000000 1.000000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects. [0091.29] Rx: GAMEDeath;playerNod,b266,Renegade RevivedbyGDI,b261,Black WidowwithRx_DmgType_Shotgun [0092.88] Rx: GAMEDeath;playerNod,b270,McNeilbyGDI,b259,Martin PalkowithRx_DmgType_Shotgun [0093.94] Rx: GAMESpawn;playerNod,b266,Renegade RevivedcharacterRx_FamilyInfo_Nod_Soldier [0093.94] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_FlameTrooperbyNod,b266,Renegade Revived [0094.25] Error: Can't destroy collidable actor (Rx_Pawn_19) during async work! [0094.25] Error: Can't call TermBody() on (Rx_Pawn_19)->(RB_BodyInstance_2867) during async work! [0094.25] Error: Can't call TermBody() on (Rx_Pawn_19)->(RB_BodyInstance_2868) during async work! [0094.25] Error: Can't call TermBody() on (Rx_Pawn_19)->(RB_BodyInstance_2869) during async work! [0094.25] Error: Can't call TermBody() on (Rx_Pawn_19)->(RB_BodyInstance_2870) during async work! [0094.25] Error: Can't call TermBody() on (Rx_Pawn_19)->(RB_BodyInstance_2871) during async work! [0094.25] Error: Can't call TermBody() on (Rx_Pawn_19)->(RB_BodyInstance_2872) during async work! [0094.25] Error: Can't call TermBody() on (Rx_Pawn_19)->(RB_BodyInstance_2873) during async work! [0094.25] Error: Can't call TermBody() on (Rx_Pawn_19)->(RB_BodyInstance_2874) during async work! [0094.25] Error: Can't call TermBody() on (Rx_Pawn_19)->(RB_BodyInstance_2875) during async work! [0094.25] Error: Can't call TermBody() on (Rx_Pawn_19)->(RB_BodyInstance_2876) during async work! [0094.25] Error: Can't call TermBody() on (Rx_Pawn_19)->(RB_BodyInstance_2877) during async work! [0094.25] Error: Can't call TermBody() on (Rx_Pawn_19)->(RB_BodyInstance_2878) during async work! [0094.25] Error: Can't call TermBody() on (Rx_Pawn_19)->(RB_BodyInstance_2879) during async work! [0094.25] Error: Can't call TermBody() on (Rx_Pawn_19)->(RB_BodyInstance_2880) during async work! [0094.25] Error: Can't call TermBody() on (Rx_Pawn_19)->(RB_BodyInstance_2881) during async work! [0094.25] Error: Can't call TermBody() on (Rx_Pawn_19)->(RB_BodyInstance_2882) during async work! [0094.25] Error: Can't call TermBody() on (Rx_Pawn_19)->(RB_BodyInstance_2883) during async work! [0094.25] Error: Can't call TermBody() on (Rx_Pawn_19)->(RB_BodyInstance_2884) during async work! [0094.25] Error: Can't call TermBody() on (Rx_Pawn_19)->(RB_BodyInstance_2885) during async work! [0094.25] Error: Can't call TermBody() on (Rx_Pawn_19)->(RB_BodyInstance_2803) during async work! [0094.25] Error: Can't call TermBody() on (Rx_Pawn_19)->(RB_BodyInstance_2866) during async work! [0094.25] Error: Can't spawn collidable actor (Rx_Pawn) during async work! [0094.25] Error: Can't move collidable actor (Rx_Pawn_20) during async work! [0094.25] Error: Can't call PutRigidBodyToSleep() on (Rx_Pawn_20)->(SkeletalMeshComponent_262) during async work! [0094.25] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0094.25] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0094.25] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0094.25] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0094.25] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0094.25] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0094.25] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0094.25] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0094.25] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0094.25] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0094.25] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0094.25] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0094.25] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0094.25] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0094.25] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0094.25] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0094.25] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0094.25] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0094.25] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0094.25] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0094.25] Error: Can't call UpdatePhysicsToRBChannels() on (Rx_Pawn_20)->(SkeletalMeshComponent_262) during async work! [0094.25] Error: Can't call UpdatePhysicsToRBChannels() on (Rx_Pawn_20)->(SkeletalMeshComponent_262) during async work! [0094.25] Error: Can't call UpdatePhysicsToRBChannels() on (Rx_Pawn_20)->(SkeletalMeshComponent_262) during async work! [0094.25] Error: Can't call UpdatePhysicsToRBChannels() on (Rx_Pawn_20)->(SkeletalMeshComponent_262) during async work! [0094.25] Error: Can't call UpdatePhysicsToRBChannels() on (Rx_Pawn_20)->(SkeletalMeshComponent_262) during async work! [0094.25] Error: Can't call UpdatePhysicsToRBChannels() on (Rx_Pawn_20)->(SkeletalMeshComponent_262) during async work! [0096.87] Rx: GAMESpawn;playerNod,b270,McNeilcharacterRx_FamilyInfo_Nod_Soldier [0096.87] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ChemicalTrooperbyNod,b270,McNeil [0097.09] Rx: GAMESpawn;playerNod,b267,LogancharacterRx_FamilyInfo_Nod_Soldier [0097.09] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_SoldierbyNod,b267,Logan [0097.11] Rx: GAMESpawn;playerGDI,b258,No, cowcharacterRx_FamilyInfo_GDI_Soldier [0097.12] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_OfficerbyGDI,b258,No, cow [0097.12] Error: Can't destroy collidable actor (Rx_Pawn_21) during async work! [0097.12] Error: Can't call TermBody() on (Rx_Pawn_21)->(RB_BodyInstance_2784) during async work! [0097.12] 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! [0097.12] Error: Can't call TermBody() on (Rx_Pawn_21)->(RB_BodyInstance_2785) during async work! [0097.12] 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! [0097.12] Error: Can't call TermBody() on (Rx_Pawn_21)->(RB_BodyInstance_2786) during async work! [0097.12] 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! [0097.12] Error: Can't call TermBody() on (Rx_Pawn_21)->(RB_BodyInstance_2787) during async work! [0097.12] 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! [0097.12] Error: Can't call TermBody() on (Rx_Pawn_21)->(RB_BodyInstance_2788) during async work! [0097.12] 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! [0097.12] Error: Can't call TermBody() on (Rx_Pawn_21)->(RB_BodyInstance_2789) during async work! [0097.12] 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! [0097.12] Error: Can't call TermBody() on (Rx_Pawn_21)->(RB_BodyInstance_2790) during async work! [0097.12] 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! [0097.12] Error: Can't call TermBody() on (Rx_Pawn_21)->(RB_BodyInstance_2791) during async work! [0097.12] 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! [0097.12] Error: Can't call TermBody() on (Rx_Pawn_21)->(RB_BodyInstance_2792) during async work! [0097.12] 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! [0097.12] Error: Can't call TermBody() on (Rx_Pawn_21)->(RB_BodyInstance_2793) during async work! [0097.12] 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! [0097.12] Error: Can't call TermBody() on (Rx_Pawn_21)->(RB_BodyInstance_2794) during async work! [0097.12] 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! [0097.12] Error: Can't call TermBody() on (Rx_Pawn_21)->(RB_BodyInstance_2795) during async work! [0097.12] 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! [0097.12] Error: Can't call TermBody() on (Rx_Pawn_21)->(RB_BodyInstance_2796) during async work! [0097.12] 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! [0097.12] Error: Can't call TermBody() on (Rx_Pawn_21)->(RB_BodyInstance_2797) during async work! [0097.12] 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! [0097.12] Error: Can't call TermBody() on (Rx_Pawn_21)->(RB_BodyInstance_2798) during async work! [0097.12] 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! [0097.12] Error: Can't call TermBody() on (Rx_Pawn_21)->(RB_BodyInstance_2799) during async work! [0097.12] 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! [0097.12] Error: Can't call TermBody() on (Rx_Pawn_21)->(RB_BodyInstance_2800) during async work! [0097.12] 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! [0097.12] Error: Can't call TermBody() on (Rx_Pawn_21)->(RB_BodyInstance_2801) during async work! [0097.12] 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! [0097.12] Error: Can't call TermBody() on (Rx_Pawn_21)->(RB_BodyInstance_2614) during async work! [0097.12] 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! [0097.12] Error: Can't call TermBody() on (Rx_Pawn_21)->(RB_BodyInstance_2615) during async work! [0097.12] 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! [0097.12] Error: Can't call TermBody() on (Rx_Pawn_21)->(RB_BodyInstance_2783) during async work! [0097.12] 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! [0097.12] Error: Can't spawn collidable actor (Rx_Pawn) during async work! [0097.12] Error: Can't move collidable actor (Rx_Pawn_24) during async work! [0097.13] Error: Can't call PutRigidBodyToSleep() on (Rx_Pawn_24)->(SkeletalMeshComponent_300) during async work! [0097.13] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0097.13] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0097.13] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0097.13] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0097.13] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0097.13] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0097.13] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0097.13] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0097.13] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0097.13] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0097.13] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0097.13] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0097.13] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0097.13] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0097.13] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0097.13] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0097.13] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0097.13] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0097.13] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0097.13] Error: Can't call URB_BodyInstance::SetFixed() in 'SkeletalMesh RX_CH_Engineer.Mesh.SK_CH_Engineer_Nod' during async work! [0097.13] Error: Can't call UpdatePhysicsToRBChannels() on (Rx_Pawn_24)->(SkeletalMeshComponent_300) during async work! [0097.13] Error: Can't call UpdatePhysicsToRBChannels() on (Rx_Pawn_24)->(SkeletalMeshComponent_300) during async work! [0097.13] Error: Can't call UpdatePhysicsToRBChannels() on (Rx_Pawn_24)->(SkeletalMeshComponent_300) during async work! [0097.13] Error: Can't call UpdatePhysicsToRBChannels() on (Rx_Pawn_24)->(SkeletalMeshComponent_300) during async work! [0097.13] Error: Can't call UpdatePhysicsToRBChannels() on (Rx_Pawn_24)->(SkeletalMeshComponent_300) during async work! [0097.13] Error: Can't call UpdatePhysicsToRBChannels() on (Rx_Pawn_24)->(SkeletalMeshComponent_300) during async work! [0097.44] Error: Can't destroy collidable actor (Rx_Pawn_23) during async work! [0097.44] Error: Can't call TermBody() on (Rx_Pawn_23)->(RB_BodyInstance_2808) during async work! [0097.44] 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! [0097.44] Error: Can't call TermBody() on (Rx_Pawn_23)->(RB_BodyInstance_2809) during async work! [0097.44] 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! [0097.44] Error: Can't call TermBody() on (Rx_Pawn_23)->(RB_BodyInstance_2810) during async work! [0097.44] 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! [0097.44] Error: Can't call TermBody() on (Rx_Pawn_23)->(RB_BodyInstance_2811) during async work! [0097.44] 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! [0097.44] Error: Can't call TermBody() on (Rx_Pawn_23)->(RB_BodyInstance_2812) during async work! [0097.44] 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! [0097.44] Error: Can't call TermBody() on (Rx_Pawn_23)->(RB_BodyInstance_2813) during async work! [0097.44] 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! [0097.44] Error: Can't call TermBody() on (Rx_Pawn_23)->(RB_BodyInstance_2814) during async work! [0097.44] 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! [0097.44] Error: Can't call TermBody() on (Rx_Pawn_23)->(RB_BodyInstance_2815) during async work! [0097.45] 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! [0097.45] Error: Can't call TermBody() on (Rx_Pawn_23)->(RB_BodyInstance_2816) during async work! [0097.45] 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! [0097.45] Error: Can't call TermBody() on (Rx_Pawn_23)->(RB_BodyInstance_2817) during async work! [0097.45] 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! [0097.45] Error: Can't call TermBody() on (Rx_Pawn_23)->(RB_BodyInstance_2818) during async work! [0097.45] 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! [0097.45] Error: Can't call TermBody() on (Rx_Pawn_23)->(RB_BodyInstance_2819) during async work! [0097.45] 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! [0097.45] Error: Can't call TermBody() on (Rx_Pawn_23)->(RB_BodyInstance_2820) during async work! [0097.45] 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! [0097.45] Error: Can't call TermBody() on (Rx_Pawn_23)->(RB_BodyInstance_2821) during async work! [0097.45] 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! [0097.45] Error: Can't call TermBody() on (Rx_Pawn_23)->(RB_BodyInstance_2822) during async work! [0097.45] 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! [0097.45] Error: Can't call TermBody() on (Rx_Pawn_23)->(RB_BodyInstance_2977) during async work! [0097.45] 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! [0097.45] Error: Can't call TermBody() on (Rx_Pawn_23)->(RB_BodyInstance_2976) during async work! [0097.45] 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! [0097.45] Error: Can't call TermBody() on (Rx_Pawn_23)->(RB_BodyInstance_2975) during async work! [0097.45] 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! [0097.45] Error: Can't call TermBody() on (Rx_Pawn_23)->(RB_BodyInstance_2974) during async work! [0097.45] 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! [0097.45] Error: Can't call TermBody() on (Rx_Pawn_23)->(RB_BodyInstance_2973) during async work! [0097.45] 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! [0097.45] Error: Can't call TermBody() on (Rx_Pawn_23)->(RB_BodyInstance_2807) during async work! [0097.45] 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! [0097.45] Error: Can't change collision on actor (Rx_BuildingAttachment_Door_GDI_1) during async work! [0097.45] Error: Can't spawn collidable actor (Rx_Pawn) during async work! [0097.45] 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! [0101.81] Log: === Critical error: === Fatal error! Address = 0x4d3b4cc2 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4d0c3067 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4d21c8a2 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4cb9ee17 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4cb8c31e (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4cb9c2b0 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4cb9f17e (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4cb970f9 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4cb9c2b0 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4cb9f17e (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4cb970f9 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4cb9c2b0 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4cb9f17e (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4cb9c2dc (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4cb9f17e (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4cb7a611 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4cb9c2b0 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4cb9f17e (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4cb9c2b0 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4cb9f17e (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4cb9c2dc (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4cb9f17e (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4cb9bc89 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4cb9c2b0 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4cba71c7 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4ce86ad9 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4e149bd0 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4cec955f (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4d0e5709 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4d02dc63 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4e118ca0 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4e11dfee (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4e11e05a (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0xb8179fb1 (filename not found) Address = 0xb8179fb1 (filename not found)