Log: Log file open, 10/14/22 18:25:37 Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467 DevConfig: GConfig::Find has loaded file: ..\..\Engine\Config\ConsoleVariables.ini Init: Version: 12791 Init: Epic Internal: 0 Init: Compiled (64-bit): Jan 29 2015 19:35:41 Init: Changelist: 2424394 Init: Command line: -nomoviestartup -ini:UDKGame:DefaultPlayer.Name=Josh Init: Base directory: C:\Program Files (x86)\Renegade X\Binaries\Win64\ [0000.55] Init: Computer: DESKTOP-DA1ON28 [0000.55] Init: User: JoshE [0000.55] Init: CPU Page size=4096, Processors=12 [0000.55] Init: High frequency timer resolution =10.000000 MHz [0000.55] Init: Memory total: Physical=63.9GB (64GB approx) Pagefile=73.4GB Virtual=131072.0GB [0000.86] Log: Steam Client API initialized 1 [0001.10] Log: Steam Game Server API initialized 1 [0001.12] Init: WinSock: I am DESKTOP-DA1ON28 (192.168.10.116:0) [0001.12] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes. [0001.12] Init: Object subsystem initialized [0001.12] Log: Last hardware survey: Ver=-1, Date=0. Uploading again. [0002.41] Log: Found D3D11 adapter 0: NVIDIA GeForce RTX 2080 Ti [0002.41] Log: Adapter has 11049MB of dedicated video memory, 0MB of dedicated system memory, and 32740MB of shared system memory [0002.42] Log: Found D3D11 adapter 1: Microsoft Basic Render Driver [0002.42] Log: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 32740MB of shared system memory [0002.46] Log: Shader platform (RHI): PC-D3D-SM3 [0002.46] Error: Error, Manifest doesn't exist: ..\..\UDKGame\Script\Manifest.txt [0002.48] Log: PhysX GPU Support: DISABLED [0002.48] Init: Initializing FaceFX... [0002.48] Init: FaceFX 1.7.4 initialized. [0017.00] Log: Failed to upload UDK hardware survey to http://et.epicgames.com/PostUDKSurveyHandler.ashx in 10.44 seconds. [0017.00] Init: Waited 0.006 sec for async package '..\..\UDKGame\CookedPC\Engine.u' to complete caching. [0019.23] Log: Incomplete cached shader map for material DefaultMaterial, quality 0, compiling. [0020.01] Log: Incomplete cached shader map for material M_FX_BloodDecal_FadeViaDissolving, quality 0, compiling. [0020.12] Log: Incomplete cached shader map for material M_FX_DecalParent_Simple_Multiply, quality 0, compiling. [0020.26] Log: Incomplete cached shader map for material LevelColorationLitMaterial, quality 0, compiling. [0020.59] Log: Incomplete cached shader map for material LevelColorationUnlitMaterial, quality 0, compiling. [0020.70] Log: Incomplete cached shader map for material LightmapResolutionMaterial, quality 0, compiling. [0021.06] Log: Incomplete cached shader map for material MAT_LevelColorationLitLightmapUVs, quality 0, compiling. [0021.45] Log: Incomplete cached shader map for material MaterialError_Mat, quality 0, compiling. [0021.78] Log: Incomplete cached shader map for material ShadedLevelColorationLitMaterial, quality 0, compiling. [0022.09] Log: Incomplete cached shader map for material ShadedLevelColorationUnlitMaterial, quality 0, compiling. [0022.21] Log: Incomplete cached shader map for material TerrainCollisionMaterial, quality 0, compiling. [0022.38] Log: Incomplete cached shader map for material WireframeMaterial, quality 0, compiling. [0022.49] Log: Incomplete cached shader map for material DefaultDecalMaterial, quality 0, compiling. [0022.80] Init: Finished loading startup packages in 5.81 seconds [0022.80] Log: 80993 objects as part of root set at end of initial load. [0022.80] Log: 0 out of 0 bytes used by permanent object pool. [0026.88] Log: Incomplete cached shader map for material MDecal_Bullet_Concrete, quality 0, compiling. [0027.23] Log: Incomplete cached shader map for material MDecal_Bullet_Dirt, quality 0, compiling. [0027.52] Log: Incomplete cached shader map for material MDecal_Bullet_Glass, quality 0, compiling. [0027.80] Log: Incomplete cached shader map for material MDecal_Bullet_Wood_01, quality 0, compiling. [0028.13] Log: Incomplete cached shader map for material MDecal_Bullet_Stone, quality 0, compiling. [0028.48] Log: Incomplete cached shader map for material MDecal_Bullet_Metal, quality 0, compiling. [0028.92] Log: Incomplete cached shader map for material DM_AirstrikePattern_A10, quality 0, compiling. [0029.02] Log: Incomplete cached shader map for material DM_AirstrikePattern_AC130, quality 0, compiling. [0030.00] Log: Initializing Engine... [0030.04] Init: UEngine initialized [0030.07] Init: XAudio2 using 'Speakers (THX Spatial)' : 8 channels at 48 kHz using 16 bits per sample (channel mask 0x63f) [0030.13] Init: XAudio2Device initialized. [0030.38] Init: Client initialized [0031.60] Log: Initializing Steamworks [0031.61] Log: Logged in as 'Nightwolf1074' [0031.64] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0031.64] Warning: Warning, Failed to find object 'Class None.' [0031.64] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0031.64] Warning: Warning, Failed to find object 'Class None.' [0031.64] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0031.64] Warning: Warning, Failed to find object 'Class None.' [0031.64] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0031.64] Warning: Warning, Failed to find object 'Class None.' [0031.65] Log: LoadMap: RenX-FrontEndMap?Name=Josh?Team=255 [0031.85] Log: Game class is 'Rx_Game_MainMenu' [0031.86] Log: Primary PhysX scene will be in software. [0031.86] Log: Creating Primary PhysX Scene. [0031.86] Log: Bringing World RenX-FrontEndMap.TheWorld up for play (0) at 2022.10.14-18.26.08 [0031.88] ScriptLog: INITIAL: -1 -1 [0031.89] ScriptLog: Game profile Index was NONE [0031.90] ScriptLog: Gameplay events will not be recorded. [0031.90] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo [0031.90] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo [0031.90] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo [0031.90] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour [0031.90] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour [0031.90] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour [0031.90] ScriptLog: Failed to get GDI PT [0031.90] ScriptLog: Failed to get Nod PT [0031.90] ScriptLog: GDI:0.0000 [0031.90] ScriptLog: Failed to get GDI PT [0031.90] ScriptLog: Failed to get Nod PT [0031.90] ScriptLog: Nod:0.0000 [0031.90] ScriptLog: Rx_Game::PreBeginPlay BotClass:'Rx_Bot_Waypoints' True [0032.03] ScriptLog: Initializing Rx_GameEngine. Game Version: Open Beta 5.65.381 [0032.04] Rx: MAPLoaded;RenX-FrontEndMap [0032.04] Log: Bringing up level for play took: 0.181845 [0032.04] Warning: UpdateDiscordRPC, Skirmish, FrontEndMap, 1, 0, 255, 0, 900, 0, map_renx-frontendmap [0032.04] Rx: PLAYERHWID;playerGDI,256,Nightwolf1074hwidmF370FF000000898B [0032.04] Rx: PLAYEREnter;GDI,256,Nightwolf1074fromhwidmF370FF000000898Bsteamid0x01100001025C3D88 [0032.04] ScriptWarning: Accessed None 'AccessControl' Rx_Game_MainMenu RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_MainMenu_0 Function RenX_Game.Rx_Game:PostLoginCommon:028B [0032.04] Rx: PLAYERTeamJoin;GDI,256,Nightwolf1074joinedGDIscore0last round score0.0000time0.0000 [0032.04] Log: Current scalability system settings: [0032.04] Log: StaticDecals = FALSE (Whether to allow static decals.) [0032.04] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0032.04] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0032.04] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0032.04] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0032.04] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0032.04] Log: MotionBlur = TRUE (Whether to allow motion blur.) [0032.04] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0032.04] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0032.04] Log: Bloom = TRUE (Whether to allow bloom.) [0032.04] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0032.04] Log: Distortion = TRUE (Whether to allow distortion.) [0032.04] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0032.04] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0032.04] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0032.04] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0032.04] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0032.04] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0032.04] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0032.04] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0032.04] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0032.04] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0032.04] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0032.04] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0032.04] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0032.04] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0032.04] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0032.04] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0032.04] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0032.04] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0032.04] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0032.04] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0032.04] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0032.04] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0032.04] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0032.04] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0032.04] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0032.05] Log: Current preference system settings: [0032.05] Log: UseVsync = FALSE (Whether to use VSync or not.) [0032.05] Log: Fullscreen = TRUE (Fullscreen.) [0032.05] Log: ResX = 1280 (Screen X resolution.) [0032.05] Log: ResY = 720 (Screen Y resolution.) [0032.05] Log: Current debug system settings: [0032.05] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0032.05] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0032.05] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0032.05] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0032.05] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0032.05] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0032.05] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0032.05] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0032.05] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0032.05] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0032.05] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0032.05] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0032.05] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0032.05] Log: MaxMultiSamples = 8 (The maximum number of MSAA samples to use.) [0032.05] Log: bAllowTemporalAA = FALSE (UKNOWN) [0032.05] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0032.05] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0032.05] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0032.05] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0032.05] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0032.05] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0032.05] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0032.05] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0032.05] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0032.05] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0032.05] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0032.05] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0032.05] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0032.05] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0032.05] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0032.05] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0032.05] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0032.05] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0032.05] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0032.05] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0032.05] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0032.05] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0032.05] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0032.05] Log: Current unknown system settings: [0032.05] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0032.05] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0032.05] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0032.05] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0032.05] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0032.05] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0032.05] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0032.05] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0032.05] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0032.05] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0032.05] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0032.05] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0032.05] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0032.05] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0032.05] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0032.05] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0032.05] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0032.05] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0032.05] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0032.05] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0032.05] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0032.05] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0032.05] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0032.05] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0032.05] 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.) [0032.05] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0032.05] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0032.05] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0032.05] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0032.05] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0032.05] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0032.05] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0032.05] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0032.05] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0032.05] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0032.05] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0032.05] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0032.05] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0032.05] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0032.05] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0032.05] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0032.05] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0032.05] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0032.05] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0032.05] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0032.05] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0032.05] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0032.05] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0032.05] 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).) [0032.05] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0032.05] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0032.05] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0032.05] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0032.05] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0032.05] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0032.05] 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) [0032.05] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0032.05] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0032.05] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0032.05] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0032.05] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0032.05] 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).) [0032.05] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0032.05] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0032.05] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0032.05] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0032.05] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0032.05] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0032.05] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0032.05] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0032.05] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0032.05] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0032.05] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0032.05] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0032.05] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0032.05] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0032.05] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0032.05] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0032.05] Log: Listing all sound classes. [0032.05] Log: Class 'Item' has 30 resident sounds taking 3539.61 kb, and 1 real time sounds taking 8.89 kb [0032.05] Log: Class 'Vehicle' has 44 resident sounds taking 15912.55 kb, and 2 real time sounds taking 91.22 kb [0032.05] Log: Class 'Weapon' has 271 resident sounds taking 70183.23 kb, and 6 real time sounds taking 444.36 kb [0032.05] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0032.05] Log: Class 'SFX' has 85 resident sounds taking 27052.66 kb, and 11 real time sounds taking 837.83 kb [0032.05] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0032.05] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0032.05] Log: Class 'Announcer_UI' has 14 resident sounds taking 1565.92 kb [0032.05] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0032.05] Log: Class 'Ambient' has 5 resident sounds taking 1123.96 kb, and 1 real time sounds taking 104.36 kb [0032.05] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0032.05] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0032.05] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0032.05] Log: Class 'Cinematic' has 6 resident sounds taking 2783.40 kb, and 3 real time sounds taking 527.70 kb [0032.05] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb [0032.05] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0032.05] Log: Class 'UnGrouped' has 631 resident sounds taking 96795.22 kb, and 109 real time sounds taking 2475.84 kb [0032.05] Log: 1563 total sounds in 17 classes [0032.05] ScriptLog: Rx_HUD::Jukebox AutoPlay music disabled by map. [0032.05] Rx: Game has reached minimum limit for Beacon, 1 Players and 0 Bots out of 0 [0032.05] Log: ########### Finished loading level: 0.405712 seconds [0032.08] Log: Flushing async loaders. [0034.30] Log: Incomplete cached shader map for material MDecal_WarningStripes, quality 0, compiling. [0034.82] Log: Flushed async loaders. [0034.82] ScriptWarning: Accessed None 'TargetingBox' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:UpdateScreenCentreActor:02B7 [0034.82] ScriptWarning: Attempt to assign variable through None Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:UpdateScreenCentreActor:02CB [0034.82] ScriptWarning: Accessed None 'TargetingBox' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:UpdateHudCompoenents:0017 [0034.82] ScriptWarning: Accessed None 'PlayerNames' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:UpdateHudCompoenents:0055 [0034.82] ScriptWarning: Accessed None 'CommandText' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:UpdateHudCompoenents:00D1 [0034.82] ScriptWarning: Accessed None 'TargetingBox' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:DrawHudCompoenents:0017 [0034.82] ScriptWarning: Accessed None 'PlayerNames' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:DrawHudCompoenents:0043 [0034.82] ScriptWarning: Accessed None 'TargetingBox' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:DoSpotting:0038 [0034.82] ScriptWarning: Accessed None 'CommandText' Rx_HUD RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_HUD_0 Function RenX_Game.Rx_HUD:PostRender:0754 [0034.82] Init: Game engine initialized [0034.82] Log: Initializing Engine Completed [0034.82] Log: >>>>>>>>>>>>>> Initial startup: 34.82s <<<<<<<<<<<<<<< [0035.19] Log: Save=313.792700 [0035.19] Log: Compressing '..\..\UDKGame\CookedPC\LocalShaderCache-PC-D3D-SM3_save.tmp' to '..\..\UDKGame\CookedPC\LocalShaderCache-PC-D3D-SM3.upk' [0035.23] Log: Current scalability system settings: [0035.23] Log: StaticDecals = FALSE (Whether to allow static decals.) [0035.23] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0035.23] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0035.23] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0035.23] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0035.23] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0035.23] Log: MotionBlur = TRUE (Whether to allow motion blur.) [0035.23] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0035.23] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0035.23] Log: Bloom = TRUE (Whether to allow bloom.) [0035.23] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0035.23] Log: Distortion = TRUE (Whether to allow distortion.) [0035.23] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0035.23] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0035.23] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0035.23] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0035.23] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0035.23] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0035.23] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0035.23] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0035.23] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0035.23] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0035.23] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0035.23] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0035.23] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0035.23] Log: bAllowD3D9MSAA = FALSE (UKNOWN) [0035.23] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0035.23] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0035.23] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0035.23] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0035.23] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0035.23] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0035.23] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0035.23] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0035.23] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0035.23] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0035.23] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0035.23] Log: Current preference system settings: [0035.23] Log: UseVsync = FALSE (Whether to use VSync or not.) [0035.23] Log: Fullscreen = TRUE (Fullscreen.) [0035.23] Log: ResX = 1280 (Screen X resolution.) [0035.23] Log: ResY = 720 (Screen Y resolution.) [0035.23] Log: Current debug system settings: [0035.23] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0035.23] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0035.23] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0035.23] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0035.23] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0035.23] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0035.23] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0035.23] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0035.23] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0035.23] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0035.23] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0035.23] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0035.23] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0035.23] Log: MaxMultiSamples = 8 (The maximum number of MSAA samples to use.) [0035.23] Log: bAllowTemporalAA = FALSE (UKNOWN) [0035.23] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0035.23] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0035.23] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0035.23] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0035.23] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0035.23] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0035.23] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0035.23] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0035.23] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0035.23] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0035.23] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0035.23] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0035.23] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0035.23] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0035.23] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0035.23] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0035.23] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0035.23] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0035.23] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0035.23] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0035.23] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0035.23] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0035.23] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0035.23] Log: Current unknown system settings: [0035.23] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0035.23] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0035.23] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0035.23] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0035.23] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0035.23] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0035.23] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0035.23] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0035.23] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0035.23] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0035.23] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0035.23] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0035.23] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0035.23] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0035.23] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0035.23] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0035.23] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0035.23] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0035.23] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0035.23] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0035.23] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0035.23] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0035.23] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0035.23] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0035.23] Log: CSMMinimumFOV = 40 (Minimum camera FOV for CSM, this is used to prevent shadow shimmering when animating the FOV lower than the min, for example when zooming.) [0035.23] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0035.23] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0035.23] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0035.23] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0035.23] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0035.23] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0035.23] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0035.23] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0035.23] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0035.23] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0035.23] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0035.23] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0035.23] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0035.23] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0035.23] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0035.23] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0035.23] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0035.23] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0035.23] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0035.23] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0035.23] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0035.23] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0035.23] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0035.23] Log: MobileTiltShiftTransitionWidth = 0.5 (Width of transition area in the tilt shift effect, where it transitions from full focus to full blur (in percent of the screen height).) [0035.23] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0035.23] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0035.23] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0035.23] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0035.23] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0035.23] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0035.23] Log: MobileMinimizeFogShaders = FALSE (Whether to disable generating both fog shader permutations on mobile. When TRUE, it decreases load times but increases GPU cost for materials/levels with fog enabled) [0035.23] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0035.23] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0035.23] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0035.23] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0035.23] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0035.23] Log: ApexDestructionMaxFracturesProcessedPerFrame = -1 (Lets the user throttle the number of fractures processed per frame (per scene) due to destruction, as this can be quite costly. The default is 0xffffffff (unlimited).) [0035.23] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0035.23] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0035.23] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0035.23] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0035.23] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0035.23] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0035.23] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0035.23] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0035.23] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0035.23] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0035.23] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0035.23] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0035.23] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0035.23] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0035.23] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0035.23] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0035.24] Log: Listing all sound classes. [0035.24] Log: Class 'Item' has 30 resident sounds taking 3539.61 kb, and 1 real time sounds taking 8.89 kb [0035.24] Log: Class 'Vehicle' has 44 resident sounds taking 15912.55 kb, and 2 real time sounds taking 91.22 kb [0035.24] Log: Class 'Weapon' has 271 resident sounds taking 70183.23 kb, and 6 real time sounds taking 444.36 kb [0035.24] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0035.24] Log: Class 'SFX' has 85 resident sounds taking 27052.66 kb, and 11 real time sounds taking 837.83 kb [0035.24] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0035.24] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0035.24] Log: Class 'Announcer_UI' has 14 resident sounds taking 1565.92 kb [0035.24] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0035.24] Log: Class 'Ambient' has 5 resident sounds taking 1123.96 kb, and 1 real time sounds taking 104.36 kb [0035.24] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0035.24] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0035.24] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0035.24] Log: Class 'Cinematic' has 6 resident sounds taking 2783.40 kb, and 3 real time sounds taking 527.70 kb [0035.24] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb [0035.24] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0035.24] Log: Class 'UnGrouped' has 631 resident sounds taking 96795.22 kb, and 109 real time sounds taking 2475.84 kb [0035.24] Log: 1563 total sounds in 17 classes [0035.24] Log: Bool AmbientOcclusion set to 1 [0035.26] Log: BloomThreshold = 0.8 [0078.61] GFxUI: Rx_GFxFrontEnd::Loading SettingsView [0078.61] Log: DumpAvailableResolutions [0078.61] Log: 640x480 [0078.61] Log: 640x480 [0078.61] Log: 640x480 [0078.61] Log: 640x480 [0078.61] Log: 640x480 [0078.61] Log: 640x480 [0078.61] Log: 640x480 [0078.61] Log: 720x480 [0078.61] Log: 720x480 [0078.61] Log: 720x480 [0078.61] Log: 720x480 [0078.61] Log: 720x480 [0078.61] Log: 720x576 [0078.61] Log: 720x576 [0078.61] Log: 720x576 [0078.61] Log: 720x576 [0078.61] Log: 800x600 [0078.61] Log: 800x600 [0078.61] Log: 800x600 [0078.61] Log: 800x600 [0078.61] Log: 800x600 [0078.61] Log: 800x600 [0078.61] Log: 800x600 [0078.61] Log: 1024x768 [0078.61] Log: 1024x768 [0078.61] Log: 1024x768 [0078.61] Log: 1024x768 [0078.61] Log: 1024x768 [0078.61] Log: 1024x768 [0078.61] Log: 1152x864 [0078.61] Log: 1152x864 [0078.61] Log: 1152x864 [0078.61] Log: 1152x864 [0078.61] Log: 1176x664 [0078.61] Log: 1176x664 [0078.61] Log: 1176x664 [0078.61] Log: 1280x720 [0078.61] Log: 1280x720 [0078.61] Log: 1280x720 [0078.61] Log: 1280x720 [0078.61] Log: 1280x720 [0078.61] Log: 1280x720 [0078.61] Log: 1280x768 [0078.61] Log: 1280x768 [0078.61] Log: 1280x768 [0078.61] Log: 1280x768 [0078.61] Log: 1280x800 [0078.61] Log: 1280x800 [0078.61] Log: 1280x800 [0078.61] Log: 1280x800 [0078.61] Log: 1280x960 [0078.61] Log: 1280x960 [0078.61] Log: 1280x960 [0078.61] Log: 1280x960 [0078.61] Log: 1280x1024 [0078.61] Log: 1280x1024 [0078.61] Log: 1280x1024 [0078.61] Log: 1280x1024 [0078.61] Log: 1280x1024 [0078.61] Log: 1360x768 [0078.61] Log: 1360x768 [0078.61] Log: 1360x768 [0078.61] Log: 1360x768 [0078.61] Log: 1366x768 [0078.61] Log: 1366x768 [0078.61] Log: 1366x768 [0078.61] Log: 1366x768 [0078.61] Log: 1600x900 [0078.61] Log: 1600x900 [0078.61] Log: 1600x900 [0078.61] Log: 1600x900 [0078.61] Log: 1600x900 [0078.61] Log: 1600x1024 [0078.61] Log: 1600x1024 [0078.61] Log: 1600x1024 [0078.61] Log: 1600x1024 [0078.61] Log: 1600x1024 [0078.61] Log: 1680x1050 [0078.61] Log: 1680x1050 [0078.61] Log: 1680x1050 [0078.61] Log: 1680x1050 [0078.61] Log: 1680x1050 [0078.61] Log: 1920x1080 [0078.61] Log: 1920x1080 [0078.61] Log: 1920x1080 [0078.61] Log: 1920x1080 [0078.61] Log: 1920x1080 [0078.61] Log: 1920x1080 [0078.61] Log: 1440x900 [0078.61] Log: 1440x900 [0078.61] Log: 1440x900 [0078.61] Log: 1440x900 [0078.62] ScriptLog: Unknown Widget: SettingsVideoView [0108.25] Log: Bool bAllowPostprocessMLAA set to 0 [0108.26] Log: Int MaxMultiSamples set to 0 [0108.30] Log: Bool UseVsync set to 0 [0108.31] Log: Bool bAllowD3D9MSAA set to 1 [0108.33] Log: Bool MotionBlur set to 0 [0108.34] Log: Bool DynamicLights set to 1 [0108.35] Log: Bool DynamicShadows set to 1 [0108.37] Log: Int DetailMode set to 3 [0108.40] Log: Int SkeletalMeshLODBias set to 0 [0108.40] Log: Int ParticleLODBias set to 0 [0108.41] Log: Int ShadowFilterQualityBias set to 0 [0108.44] Log: Bool LightEnvironmentShadows set to 1 [0108.45] Log: Bool CompositeDynamicLights set to 1 [0108.46] Log: Bool DirectionalLightmaps set to 1 [0108.47] Log: Bool AmbientOcclusion set to 1 [0108.47] Log: Bool LensFlares set to 1 [0108.48] Log: BloomThreshold = 0.8 [0108.48] Log: Bool Distortion set to 1 [0108.49] Log: Bool DropParticleDistortion set to 0 [0108.50] Log: Bool StaticDecals set to 0 [0108.51] Log: Bool DynamicDecals set to 1 [0108.53] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: Hide [0110.43] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: Hide [0117.79] ScriptLog: Unknown Widget: SettingsAudioView [0122.80] ScriptLog: Unknown Widget: SettingsInputView [0129.94] Log: Bool bAllowPostprocessMLAA set to 0 [0129.95] Log: Int MaxMultiSamples set to 0 [0129.96] Log: Bool UseVsync set to 0 [0129.97] Log: Bool bAllowD3D9MSAA set to 1 [0129.98] Log: Bool MotionBlur set to 0 [0129.99] Log: Bool DynamicLights set to 1 [0129.99] Log: Bool DynamicShadows set to 1 [0130.01] Log: Int DetailMode set to 3 [0130.01] Log: Int SkeletalMeshLODBias set to 0 [0130.02] Log: Int ParticleLODBias set to 0 [0130.02] Log: Int ShadowFilterQualityBias set to 0 [0130.04] Log: Bool LightEnvironmentShadows set to 1 [0130.05] Log: Bool CompositeDynamicLights set to 1 [0130.05] Log: Bool DirectionalLightmaps set to 1 [0130.06] Log: Bool AmbientOcclusion set to 1 [0130.06] Log: Bool LensFlares set to 1 [0130.07] Log: BloomThreshold = 0.8 [0130.07] Log: Bool Distortion set to 1 [0130.08] Log: Bool DropParticleDistortion set to 0 [0130.08] Log: Bool StaticDecals set to 0 [0130.09] Log: Bool DynamicDecals set to 1 [0130.10] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: Hide [0131.11] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: Hide [0131.98] GFxUI: Rx_GFxFrontEnd::Loading SkirmishView [0131.98] ScriptLog: Name - Arctic Stronghold [0131.98] ScriptLog: Name - Canyon [0131.98] ScriptLog: Name - Cliff Side [0131.98] ScriptLog: Name - Complex [0131.98] ScriptLog: Name - Crash Site [0131.98] ScriptLog: Name - Daybreak [0131.98] ScriptLog: Name - Desolation [0131.98] ScriptLog: Name - Eyes [0131.98] ScriptLog: Name - Field [0131.98] ScriptLog: Name - Field X [0131.98] ScriptLog: Name - Forest [0131.98] ScriptLog: Name - Goldrush [0131.98] ScriptLog: Name - Hourglass [0131.98] ScriptLog: Name - Islands [0131.98] ScriptLog: Name - Islands X [0131.98] ScriptLog: Name - Lakeside [0131.98] ScriptLog: Name - Mesa [0131.98] ScriptLog: Name - Oasis [0131.98] ScriptLog: Name - Outposts [0131.98] ScriptLog: Name - Reservoir [0131.98] ScriptLog: Name - Snow [0131.98] ScriptLog: Name - Snow X [0131.98] ScriptLog: Name - Steppe [0131.98] ScriptLog: Name - Storm [0131.98] ScriptLog: Name - Tomb [0131.98] ScriptLog: Name - Toxicity [0131.98] ScriptLog: Name - Tunnels [0131.98] ScriptLog: Name - Under [0131.98] ScriptLog: Name - Uphill [0131.98] ScriptLog: Name - Volcano [0131.98] ScriptLog: Name - Walls [0131.98] ScriptLog: Name - Whiteout [0131.98] ScriptLog: Name - Xmountain [0136.21] ScriptLog: Last picked list : 27 [0136.21] ScriptLog: Last selected map : CNC-Under [0136.21] 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 [0136.21] 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 [0136.22] Log: LoadMap: CNC-Under?Name=Josh?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 [0136.22] ScriptLog: MusicPlayerOnAudioFinished :: bStopped? False | AC? AudioComponent_4 | SoundCue? SC_MainMenu [0136.22] Log: --- LOADING MOVIE START --- [0136.24] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate() OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0 Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE [0136.24] Rx: PLAYERExit;GDI,256,Nightwolf1074 [0138.36] Log: Incomplete cached shader map for material MDecal_LoadingPlatform_2, quality 0, compiling. [0138.98] Log: Incomplete cached shader map for material MDecal_TibCracks, quality 0, compiling. [0139.63] Log: Incomplete cached shader map for material DMMat_Decal, quality 0, compiling. [0140.21] Log: Game class is 'Rx_Game' [0140.27] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_11.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0140.27] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_10.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0140.27] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_6.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0140.27] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_15.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0140.27] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_14.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0140.27] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_7.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0140.27] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_16.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0140.27] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_17.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0140.27] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_18.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0140.27] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_19.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0140.27] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_20.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0140.27] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_27.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0140.27] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_22.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0140.27] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_23.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0140.27] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_24.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0140.27] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_25.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0140.27] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_26.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0140.27] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_13.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0140.27] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Under.TheWorld:PersistentLevel.SkeletalMeshActor_21.SkeletalMeshComponent_71 RX_Env_Under.Meshes.SK_SnowMarker 1 0 1 0 [0140.31] Log: Primary PhysX scene will be in software. [0140.31] Log: Creating Primary PhysX Scene. [0140.40] Log: Bringing World CNC-Under.TheWorld up for play (0) at 2022.10.14-18.27.57 [0140.41] ScriptLog: INITIAL: -1 -1 [0140.42] ScriptLog: Game profile Index was NONE [0140.43] ScriptWarning: UTDefensePoint_0 has no DefendedObjective! UTDefensePoint CNC-Under.TheWorld:PersistentLevel.UTDefensePoint_0 Function UTGame.UTDefensePoint:PreBeginPlay:003B [0140.43] ScriptWarning: UTDefensePoint_1 has no DefendedObjective! UTDefensePoint CNC-Under.TheWorld:PersistentLevel.UTDefensePoint_1 Function UTGame.UTDefensePoint:PreBeginPlay:003B [0140.43] ScriptWarning: UTDefensePoint_2 has no DefendedObjective! UTDefensePoint CNC-Under.TheWorld:PersistentLevel.UTDefensePoint_2 Function UTGame.UTDefensePoint:PreBeginPlay:003B [0140.43] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0140.43] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0140.43] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0140.43] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0140.43] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0140.43] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0140.43] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0140.43] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0140.43] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0140.43] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0140.43] ScriptLog: Gameplay events will not be recorded. [0140.43] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo [0140.43] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo [0140.43] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo [0140.43] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour [0140.43] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour [0140.43] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour [0140.43] ScriptLog: GDI:0.7500 [0140.43] ScriptLog: Nod:0.7500 [0140.43] ScriptLog: Rx_Game::PreBeginPlay BotClass:'Rx_Bot_Waypoints' True [0140.46] 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 [0140.46] ScriptLog: BUILDING ERROR: No Trace2d_X sockets exist in Rx_Building_Silo_Internals_0 [0140.48] ScriptLog: Rx_SentinelWeapon_Obelisk_0 upgrade... [0140.54] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At 4504.78,3072.69,366.15 With a Rotation of 0,0,0 [0140.54] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At 4385.96,3278.49,366.15 With a Rotation of 0,10923,0 [0140.54] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At 4385.96,2866.90,366.15 With a Rotation of 0,-10923,0 [0140.54] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At 4148.33,2866.90,366.15 With a Rotation of 0,-21845,0 [0140.54] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At 4029.52,3072.69,366.15 With a Rotation of 0,-32768,0 [0140.54] Buildings: CRITICAL ERROR: Could not spawn Rx_BuildingAttachment_Glass_AirTower At 4148.33,3278.49,366.15 With a Rotation of 0,21845,0 [0140.54] ScriptWarning: Accessed None 'AirstripInternals' Rx_Building_AirTower CNC-Under.TheWorld:PersistentLevel.Rx_Building_AirTower_0 Function RenX_Game.Rx_Building_AirTower:GetAttackPoints:0032 [0140.54] ScriptWarning: Accessed None 'Strip' Rx_Building_AirTower CNC-Under.TheWorld:PersistentLevel.Rx_Building_AirTower_0 Function RenX_Game.Rx_Building_AirTower:GetAttackPoints:012B [0140.54] ScriptWarning: Accessed None 'Strip' Rx_Building_AirTower CNC-Under.TheWorld:PersistentLevel.Rx_Building_AirTower_0 Function RenX_Game.Rx_Building_AirTower:GetAttackPoints:012B [0140.54] ScriptWarning: Accessed None 'Strip' Rx_Building_AirTower CNC-Under.TheWorld:PersistentLevel.Rx_Building_AirTower_0 Function RenX_Game.Rx_Building_AirTower:GetAttackPoints:012B [0140.55] 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 [0140.55] 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. [0140.62] ScriptLog: Rx_SentinelWeapon_AGT_RocketPod_0 upgrade... [0140.62] ScriptLog: Rx_SentinelWeapon_AGT_MG_0 upgrade... [0140.62] ScriptLog: Rx_SentinelWeapon_AGT_MG_1 upgrade... [0140.62] ScriptLog: Rx_SentinelWeapon_AGT_MG_2 upgrade... [0140.63] ScriptLog: Rx_SentinelWeapon_AGT_MG_3 upgrade... [0140.67] ScriptLog: Initializing Rx_GameEngine. Game Version: Open Beta 5.65.381 [0140.68] Rx: MAPLoaded;CNC-Under [0140.68] Log: Bringing up level for play took: 0.474098 [0140.69] Rx: PLAYERHWID;playerNod,257,Nightwolf1074hwidmF370FF000000898B [0140.69] Rx: PLAYEREnter;Nod,257,Nightwolf1074fromhwidmF370FF000000898Bsteamid0x01100001025C3D88 [0140.69] ScriptWarning: Accessed None 'AccessControl' Rx_Game CNC-Under.TheWorld:PersistentLevel.Rx_Game_0 Function RenX_Game.Rx_Game:PostLoginCommon:028B [0140.69] Rx: PLAYERTeamJoin;Nod,257,Nightwolf1074joinedNodscore0last round score0.0000time0.0000 [0140.69] Rx: MAPStart;CNC-Under [0140.69] Error: Can't start an online game that hasn't been created [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionMultiplier [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionContrast [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalSecondaryParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalSecondaryParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalSecondaryParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalSecondaryParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalSecondaryParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalSecondaryParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalSecondaryParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalSecondaryParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalSecondaryParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalSecondaryParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalSecondaryParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalSecondaryParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalSecondaryParticleValue [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: AddTranslucent_Bias [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: AddTranslucent_Bias [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Effect_Multiplier [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Stealth_Effect_Multiplier [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Visibility_Multiplier [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Stealth_Visibility_Multiplier [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_CH_GDI' during gameplay. ParamName: GlobalCharacterBrightness [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_CH_Nod' during gameplay. ParamName: GlobalCharacterBrightness [0140.69] Log: MIC::SetVectorParameterValue : Modifying 'MI_CH_All' during gameplay. ParamName: Reflection_Colour [0140.69] Log: MIC::SetTextureParameterValue : Modifying 'MI_CH_All' during gameplay. ParamName: CubeMap_Exterior [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_VH_GDI' during gameplay. ParamName: GlobalVehicleBrightness [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: GlobalVehicleBrightness [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_VH_Nod' during gameplay. ParamName: GlobalVehicleBrightness [0140.69] Log: MIC::SetScalarParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: GlobalVehicleBrightness [0140.69] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_All' during gameplay. ParamName: Reflection_Colour [0140.69] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_All_Adaptive' during gameplay. ParamName: Reflection_Colour [0140.69] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_All' during gameplay. ParamName: CubeMap_Exterior [0140.69] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_All_Adaptive' during gameplay. ParamName: CubeMap_Exterior [0140.69] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Under.TheWorld:PersistentLevel.Rx_Pawn_0 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0140.69] Rx: GAMESpawn;playerGDI,b258,SethcharacterRx_FamilyInfo_GDI_Soldier [0140.70] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_MarksmanbyGDI,b258,Seth [0140.70] Rx: GAMESpawn;botGDI,b258,Seth [0140.70] Rx: Game has reached minimum limit for Beacon, 1 Players and 1 Bots out of 0 [0140.70] ScriptLog: added red bot [0140.70] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Under.TheWorld:PersistentLevel.Rx_Pawn_1 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0140.70] Rx: GAMESpawn;playerGDI,b259,Joe WakefieldcharacterRx_FamilyInfo_GDI_Soldier [0140.70] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_MarksmanbyGDI,b259,Joe Wakefield [0140.70] Rx: GAMESpawn;botGDI,b259,Joe Wakefield [0140.70] ScriptLog: added red bot [0140.70] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Under.TheWorld:PersistentLevel.Rx_Pawn_2 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0140.70] Rx: GAMESpawn;playerGDI,b260,ChandracharacterRx_FamilyInfo_GDI_Soldier [0140.70] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_EngineerbyGDI,b260,Chandra [0140.70] Rx: GAMESpawn;botGDI,b260,Chandra [0140.70] ScriptLog: added red bot [0140.71] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Under.TheWorld:PersistentLevel.Rx_Pawn_3 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0140.71] Rx: GAMESpawn;playerGDI,b261,Frank KlepackicharacterRx_FamilyInfo_GDI_Soldier [0140.71] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_SoldierbyGDI,b261,Frank Klepacki [0140.71] Rx: GAMESpawn;botGDI,b261,Frank Klepacki [0140.71] ScriptLog: added red bot [0140.71] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Under.TheWorld:PersistentLevel.Rx_Pawn_4 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0140.71] Rx: GAMESpawn;playerGDI,b262,Renegade2007characterRx_FamilyInfo_GDI_Soldier [0140.71] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_GrenadierbyGDI,b262,Renegade2007 [0140.71] Rx: GAMESpawn;botGDI,b262,Renegade2007 [0140.71] ScriptLog: added red bot [0140.71] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Under.TheWorld:PersistentLevel.Rx_Pawn_5 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0140.71] Rx: GAMESpawn;playerGDI,b263,Rade StojsavljeviccharacterRx_FamilyInfo_GDI_Soldier [0140.71] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b263,Rade Stojsavljevic [0140.72] Rx: GAMESpawn;botGDI,b263,Rade Stojsavljevic [0140.72] ScriptLog: added red bot [0140.72] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Under.TheWorld:PersistentLevel.Rx_Pawn_6 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0140.72] Rx: GAMESpawn;playerGDI,b264,Eric GoochcharacterRx_FamilyInfo_GDI_Soldier [0140.72] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_ShotgunnerbyGDI,b264,Eric Gooch [0140.72] Rx: GAMESpawn;botGDI,b264,Eric Gooch [0140.72] ScriptLog: added red bot [0140.72] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Under.TheWorld:PersistentLevel.Rx_Pawn_7 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0140.72] Rx: GAMESpawn;playerGDI,b265,InterestInConflictcharacterRx_FamilyInfo_GDI_Soldier [0140.72] Rx: GAMEPurchase;characterRx_FamilyInfo_GDI_GrenadierbyGDI,b265,InterestInConflict [0140.72] Rx: GAMESpawn;botGDI,b265,InterestInConflict [0140.72] ScriptLog: added red bot [0140.72] ScriptLog: GDIDifficulty6 [0140.73] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Under.TheWorld:PersistentLevel.Rx_Pawn_8 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0140.73] Rx: GAMESpawn;playerNod,b266,Shahman TehcharacterRx_FamilyInfo_Nod_Soldier [0140.73] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_SoldierbyNod,b266,Shahman Teh [0140.73] Rx: GAMESpawn;botNod,b266,Shahman Teh [0140.73] ScriptLog: added blue bot [0140.73] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Under.TheWorld:PersistentLevel.Rx_Pawn_9 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0140.73] Rx: GAMESpawn;playerNod,b267,Jessica JamescharacterRx_FamilyInfo_Nod_Soldier [0140.73] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_SoldierbyNod,b267,Jessica James [0140.73] Rx: GAMESpawn;botNod,b267,Jessica James [0140.73] ScriptLog: added blue bot [0140.73] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Under.TheWorld:PersistentLevel.Rx_Pawn_10 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0140.74] Rx: GAMESpawn;playerNod,b268,The Mod WarscharacterRx_FamilyInfo_Nod_Soldier [0140.74] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ShotgunnerbyNod,b268,The Mod Wars [0140.74] Rx: GAMESpawn;botNod,b268,The Mod Wars [0140.74] ScriptLog: added blue bot [0140.74] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Under.TheWorld:PersistentLevel.Rx_Pawn_11 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0140.74] Rx: GAMESpawn;playerNod,b269,Robin NielsencharacterRx_FamilyInfo_Nod_Soldier [0140.74] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_MarksmanbyNod,b269,Robin Nielsen [0140.74] Rx: GAMESpawn;botNod,b269,Robin Nielsen [0140.74] ScriptLog: added blue bot [0140.74] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Under.TheWorld:PersistentLevel.Rx_Pawn_12 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0140.74] Rx: GAMESpawn;playerNod,b270,General ShepherdcharacterRx_FamilyInfo_Nod_Soldier [0140.74] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_FlameTrooperbyNod,b270,General Shepherd [0140.74] Rx: GAMESpawn;botNod,b270,General Shepherd [0140.74] ScriptLog: added blue bot [0140.75] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Under.TheWorld:PersistentLevel.Rx_Pawn_13 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0140.75] Rx: GAMESpawn;playerNod,b271,CJ WilliamscharacterRx_FamilyInfo_Nod_Soldier [0140.75] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_ShotgunnerbyNod,b271,CJ Williams [0140.75] Rx: GAMESpawn;botNod,b271,CJ Williams [0140.75] ScriptLog: added blue bot [0140.75] ScriptWarning: Accessed None 'InvManager' Rx_Pawn CNC-Under.TheWorld:PersistentLevel.Rx_Pawn_14 Function RenX_Game.Rx_Pawn:RefreshBackWeapons:0027 [0140.75] Rx: GAMESpawn;playerNod,b272,Tristan PollardcharacterRx_FamilyInfo_Nod_Soldier [0140.75] Rx: GAMEPurchase;characterRx_FamilyInfo_Nod_MarksmanbyNod,b272,Tristan Pollard [0140.75] Rx: GAMESpawn;botNod,b272,Tristan Pollard [0140.75] ScriptLog: added blue bot [0140.75] ScriptLog: NODDifficulty6 [0140.75] ScriptLog: START MATCH [0140.76] Log: Current scalability system settings: [0140.76] Log: StaticDecals = FALSE (Whether to allow static decals.) [0140.76] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0140.76] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0140.76] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0140.76] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0140.76] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0140.76] Log: MotionBlur = FALSE (Whether to allow motion blur.) [0140.76] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0140.76] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0140.76] Log: Bloom = TRUE (Whether to allow bloom.) [0140.76] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0140.76] Log: Distortion = TRUE (Whether to allow distortion.) [0140.76] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0140.76] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0140.76] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0140.76] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0140.76] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0140.76] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0140.76] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0140.76] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0140.76] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0140.76] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0140.76] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0140.76] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0140.76] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0140.76] Log: bAllowD3D9MSAA = TRUE (UKNOWN) [0140.76] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0140.76] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0140.76] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0140.76] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0140.76] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0140.76] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0140.76] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0140.76] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0140.76] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0140.76] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0140.76] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0140.76] Log: Current preference system settings: [0140.76] Log: UseVsync = FALSE (Whether to use VSync or not.) [0140.76] Log: Fullscreen = TRUE (Fullscreen.) [0140.76] Log: ResX = 1920 (Screen X resolution.) [0140.76] Log: ResY = 1080 (Screen Y resolution.) [0140.76] Log: Current debug system settings: [0140.76] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0140.76] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0140.76] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0140.76] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0140.76] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0140.76] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0140.76] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0140.76] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0140.76] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0140.76] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0140.76] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0140.76] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0140.76] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0140.76] Log: MaxMultiSamples = 0 (The maximum number of MSAA samples to use.) [0140.76] Log: bAllowTemporalAA = FALSE (UKNOWN) [0140.76] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0140.76] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0140.76] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0140.76] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0140.76] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0140.76] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0140.76] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0140.76] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0140.76] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0140.76] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0140.76] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0140.76] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0140.76] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0140.76] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0140.76] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0140.76] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0140.76] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0140.76] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0140.76] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0140.76] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0140.76] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0140.76] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0140.76] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0140.76] Log: Current unknown system settings: [0140.76] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0140.76] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0140.76] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0140.76] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0140.76] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0140.76] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0140.76] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0140.76] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0140.76] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0140.76] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0140.76] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0140.76] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0140.76] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0140.76] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0140.76] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0140.76] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0140.76] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0140.76] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0140.76] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0140.76] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0140.76] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0140.76] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0140.76] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0140.76] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0140.76] 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.) [0140.76] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0140.76] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0140.76] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0140.76] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0140.76] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0140.76] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0140.76] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0140.76] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0140.76] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0140.76] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0140.76] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0140.76] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0140.76] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0140.76] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0140.76] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0140.76] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0140.76] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0140.76] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0140.76] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0140.76] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0140.76] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0140.76] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0140.76] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0140.76] 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).) [0140.76] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0140.76] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0140.76] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0140.76] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0140.76] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0140.76] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0140.76] 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) [0140.76] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0140.76] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0140.76] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0140.76] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0140.76] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0140.76] 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).) [0140.76] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0140.76] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0140.76] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0140.76] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0140.76] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0140.76] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0140.76] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0140.76] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0140.76] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0140.76] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0140.76] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0140.76] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0140.76] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0140.76] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0140.76] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0140.76] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0140.77] Log: Listing all sound classes. [0140.77] Log: Class 'Item' has 30 resident sounds taking 3539.61 kb, and 1 real time sounds taking 8.89 kb [0140.77] Log: Class 'Vehicle' has 44 resident sounds taking 15912.55 kb, and 2 real time sounds taking 91.22 kb [0140.77] Log: Class 'Weapon' has 272 resident sounds taking 70548.19 kb, and 6 real time sounds taking 444.36 kb [0140.77] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0140.77] Log: Class 'SFX' has 85 resident sounds taking 27052.66 kb, and 11 real time sounds taking 837.83 kb [0140.77] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0140.77] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0140.77] Log: Class 'Announcer_UI' has 14 resident sounds taking 1565.92 kb [0140.77] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 23 real time sounds taking 47214.76 kb [0140.77] Log: Class 'Ambient' has 34 resident sounds taking 14966.69 kb, and 23 real time sounds taking 2969.96 kb [0140.77] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0140.77] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0140.77] Log: Class 'MovieEffects' has 1 resident sounds taking 213.73 kb, and 4 real time sounds taking 378.98 kb [0140.77] Log: Class 'Cinematic' has 6 resident sounds taking 2783.40 kb, and 3 real time sounds taking 527.70 kb [0140.77] Log: Class 'WeaponMortarIncoming' has 13 resident sounds taking 2926.08 kb, and 4 real time sounds taking 114.88 kb [0140.77] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0140.77] Log: Class 'UnGrouped' has 635 resident sounds taking 100201.37 kb, and 116 real time sounds taking 3418.02 kb [0140.77] Log: 1625 total sounds in 17 classes [0140.77] ScriptLog: Rx_HUD::Jukebox SystemSettingsHandler.bAutostartMusic:'True' [0140.78] Warning: Warning, Failed to load 'Font None.Arial': Failed to find object 'Font None.Arial' [0140.79] ScriptLog: PositionModX : 0.0000 [0140.79] ScriptLog: PositionModY : 52.5000 [0140.79] Log: ########### Finished loading level: 4.569499 seconds [0141.50] Log: Save=299.914200 [0141.50] Log: Compressing '..\..\UDKGame\CookedPC\LocalShaderCache-PC-D3D-SM3_save.tmp' to '..\..\UDKGame\CookedPC\LocalShaderCache-PC-D3D-SM3.upk' [0141.65] 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 [0141.66] Log: --- LOADING MOVIE TIME: 5.44 sec --- [0141.66] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0141.66] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0141.66] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0141.66] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0141.67] Error: Can't destroy collidable actor (Rx_Pawn_1) during async work! [0141.67] Error: Can't call TermBody() on (Rx_Pawn_1)->(RB_BodyInstance_2655) during async work! [0141.67] 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! [0141.67] Error: Can't call TermBody() on (Rx_Pawn_1)->(RB_BodyInstance_2654) during async work! [0141.67] 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! [0141.67] Error: Can't call TermBody() on (Rx_Pawn_1)->(RB_BodyInstance_2653) during async work! [0141.67] 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! [0141.67] Error: Can't call TermBody() on (Rx_Pawn_1)->(RB_BodyInstance_2652) during async work! [0141.67] 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! [0141.67] Error: Can't call TermBody() on (Rx_Pawn_1)->(RB_BodyInstance_2651) during async work! [0141.67] 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! [0141.67] Error: Can't call TermBody() on (Rx_Pawn_1)->(RB_BodyInstance_2650) during async work! [0141.67] 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! [0141.67] Error: Can't call TermBody() on (Rx_Pawn_1)->(RB_BodyInstance_2649) during async work! [0141.67] 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! [0141.67] Error: Can't call TermBody() on (Rx_Pawn_1)->(RB_BodyInstance_2648) during async work! [0141.67] 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! [0141.67] Error: Can't call TermBody() on (Rx_Pawn_1)->(RB_BodyInstance_2647) during async work! [0141.67] 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! [0141.67] Error: Can't call TermBody() on (Rx_Pawn_1)->(RB_BodyInstance_2646) during async work! [0141.67] 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! [0141.67] Error: Can't call TermBody() on (Rx_Pawn_1)->(RB_BodyInstance_2645) during async work! [0141.67] 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! [0141.67] Error: Can't call TermBody() on (Rx_Pawn_1)->(RB_BodyInstance_2644) during async work! [0141.67] 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! [0141.67] Error: Can't call TermBody() on (Rx_Pawn_1)->(RB_BodyInstance_2643) during async work! [0141.67] 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! [0141.67] Error: Can't call TermBody() on (Rx_Pawn_1)->(RB_BodyInstance_2642) during async work! [0141.67] 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! [0141.67] Error: Can't call TermBody() on (Rx_Pawn_1)->(RB_BodyInstance_2641) during async work! [0141.67] 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! [0141.67] Error: Can't call TermBody() on (Rx_Pawn_1)->(RB_BodyInstance_2640) during async work! [0141.67] 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! [0141.67] Error: Can't call TermBody() on (Rx_Pawn_1)->(RB_BodyInstance_2639) during async work! [0141.67] 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! [0141.67] Error: Can't call TermBody() on (Rx_Pawn_1)->(RB_BodyInstance_2638) during async work! [0141.67] 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! [0141.67] Error: Can't call TermBody() on (Rx_Pawn_1)->(RB_BodyInstance_2637) during async work! [0141.67] 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! [0141.67] Error: Can't call TermBody() on (Rx_Pawn_1)->(RB_BodyInstance_2636) during async work! [0141.67] 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! [0141.67] Error: Can't call TermBody() on (Rx_Pawn_1)->(RB_BodyInstance_2635) during async work! [0141.67] 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! [0141.67] Error: Can't spawn collidable actor (Rx_Pawn) during async work! [0141.67] 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! [0145.49] Log: === Critical error: === Fatal error! Address = 0x4c964cc2 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4c673067 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4c7cc8a2 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4c14ee17 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4c13c31e (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4c14c2b0 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4c14f17e (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4c1470f9 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4c14c2b0 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4c14f17e (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4c1470f9 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4c14c2b0 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4c14f17e (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4c14c2dc (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4c14f17e (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4c12a611 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4c14c2b0 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4c14f17e (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4c14c2b0 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4c14f17e (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4c14c2dc (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4c14f17e (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4c14bc89 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4c14c2b0 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4c1571c7 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4c436ad9 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4d6f9bd0 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4c47955f (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4c695709 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4c5ddc63 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4d6c8ca0 (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4d6cdfee (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x4d6ce05a (filename not found) [in C:\Program Files (x86)\Renegade X\Binaries\Win64\UDK.exe] Address = 0x76a19fb1 (filename not found) Address = 0x76a19fb1 (filename not found)