Log: Log file open, 08/15/23 00:34:22
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: 94.130.32.71:7990 -UseAllAvailableCores -ini:UDKGame:DefaultPlayer.Name=tiga05
Init: Base directory: D:\Spiele\RenegadeX\Binaries\Win64\
[0000.60] Init: Computer: TIM-PC
[0000.60] Init: User: Tim
[0000.60] Init: CPU Page size=4096, Processors=24
[0000.60] Init: High frequency timer resolution =10.000000 MHz
[0000.60] Init: Memory total: Physical=31.9GB (32GB approx) Pagefile=42.4GB Virtual=131072.0GB
[0001.08] Log: Steam Client API initialized 1
[0001.36] Log: Steam Game Server API initialized 1
[0001.39] Init: WinSock: I am TIM-PC (172.18.48.1:0)
[0001.39] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes.
[0001.39] Init: Object subsystem initialized
[0001.61] Log: Last hardware survey: Ver=12791, Date=20230813. Uploading again.
[0003.36] Error: Error, Ambiguous package name: Using 'D:\Spiele\RenegadeX\UDKGame\CookedPC\RenX\Sounds\TS_Unit_VoiceClips.upk', not 'D:\Spiele\RenegadeX\UDKGame\CookedPC\TiberianSun\Sounds\TS_Unit_VoiceClips.upk'
[0009.03] Log: Failed to upload UDK hardware survey to http://et.epicgames.com/PostUDKSurveyHandler.ashx in 1.75 seconds.
[0009.03] Log: Found D3D11 adapter 0: NVIDIA GeForce RTX 4090
[0009.03] Log: Adapter has 24156MB of dedicated video memory, 0MB of dedicated system memory, and 16344MB of shared system memory
[0009.05] Log: Found D3D11 adapter 1: Microsoft Basic Render Driver
[0009.05] Log: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 16344MB of shared system memory
[0009.08] Log: Shader platform (RHI): PC-D3D-SM3
[0009.09] Error: Error, Manifest doesn't exist: ..\..\UDKGame\Script\Manifest.txt
[0009.19] Log: PhysX GPU Support: ENABLED
[0009.59] Init: Initializing FaceFX...
[0009.59] Init: FaceFX 1.7.4 initialized.
[0009.90] Init: XAudio2 using 'Lautsprecher (Sound Blaster Omni Surround 5.1)' : 6 channels at 48 kHz using 24 bits per sample (channel mask 0x3f)
[0016.48] Init: Finished loading startup packages in 5.45 seconds
[0016.49] Log: 80993 objects as part of root set at end of initial load.
[0016.49] Log: 0 out of 0 bytes used by permanent object pool.
[0017.68] Warning: Warning, Failed to load 'FA_Sounds.Waves.SC_leet_hacker'! Referenced by 'RenX_Game.Rx_BuildingAttachment_LockableDoor:Locked.Hack' ('---').
[0017.68] Warning: Warning, Failed to load 'FA_Sounds': Can't find file for package 'FA_Sounds' while loading NULL
[0017.68] Warning: Warning, CreateImport: Failed to load Outer for resource 'SC_leet_hacker': Package FA_Sounds.Waves
[0048.04] Log: Initializing Engine...
[0048.19] Init: UEngine initialized
[0048.22] Init: XAudio2Device initialized.
[0048.41] Init: Client initialized
[0049.84] Log: Initializing Steamworks
[0049.85] Log: Logged in as '[Sturm]Tiga05'
[0050.54] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0050.54] Warning: Warning, Failed to find object 'Class None.'
[0050.54] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0050.54] Warning: Warning, Failed to find object 'Class None.'
[0050.54] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0050.54] Warning: Warning, Failed to find object 'Class None.'
[0050.54] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0050.54] Warning: Warning, Failed to find object 'Class None.'
[0050.54] Init: WinSock: Socket queue 32768 / 32768
[0050.80] Log: LoadMap: RenX-FrontEndMap?Name=tiga05?Team=255
[0051.47] Log: Game class is 'Rx_Game_MainMenu'
[0051.50] Log: Primary PhysX scene will be in software.
[0051.50] Log: Creating Primary PhysX Scene.
[0051.62] Log: Bringing World RenX-FrontEndMap.TheWorld up for play (0) at 2023.08.15-00.35.13
[0051.63] ScriptLog: INITIAL: -1 -1
[0051.64] ScriptLog: Game profile Index was NONE
[0051.64] ScriptLog: Gameplay events will not be recorded.
[0051.64] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo
[0051.64] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo
[0051.64] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo
[0051.64] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour
[0051.64] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour
[0051.64] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour
[0051.64] ScriptLog: Failed to get GDI PT
[0051.64] ScriptLog: Failed to get Nod PT
[0051.64] ScriptLog: GDI:0.0000
[0051.64] ScriptLog: Failed to get GDI PT
[0051.64] ScriptLog: Failed to get Nod PT
[0051.64] ScriptLog: Nod:0.0000
[0051.64] ScriptLog: Rx_Game::PreBeginPlay BotClass:'Rx_Bot_Waypoints' True
[0051.78] ScriptWarning: Fatal Error! Sorting failed due to duplicate FriendlyName : (Caves) on 2 or more maps! Please use different names!!
Rx_Game_MainMenu RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_MainMenu_0
Function RenX_Game.Rx_Game:MapListSort:00D7
[0051.78] ScriptWarning: Fatal Error! Sorting failed due to duplicate FriendlyName : (Caves) on 2 or more maps! Please use different names!!
Rx_Game_MainMenu RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_MainMenu_0
Function RenX_Game.Rx_Game:MapListSort:00D7
[0051.78] ScriptWarning: Fatal Error! Sorting failed due to duplicate FriendlyName : (Caves) on 2 or more maps! Please use different names!!
Rx_Game_MainMenu RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_MainMenu_0
Function RenX_Game.Rx_Game:MapListSort:00D7
[0051.78] ScriptWarning: Fatal Error! Sorting failed due to duplicate FriendlyName : (Caves) on 2 or more maps! Please use different names!!
Rx_Game_MainMenu RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_MainMenu_0
Function RenX_Game.Rx_Game:MapListSort:00D7
[0051.78] ScriptLog: Initializing Rx_GameEngine. Game Version: Open Beta 5.71.534
[0051.78] Session API: Contacting session API
[0051.79] Rx: MAPLoaded;RenX-FrontEndMap
[0051.79] Log: Bringing up level for play took: 0.305269
[0051.79] Warning: UpdateDiscordRPC, Skirmish, FrontEndMap, 1, 0, 255, 0, 900, 0, map_renx-frontendmap
[0051.83] Rx: PLAYERHWID;playerGDI,256,[Sturm]Tiga05hwidm7761D80000002C39
[0051.83] Rx: PLAYEREnter;GDI,256,[Sturm]Tiga05fromhwidm7761D80000002C39steamid0x0110000101754072
[0051.83] ScriptWarning: Accessed None 'AccessControl'
Rx_Game_MainMenu RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_MainMenu_0
Function RenX_Game.Rx_Game:PostLoginCommon:028B
[0051.83] Rx: PLAYERTeamJoin;GDI,256,[Sturm]Tiga05joinedGDIscore0last round score0.0000time0.0000
[0051.83] ScriptWarning: Accessed None 'myHUD'
Rx_Game_MainMenu RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_MainMenu_0
Function RenX_Game.Rx_Game_MainMenu:StartMatch:00A7
[0051.83] Log: Current scalability system settings:
[0051.83] Log: StaticDecals = FALSE (Whether to allow static decals.)
[0051.83] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.)
[0051.83] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.)
[0051.83] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.)
[0051.83] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.)
[0051.83] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.)
[0051.83] Log: MotionBlur = TRUE (Whether to allow motion blur.)
[0051.83] Log: DepthOfField = TRUE (Whether to allow depth of field.)
[0051.83] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.)
[0051.83] Log: Bloom = TRUE (Whether to allow bloom.)
[0051.83] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.)
[0051.83] Log: Distortion = TRUE (Whether to allow distortion.)
[0051.83] Log: DropParticleDistortion = TRUE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.)
[0051.83] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.)
[0051.83] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.)
[0051.83] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.)
[0051.83] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.)
[0051.83] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.)
[0051.83] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.)
[0051.83] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.)
[0051.83] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.)
[0051.83] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.)
[0051.83] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).)
[0051.83] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.)
[0051.83] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.)
[0051.83] Log: bAllowD3D9MSAA = TRUE (UKNOWN)
[0051.83] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.)
[0051.83] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.)
[0051.83] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.)
[0051.83] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.)
[0051.83] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.)
[0051.83] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.)
[0051.83] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.)
[0051.83] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.)
[0051.83] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.)
[0051.83] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.)
[0051.83] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.)
[0051.83] Log: Current preference system settings:
[0051.83] Log: UseVsync = FALSE (Whether to use VSync or not.)
[0051.83] Log: Fullscreen = TRUE (Fullscreen.)
[0051.83] Log: ResX = 3440 (Screen X resolution.)
[0051.83] Log: ResY = 1440 (Screen Y resolution.)
[0051.83] Log: Current debug system settings:
[0051.83] Log: DynamicLights = TRUE (Whether to allow dynamic lights.)
[0051.83] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.)
[0051.83] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.)
[0051.83] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.)
[0051.83] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.)
[0051.83] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.)
[0051.83] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.)
[0051.83] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.)
[0051.83] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.)
[0051.83] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.)
[0051.83] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.)
[0051.83] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.)
[0051.83] Log: ParticleLODBias = 0 (LOD bias for particle systems.)
[0051.83] Log: MaxMultiSamples = 8 (The maximum number of MSAA samples to use.)
[0051.83] Log: bAllowTemporalAA = FALSE (UKNOWN)
[0051.83] Log: TemporalAA_MinDepth = 500 (UKNOWN)
[0051.83] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN)
[0051.83] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.)
[0051.83] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.)
[0051.83] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.)
[0051.83] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.)
[0051.83] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.)
[0051.83] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.)
[0051.83] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.)
[0051.83] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.)
[0051.83] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.)
[0051.83] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.)
[0051.83] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.)
[0051.83] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.)
[0051.83] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.)
[0051.83] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.)
[0051.83] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.)
[0051.83] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.)
[0051.83] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.)
[0051.83] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.)
[0051.83] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.)
[0051.83] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.)
[0051.83] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.)
[0051.83] Log: Current unknown system settings:
[0051.83] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.)
[0051.83] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.)
[0051.83] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.)
[0051.83] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.)
[0051.83] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.)
[0051.83] Log: FogVolumes = TRUE (Whether to allow fog volumes.)
[0051.83] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.)
[0051.83] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.)
[0051.83] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.)
[0051.83] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.)
[0051.83] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.)
[0051.83] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.)
[0051.83] Log: PreShadowResolutionFactor = 0.5 (UKNOWN)
[0051.83] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.)
[0051.83] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.)
[0051.83] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.)
[0051.83] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.)
[0051.83] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.)
[0051.83] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.)
[0051.83] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.)
[0051.83] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.)
[0051.83] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
[0051.83] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
[0051.83] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
[0051.83] 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.)
[0051.83] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.)
[0051.83] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.)
[0051.83] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.)
[0051.83] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.)
[0051.83] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.)
[0051.83] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1])
[0051.83] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1])
[0051.83] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.)
[0051.83] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.)
[0051.83] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.)
[0051.83] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.)
[0051.83] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE))
[0051.83] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE))
[0051.83] Log: StatFontScaleFactor = 1 (The default stat font scale to use)
[0051.83] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.)
[0051.83] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.)
[0051.83] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.)
[0051.83] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).)
[0051.83] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).)
[0051.83] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.)
[0051.83] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.)
[0051.83] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).)
[0051.83] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).)
[0051.83] 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).)
[0051.83] Log: MobileLightShaftScale = 1 (UNKNOWN.)
[0051.83] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.)
[0051.83] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.)
[0051.83] Log: MobileMaxShadowRange = 500 (UNKNOWN.)
[0051.83] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).)
[0051.83] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group)
[0051.83] 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)
[0051.83] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.)
[0051.83] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.)
[0051.83] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).)
[0051.83] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.)
[0051.83] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.)
[0051.83] 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).)
[0051.83] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.)
[0051.83] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.)
[0051.83] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.)
[0051.83] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).)
[0051.83] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).)
[0051.83] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.)
[0051.83] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.)
[0051.83] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.)
[0051.83] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.)
[0051.83] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.)
[0051.83] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.)
[0051.83] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.)
[0051.83] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.)
[0051.83] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.)
[0051.83] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.)
[0051.83] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.)
[0051.84] Log: Listing all sound classes.
[0051.84] Log: Class 'Item' has 30 resident sounds taking 3539.61 kb, and 1 real time sounds taking 8.89 kb
[0051.84] Log: Class 'Vehicle' has 40 resident sounds taking 12361.89 kb, and 2 real time sounds taking 91.22 kb
[0051.84] Log: Class 'Weapon' has 275 resident sounds taking 73733.89 kb, and 6 real time sounds taking 444.36 kb
[0051.84] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb
[0051.84] Log: Class 'SFX' has 86 resident sounds taking 28190.42 kb, and 11 real time sounds taking 837.83 kb
[0051.84] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb
[0051.84] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb
[0051.84] Log: Class 'Announcer_UI' has 14 resident sounds taking 1565.92 kb
[0051.84] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb
[0051.84] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb
[0051.84] Log: Class 'Ambient' has 5 resident sounds taking 1123.96 kb, and 1 real time sounds taking 104.36 kb
[0051.84] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb
[0051.84] Log: Class 'Cinematic' has 7 resident sounds taking 2997.13 kb, and 5 real time sounds taking 570.38 kb
[0051.84] Log: Class 'WeaponMortarIncoming' has 12 resident sounds taking 2622.18 kb, and 4 real time sounds taking 114.88 kb
[0051.84] Log: Class 'MovieEffects' has 0 resident sounds taking 0.00 kb, and 2 real time sounds taking 336.30 kb
[0051.84] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb
[0051.84] Log: Class 'UnGrouped' has 631 resident sounds taking 96795.22 kb, and 109 real time sounds taking 2475.84 kb
[0051.84] Log: 1563 total sounds in 17 classes
[0051.84] Log: Bool AmbientOcclusion set to 1
[0051.86] Log: BloomThreshold = 0.8
[0051.95] Log: Current scalability system settings:
[0051.95] Log: StaticDecals = FALSE (Whether to allow static decals.)
[0051.95] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.)
[0051.95] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.)
[0051.95] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.)
[0051.95] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.)
[0051.95] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.)
[0051.95] Log: MotionBlur = TRUE (Whether to allow motion blur.)
[0051.95] Log: DepthOfField = TRUE (Whether to allow depth of field.)
[0051.95] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.)
[0051.95] Log: Bloom = TRUE (Whether to allow bloom.)
[0051.95] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.)
[0051.95] Log: Distortion = TRUE (Whether to allow distortion.)
[0051.95] Log: DropParticleDistortion = TRUE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.)
[0051.95] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.)
[0051.95] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.)
[0051.95] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.)
[0051.95] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.)
[0051.95] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.)
[0051.95] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.)
[0051.95] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.)
[0051.95] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.)
[0051.95] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.)
[0051.95] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).)
[0051.95] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.)
[0051.95] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.)
[0051.95] Log: bAllowD3D9MSAA = TRUE (UKNOWN)
[0051.95] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.)
[0051.95] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.)
[0051.95] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.)
[0051.95] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.)
[0051.95] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.)
[0051.95] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.)
[0051.95] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.)
[0051.95] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.)
[0051.95] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.)
[0051.95] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.)
[0051.95] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.)
[0051.95] Log: Current preference system settings:
[0051.95] Log: UseVsync = FALSE (Whether to use VSync or not.)
[0051.95] Log: Fullscreen = TRUE (Fullscreen.)
[0051.95] Log: ResX = 3440 (Screen X resolution.)
[0051.95] Log: ResY = 1440 (Screen Y resolution.)
[0051.95] Log: Current debug system settings:
[0051.95] Log: DynamicLights = TRUE (Whether to allow dynamic lights.)
[0051.95] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.)
[0051.95] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.)
[0051.95] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.)
[0051.95] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.)
[0051.95] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.)
[0051.95] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.)
[0051.95] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.)
[0051.95] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.)
[0051.95] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.)
[0051.95] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.)
[0051.95] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.)
[0051.95] Log: ParticleLODBias = 0 (LOD bias for particle systems.)
[0051.95] Log: MaxMultiSamples = 8 (The maximum number of MSAA samples to use.)
[0051.95] Log: bAllowTemporalAA = FALSE (UKNOWN)
[0051.95] Log: TemporalAA_MinDepth = 500 (UKNOWN)
[0051.95] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN)
[0051.95] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.)
[0051.95] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.)
[0051.95] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.)
[0051.95] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.)
[0051.95] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.)
[0051.95] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.)
[0051.95] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.)
[0051.95] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.)
[0051.95] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.)
[0051.95] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.)
[0051.95] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.)
[0051.95] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.)
[0051.95] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.)
[0051.95] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.)
[0051.95] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.)
[0051.95] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.)
[0051.95] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.)
[0051.95] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.)
[0051.95] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.)
[0051.95] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.)
[0051.95] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.)
[0051.95] Log: Current unknown system settings:
[0051.95] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.)
[0051.95] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.)
[0051.95] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.)
[0051.95] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.)
[0051.95] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.)
[0051.95] Log: FogVolumes = TRUE (Whether to allow fog volumes.)
[0051.95] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.)
[0051.95] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.)
[0051.95] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.)
[0051.95] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.)
[0051.95] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.)
[0051.95] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.)
[0051.95] Log: PreShadowResolutionFactor = 0.5 (UKNOWN)
[0051.95] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.)
[0051.95] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.)
[0051.95] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.)
[0051.95] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.)
[0051.95] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.)
[0051.95] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.)
[0051.95] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.)
[0051.95] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.)
[0051.95] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
[0051.95] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
[0051.95] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
[0051.95] 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.)
[0051.95] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.)
[0051.95] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.)
[0051.95] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.)
[0051.95] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.)
[0051.95] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.)
[0051.95] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1])
[0051.95] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1])
[0051.95] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.)
[0051.95] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.)
[0051.95] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.)
[0051.95] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.)
[0051.95] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE))
[0051.95] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE))
[0051.95] Log: StatFontScaleFactor = 1 (The default stat font scale to use)
[0051.95] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.)
[0051.95] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.)
[0051.95] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.)
[0051.95] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).)
[0051.95] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).)
[0051.95] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.)
[0051.95] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.)
[0051.95] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).)
[0051.95] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).)
[0051.95] 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).)
[0051.95] Log: MobileLightShaftScale = 1 (UNKNOWN.)
[0051.95] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.)
[0051.95] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.)
[0051.95] Log: MobileMaxShadowRange = 500 (UNKNOWN.)
[0051.95] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).)
[0051.95] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group)
[0051.95] 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)
[0051.95] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.)
[0051.95] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.)
[0051.95] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).)
[0051.95] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.)
[0051.95] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.)
[0051.95] 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).)
[0051.95] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.)
[0051.95] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.)
[0051.95] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.)
[0051.95] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).)
[0051.95] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).)
[0051.95] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.)
[0051.95] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.)
[0051.95] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.)
[0051.95] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.)
[0051.95] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.)
[0051.95] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.)
[0051.95] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.)
[0051.95] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.)
[0051.95] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.)
[0051.95] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.)
[0051.95] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.)
[0051.95] Log: Listing all sound classes.
[0051.95] Log: Class 'Item' has 30 resident sounds taking 3539.61 kb, and 1 real time sounds taking 8.89 kb
[0051.95] Log: Class 'Vehicle' has 40 resident sounds taking 12361.89 kb, and 2 real time sounds taking 91.22 kb
[0051.95] Log: Class 'Weapon' has 275 resident sounds taking 73733.89 kb, and 6 real time sounds taking 444.36 kb
[0051.95] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb
[0051.95] Log: Class 'SFX' has 86 resident sounds taking 28190.42 kb, and 11 real time sounds taking 837.83 kb
[0051.95] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb
[0051.95] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb
[0051.95] Log: Class 'Announcer_UI' has 14 resident sounds taking 1565.92 kb
[0051.95] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb
[0051.95] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb
[0051.95] Log: Class 'Ambient' has 5 resident sounds taking 1123.96 kb, and 1 real time sounds taking 104.36 kb
[0051.95] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb
[0051.95] Log: Class 'Cinematic' has 7 resident sounds taking 2997.13 kb, and 5 real time sounds taking 570.38 kb
[0051.95] Log: Class 'WeaponMortarIncoming' has 12 resident sounds taking 2622.18 kb, and 4 real time sounds taking 114.88 kb
[0051.95] Log: Class 'MovieEffects' has 0 resident sounds taking 0.00 kb, and 2 real time sounds taking 336.30 kb
[0051.95] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb
[0051.95] Log: Class 'UnGrouped' has 631 resident sounds taking 96795.22 kb, and 109 real time sounds taking 2475.84 kb
[0051.95] Log: 1563 total sounds in 17 classes
[0051.95] ScriptLog: Rx_HUD::Jukebox AutoPlay music disabled by map.
[0051.95] Rx: Game has reached minimum limit for Beacon, 1 Players and 0 Bots out of 0
[0051.95] Log: ########### Finished loading level: 1.153448 seconds
[0051.98] Log: Flushing async loaders.
[0060.60] Warning: Failed to connect, shutting down discord!
[0060.80] Log: Flushed async loaders.
[0060.80] Init: Game engine initialized
[0060.80] Log: Initializing Engine Completed
[0069.44] Log: >>>>>>>>>>>>>> Initial startup: 69.44s <<<<<<<<<<<<<<<
[0069.46] Session API: Get succeeded.
[0069.87] Log: LoadMap: 94.130.32.71:7990/CNC-Eyes?Name=tiga05?Team=255?game=RenX_Game.Rx_Game
[0069.90] Log: --- LOADING MOVIE START ---
[0070.21] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate()
OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0
Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE
[0070.21] Rx: PLAYERExit;GDI,256,[Sturm]Tiga05
[0080.05] Log: Primary PhysX scene will be in software.
[0080.05] Log: Creating Primary PhysX Scene.
[0080.28] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_1 Component: StaticMeshComponent_247 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl).
[0080.28] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_1 Component: StaticMeshComponent_247 StaticMesh: EngineMeshes.Sphere
[0080.28] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_0 Component: StaticMeshComponent_247 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl).
[0080.28] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_0 Component: StaticMeshComponent_247 StaticMesh: EngineMeshes.Sphere
[0080.28] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_5 Component: StaticMeshComponent_250 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl).
[0080.28] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_5 Component: StaticMeshComponent_250 StaticMesh: EngineMeshes.Sphere
[0080.28] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_4 Component: StaticMeshComponent_250 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl).
[0080.28] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_4 Component: StaticMeshComponent_250 StaticMesh: EngineMeshes.Sphere
[0080.28] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_17 Component: StaticMeshComponent_94 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl).
[0080.28] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_17 Component: StaticMeshComponent_94 StaticMesh: EngineMeshes.Sphere
[0080.28] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_19 Component: StaticMeshComponent_17 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl).
[0080.28] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_19 Component: StaticMeshComponent_17 StaticMesh: EngineMeshes.Sphere
[0080.28] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_61 Component: StaticMeshComponent_20 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl).
[0080.28] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_61 Component: StaticMeshComponent_20 StaticMesh: EngineMeshes.Sphere
[0080.28] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_20 Component: StaticMeshComponent_20 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl).
[0080.28] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_20 Component: StaticMeshComponent_20 StaticMesh: EngineMeshes.Sphere
[0080.28] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_25 Component: StaticMeshComponent_1363 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl).
[0080.28] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_25 Component: StaticMeshComponent_1363 StaticMesh: EngineMeshes.Sphere
[0080.28] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_29 Component: StaticMeshComponent_1366 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl).
[0080.28] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_29 Component: StaticMeshComponent_1366 StaticMesh: EngineMeshes.Sphere
[0080.28] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_30 Component: StaticMeshComponent_1366 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl).
[0080.28] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_30 Component: StaticMeshComponent_1366 StaticMesh: EngineMeshes.Sphere
[0080.28] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_28 Component: StaticMeshComponent_1366 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl).
[0080.28] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_28 Component: StaticMeshComponent_1366 StaticMesh: EngineMeshes.Sphere
[0080.28] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_27 Component: StaticMeshComponent_1366 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl).
[0080.28] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_27 Component: StaticMeshComponent_1366 StaticMesh: EngineMeshes.Sphere
[0080.28] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_70 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl).
[0080.28] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_70 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere
[0080.28] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_72 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl).
[0080.28] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_72 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere
[0080.28] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_73 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl).
[0080.28] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_73 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere
[0080.28] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_74 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl).
[0080.28] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_74 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere
[0080.28] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_64 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl).
[0080.28] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_64 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere
[0080.28] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_65 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl).
[0080.28] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_65 Component: StaticMeshComponent_1370 StaticMesh: EngineMeshes.Sphere
[0080.28] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_62 Component: StaticMeshComponent_42 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl).
[0080.28] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_62 Component: StaticMeshComponent_42 StaticMesh: EngineMeshes.Sphere
[0080.28] Log: FKAggregateGeom::InstanceNovodexGeom: (Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_52 Component: StaticMeshComponent_42 StaticMesh: EngineMeshes.Sphere) Cannot 3D-Scale rigid-body primitives (sphere, box, sphyl).
[0080.28] Log: URB_BodyInstance::InitBody : Could not create new Shape: Actor: CNC-Eyes.TheWorld:PersistentLevel.FogVolumeSphericalDensityInfo_52 Component: StaticMeshComponent_42 StaticMesh: EngineMeshes.Sphere
[0080.28] Log: Bringing World CNC-Eyes.TheWorld up for play (1429) at 2023.08.15-00.35.42
[0080.32] Log: Bringing up level for play took: 0.412910
[0080.32] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0080.32] Warning: Warning, Failed to find object 'Class None.'
[0080.32] Log: PlayerController class for the pending level is PlayerController
[0080.32] Log: ########### Finished loading level: 10.451573 seconds
[0080.33] ScriptLog: Sending server auth retry request
[0080.53] ScriptWarning: Accessed None 'myHUD'
PlayerController CNC-Eyes.TheWorld:PersistentLevel.PlayerController_0
Function Engine.PlayerController:AdjustHUDRenderSize:000D
[0080.53] ScriptWarning: Accessed None 'myHUD'
PlayerController CNC-Eyes.TheWorld:PersistentLevel.PlayerController_0
Function Engine.PlayerController:AdjustHUDRenderSize:006F
[0080.57] Error: (Function UTGame.UTHUDBase:PostBeginPlay:00C3) Cannot use AllNavigationPoints() here - NavigationPointList not set up yet
[0080.57] Log: Current scalability system settings:
[0080.57] Log: StaticDecals = FALSE (Whether to allow static decals.)
[0080.57] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.)
[0080.57] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.)
[0080.57] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.)
[0080.57] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.)
[0080.57] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.)
[0080.57] Log: MotionBlur = TRUE (Whether to allow motion blur.)
[0080.57] Log: DepthOfField = TRUE (Whether to allow depth of field.)
[0080.57] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.)
[0080.57] Log: Bloom = TRUE (Whether to allow bloom.)
[0080.57] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.)
[0080.57] Log: Distortion = TRUE (Whether to allow distortion.)
[0080.57] Log: DropParticleDistortion = TRUE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.)
[0080.57] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.)
[0080.57] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.)
[0080.57] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.)
[0080.57] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.)
[0080.57] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.)
[0080.57] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.)
[0080.57] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.)
[0080.57] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.)
[0080.57] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.)
[0080.57] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).)
[0080.57] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.)
[0080.57] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.)
[0080.57] Log: bAllowD3D9MSAA = TRUE (UKNOWN)
[0080.57] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.)
[0080.57] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.)
[0080.57] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.)
[0080.57] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.)
[0080.57] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.)
[0080.57] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.)
[0080.57] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.)
[0080.57] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.)
[0080.57] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.)
[0080.57] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.)
[0080.57] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.)
[0080.57] Log: Current preference system settings:
[0080.57] Log: UseVsync = FALSE (Whether to use VSync or not.)
[0080.57] Log: Fullscreen = TRUE (Fullscreen.)
[0080.57] Log: ResX = 3440 (Screen X resolution.)
[0080.57] Log: ResY = 1440 (Screen Y resolution.)
[0080.57] Log: Current debug system settings:
[0080.57] Log: DynamicLights = TRUE (Whether to allow dynamic lights.)
[0080.57] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.)
[0080.57] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.)
[0080.57] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.)
[0080.57] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.)
[0080.57] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.)
[0080.57] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.)
[0080.57] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.)
[0080.57] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.)
[0080.57] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.)
[0080.57] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.)
[0080.57] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.)
[0080.57] Log: ParticleLODBias = 0 (LOD bias for particle systems.)
[0080.57] Log: MaxMultiSamples = 8 (The maximum number of MSAA samples to use.)
[0080.57] Log: bAllowTemporalAA = FALSE (UKNOWN)
[0080.57] Log: TemporalAA_MinDepth = 500 (UKNOWN)
[0080.57] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN)
[0080.57] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.)
[0080.57] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.)
[0080.57] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.)
[0080.57] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.)
[0080.57] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.)
[0080.57] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.)
[0080.57] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.)
[0080.57] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.)
[0080.57] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.)
[0080.57] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.)
[0080.57] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.)
[0080.57] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.)
[0080.57] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.)
[0080.57] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.)
[0080.57] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.)
[0080.57] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.)
[0080.57] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.)
[0080.57] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.)
[0080.57] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.)
[0080.57] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.)
[0080.57] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.)
[0080.57] Log: Current unknown system settings:
[0080.57] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.)
[0080.57] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.)
[0080.57] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.)
[0080.57] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.)
[0080.57] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.)
[0080.57] Log: FogVolumes = TRUE (Whether to allow fog volumes.)
[0080.57] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.)
[0080.57] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.)
[0080.57] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.)
[0080.57] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.)
[0080.57] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.)
[0080.57] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.)
[0080.57] Log: PreShadowResolutionFactor = 0.5 (UKNOWN)
[0080.57] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.)
[0080.57] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.)
[0080.57] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.)
[0080.57] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.)
[0080.57] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.)
[0080.57] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.)
[0080.57] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.)
[0080.57] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.)
[0080.57] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
[0080.57] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
[0080.57] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
[0080.57] Log: CSMMinimumFOV = 40 (Minimum camera FOV for CSM, this is used to prevent shadow shimmering when animating the FOV lower than the min, for example when zooming.)
[0080.57] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.)
[0080.57] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.)
[0080.57] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.)
[0080.57] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.)
[0080.57] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.)
[0080.57] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1])
[0080.57] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1])
[0080.57] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.)
[0080.57] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.)
[0080.57] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.)
[0080.57] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.)
[0080.57] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE))
[0080.57] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE))
[0080.57] Log: StatFontScaleFactor = 1 (The default stat font scale to use)
[0080.57] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.)
[0080.57] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.)
[0080.57] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.)
[0080.57] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).)
[0080.57] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).)
[0080.57] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.)
[0080.57] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.)
[0080.57] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).)
[0080.57] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).)
[0080.57] Log: MobileTiltShiftTransitionWidth = 0.5 (Width of transition area in the tilt shift effect, where it transitions from full focus to full blur (in percent of the screen height).)
[0080.57] Log: MobileLightShaftScale = 1 (UNKNOWN.)
[0080.57] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.)
[0080.57] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.)
[0080.57] Log: MobileMaxShadowRange = 500 (UNKNOWN.)
[0080.57] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).)
[0080.57] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group)
[0080.57] Log: MobileMinimizeFogShaders = FALSE (Whether to disable generating both fog shader permutations on mobile. When TRUE, it decreases load times but increases GPU cost for materials/levels with fog enabled)
[0080.57] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.)
[0080.57] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.)
[0080.57] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).)
[0080.57] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.)
[0080.57] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.)
[0080.57] Log: ApexDestructionMaxFracturesProcessedPerFrame = -1 (Lets the user throttle the number of fractures processed per frame (per scene) due to destruction, as this can be quite costly. The default is 0xffffffff (unlimited).)
[0080.57] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.)
[0080.57] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.)
[0080.57] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.)
[0080.57] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).)
[0080.57] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).)
[0080.57] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.)
[0080.57] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.)
[0080.57] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.)
[0080.57] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.)
[0080.57] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.)
[0080.57] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.)
[0080.57] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.)
[0080.57] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.)
[0080.57] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.)
[0080.57] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.)
[0080.57] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.)
[0080.57] Log: Listing all sound classes.
[0080.57] Log: Class 'Item' has 30 resident sounds taking 3539.61 kb, and 1 real time sounds taking 8.89 kb
[0080.57] Log: Class 'Vehicle' has 40 resident sounds taking 12361.89 kb, and 2 real time sounds taking 91.22 kb
[0080.57] Log: Class 'Weapon' has 276 resident sounds taking 74098.84 kb, and 6 real time sounds taking 444.36 kb
[0080.57] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb
[0080.57] Log: Class 'SFX' has 83 resident sounds taking 26789.91 kb, and 11 real time sounds taking 837.83 kb
[0080.57] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb
[0080.57] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb
[0080.57] Log: Class 'Announcer_UI' has 14 resident sounds taking 1565.92 kb
[0080.57] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 23 real time sounds taking 47214.76 kb
[0080.57] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb
[0080.57] Log: Class 'Ambient' has 36 resident sounds taking 15229.44 kb, and 23 real time sounds taking 2969.96 kb
[0080.57] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb
[0080.57] Log: Class 'Cinematic' has 7 resident sounds taking 2997.13 kb, and 5 real time sounds taking 570.38 kb
[0080.57] Log: Class 'WeaponMortarIncoming' has 12 resident sounds taking 2622.18 kb, and 4 real time sounds taking 114.88 kb
[0080.57] Log: Class 'MovieEffects' has 0 resident sounds taking 0.00 kb, and 2 real time sounds taking 336.30 kb
[0080.57] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb
[0080.57] Log: Class 'UnGrouped' has 633 resident sounds taking 99588.12 kb, and 110 real time sounds taking 2566.46 kb
[0080.57] Log: 1616 total sounds in 17 classes
[0080.57] ScriptLog: Rx_HUD::Jukebox SystemSettingsHandler.bAutostartMusic:'True'
[0080.58] Warning: Warning, Failed to load 'Font None.Arial': Failed to find object 'Font None.Arial'
[0080.58] ScriptWarning: Accessed array 'Rx_GFxHud_0.WeaponMC' out of bounds (0/0)
Rx_GFxHud Transient.Rx_GFxHud_0
Function RenX_Game.Rx_GFxHud:UpdateWeaponGFx:0147
[0080.59] Error: StopLocalVoiceProcessing: Ignoring stop request for non-owning user
[0080.59] ScriptLog: PositionModX : 0.0000
[0080.59] ScriptLog: PositionModY : 173.3721
[0080.59] ScriptWarning: Accessed None 'GRI'
Rx_Controller CNC-Eyes.TheWorld:PersistentLevel.Rx_Controller_1
Function RenX_Game.Rx_Controller:UpdateDiscordPresence:0060
[0080.59] ScriptWarning: Accessed None 'GRI'
Rx_Controller CNC-Eyes.TheWorld:PersistentLevel.Rx_Controller_1
Function RenX_Game.Rx_Controller:UpdateDiscordPresence:00D2
[0080.59] ScriptWarning: Accessed None 'GRI'
Rx_Controller CNC-Eyes.TheWorld:PersistentLevel.Rx_Controller_1
Function RenX_Game.Rx_Controller:UpdateDiscordPresence:01D2
[0080.59] ScriptWarning: Accessed None 'GRI'
Rx_Controller CNC-Eyes.TheWorld:PersistentLevel.Rx_Controller_1
Function RenX_Game.Rx_Controller:UpdateDiscordPresence:032E
[0080.59] ScriptWarning: Accessed None 'GRI'
Rx_Controller CNC-Eyes.TheWorld:PersistentLevel.Rx_Controller_1
Function RenX_Game.Rx_Controller:UpdateDiscordPresence:0060
[0080.59] ScriptWarning: Accessed None 'GRI'
Rx_Controller CNC-Eyes.TheWorld:PersistentLevel.Rx_Controller_1
Function RenX_Game.Rx_Controller:UpdateDiscordPresence:00D2
[0080.59] ScriptWarning: Accessed None 'GRI'
Rx_Controller CNC-Eyes.TheWorld:PersistentLevel.Rx_Controller_1
Function RenX_Game.Rx_Controller:UpdateDiscordPresence:01D2
[0080.59] ScriptWarning: Accessed None 'GRI'
Rx_Controller CNC-Eyes.TheWorld:PersistentLevel.Rx_Controller_1
Function RenX_Game.Rx_Controller:UpdateDiscordPresence:032E
[0080.59] ScriptWarning: Accessed None 'GRI'
Rx_Controller CNC-Eyes.TheWorld:PersistentLevel.Rx_Controller_1
Function RenX_Game.Rx_Controller:UpdateDiscordPresence:0060
[0080.59] ScriptWarning: Accessed None 'GRI'
Rx_Controller CNC-Eyes.TheWorld:PersistentLevel.Rx_Controller_1
Function RenX_Game.Rx_Controller:UpdateDiscordPresence:00D2
[0080.59] ScriptWarning: Accessed None 'GRI'
Rx_Controller CNC-Eyes.TheWorld:PersistentLevel.Rx_Controller_1
Function RenX_Game.Rx_Controller:UpdateDiscordPresence:01D2
[0080.59] ScriptWarning: Accessed None 'GRI'
Rx_Controller CNC-Eyes.TheWorld:PersistentLevel.Rx_Controller_1
Function RenX_Game.Rx_Controller:UpdateDiscordPresence:032E
[0080.60] ScriptWarning: Accessed None 'TopHalfAnimSlot'
Rx_Pawn CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_13
Function RenX_Game.Rx_Pawn:ReplicatedEvent:0135
[0080.60] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_0
Function RenX_Game.Rx_Pawn_SBH:Stealthed.BeginState:00A5
[0080.60] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_1
Function RenX_Game.Rx_Pawn_SBH:Stealthed.BeginState:00A5
[0080.60] ScriptWarning: Accessed None 'Game'
Rx_GRI CNC-Eyes.TheWorld:PersistentLevel.Rx_GRI_1
Function RenX_Game.Rx_GRI:PostBeginPlay:00BB
[0080.60] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo
[0080.60] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo
[0080.60] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo
[0080.60] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour
[0080.60] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour
[0080.60] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour
[0080.61] Warning: GetSocketWorldLocationAndRotation : Could not find SkeletalMesh (SkeletalMesh == NULL :-( )
[0080.61] Warning: GetSocketWorldLocationAndRotation : Could not find SkeletalMesh (SkeletalMesh == NULL :-( )
[0080.61] Warning: GetSocketWorldLocationAndRotation : Could not find SkeletalMesh (SkeletalMesh == NULL :-( )
[0080.61] Warning: GetSocketWorldLocationAndRotation : Could not find SkeletalMesh (SkeletalMesh == NULL :-( )
[0080.61] Warning: GetSocketWorldLocationAndRotation : Could not find SkeletalMesh (SkeletalMesh == NULL :-( )
[0080.61] ScriptWarning: Accessed None 'BuildingInternals'
Rx_SentinelWeapon_Obelisk CNC-Eyes.TheWorld:PersistentLevel.Rx_SentinelWeapon_Obelisk_0
Function RenX_Game.Rx_SentinelWeapon_Obelisk:ClientInitializeFor:005C
[0080.61] ScriptWarning: Accessed None
Rx_SentinelWeapon_Obelisk CNC-Eyes.TheWorld:PersistentLevel.Rx_SentinelWeapon_Obelisk_0
Function RenX_Game.Rx_SentinelWeapon_Obelisk:ClientInitializeFor:0070
[0080.61] ScriptWarning: Accessed None 'BuildingInternals'
Rx_SentinelWeapon_Obelisk CNC-Eyes.TheWorld:PersistentLevel.Rx_SentinelWeapon_Obelisk_0
Function RenX_Game.Rx_SentinelWeapon_Obelisk:ClientInitializeFor:00AE
[0080.61] ScriptWarning: Accessed None 'NewBase'
Rx_SentinelWeaponComponent_MuzzleFlash CNC-Eyes.TheWorld:PersistentLevel.Rx_SentinelWeapon_Obelisk_0.Rx_SentinelWeaponComponent_MuzzleFlash_10
Function RenX_Game.Rx_SentinelWeaponComponent_MuzzleFlash:Initialize:000A
[0080.61] ScriptWarning: Accessed None 'NewBase'
Rx_SentinelWeaponComponent_MuzzleFlash CNC-Eyes.TheWorld:PersistentLevel.Rx_SentinelWeapon_Obelisk_0.Rx_SentinelWeaponComponent_MuzzleFlash_11
Function RenX_Game.Rx_SentinelWeaponComponent_MuzzleFlash:Initialize:000A
[0080.61] Log: WARNING: Cooking Convex For Actor: CNC-Eyes.TheWorld:PersistentLevel.Rx_BuildingAttachment_BeaconPedestal_0 Component: StaticMeshComponent_23 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.
[0080.62] ScriptLog: CLIENT - PlayDestructionAnimation() refused - no animation found!
[0080.62] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Eyes.TheWorld:PersistentLevel.Rx_Building_Barracks_Internals_0.SkeletalMeshComponent_196 RX_BU_Barracks.Mesh.SK_BU_GDI_BAR 1 0 1 0
[0080.62] PerfWarning: bClothUseCompartment not set, no HW acceleration. SkeletalMeshComponent: SkeletalMeshComponent_196, SkeletalMesh: SK_BU_GDI_BAR
[0080.63] ScriptLog: CLIENT - PlayDestructionAnimation() refused - no animation found!
[0080.63] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_18
[0080.63] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_17
[0080.63] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_0
[0080.63] ScriptLog: CLIENT - PlayDestructionAnimation() refused - no animation found!
[0080.63] Log: WARNING: Cooking Convex For Actor: CNC-Eyes.TheWorld:PersistentLevel.Rx_CratePickup_6 Component: StaticMeshComponent_54 StaticMesh: RX_Deco_Containers.Meshes.SM_Crate_Wooden (Scale: 0.500000 0.500000 0.500000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects.
[0080.63] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0080.63] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0080.63] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0080.63] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0080.63] ScriptLog: CLIENT - PlayDestructionAnimation() refused - no animation found!
[0080.63] ScriptWarning: Accessed None 'Planter'
Rx_Weapon_DeployedATMine CNC-Eyes.TheWorld:PersistentLevel.Rx_Weapon_DeployedATMine_0
Function RenX_Game.Rx_Weapon_DeployedATMine:PostBeginPlay:0042
[0080.63] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Eyes.TheWorld:PersistentLevel.Rx_Building_Silo_Internals_0.SkeletalMeshComponent_219 RX_BU_Silo.Meshes.SK_BU_Silo 1 0 1 0
[0080.63] PerfWarning: bClothUseCompartment not set, no HW acceleration. SkeletalMeshComponent: SkeletalMeshComponent_219, SkeletalMesh: SK_BU_Silo
[0080.63] ScriptLog: BUILDING ERROR: No Trace2d_X sockets exist in Rx_Building_Silo_Internals_0
[0080.64] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0080.64] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0080.64] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0080.64] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0080.64] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0080.64] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0080.64] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0080.64] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0080.64] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0080.64] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0080.64] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0080.64] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0080.64] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0080.64] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0080.64] ScriptLog: CLIENT - PlayDestructionAnimation() refused - no animation found!
[0080.64] ScriptWarning: Accessed None 'Planter'
Rx_Weapon_DeployedATMine CNC-Eyes.TheWorld:PersistentLevel.Rx_Weapon_DeployedATMine_1
Function RenX_Game.Rx_Weapon_DeployedATMine:PostBeginPlay:0042
[0080.65] ScriptLog: BUILDING ERROR: No Trace2d_X sockets exist in Rx_Building_RepairFacility_GDI_Internals_0
[0080.65] ScriptLog: BUILDING ERROR: No Trace2d_X sockets exist in Rx_Building_RepairFacility_Nod_Internals_0
[0080.65] ScriptWarning: Accessed None 'Planter'
Rx_Weapon_DeployedATMine CNC-Eyes.TheWorld:PersistentLevel.Rx_Weapon_DeployedATMine_2
Function RenX_Game.Rx_Weapon_DeployedATMine:PostBeginPlay:0042
[0080.65] ScriptWarning: Accessed None 'Planter'
Rx_Weapon_DeployedATMine CNC-Eyes.TheWorld:PersistentLevel.Rx_Weapon_DeployedATMine_3
Function RenX_Game.Rx_Weapon_DeployedATMine:PostBeginPlay:0042
[0080.65] ScriptWarning: Accessed None 'Planter'
Rx_Weapon_DeployedATMine CNC-Eyes.TheWorld:PersistentLevel.Rx_Weapon_DeployedATMine_4
Function RenX_Game.Rx_Weapon_DeployedATMine:PostBeginPlay:0042
[0080.65] ScriptWarning: Accessed None 'Planter'
Rx_Weapon_DeployedATMine CNC-Eyes.TheWorld:PersistentLevel.Rx_Weapon_DeployedATMine_5
Function RenX_Game.Rx_Weapon_DeployedATMine:PostBeginPlay:0042
[0080.65] ScriptWarning: Accessed None 'Planter'
Rx_Weapon_DeployedATMine CNC-Eyes.TheWorld:PersistentLevel.Rx_Weapon_DeployedATMine_6
Function RenX_Game.Rx_Weapon_DeployedATMine:PostBeginPlay:0042
[0080.65] ScriptWarning: Accessed None 'Planter'
Rx_Weapon_DeployedATMine CNC-Eyes.TheWorld:PersistentLevel.Rx_Weapon_DeployedATMine_7
Function RenX_Game.Rx_Weapon_DeployedATMine:PostBeginPlay:0042
[0080.65] ScriptWarning: Accessed None 'Planter'
Rx_Weapon_DeployedATMine CNC-Eyes.TheWorld:PersistentLevel.Rx_Weapon_DeployedATMine_8
Function RenX_Game.Rx_Weapon_DeployedATMine:PostBeginPlay:0042
[0080.65] ScriptWarning: Accessed None 'Planter'
Rx_Weapon_DeployedATMine CNC-Eyes.TheWorld:PersistentLevel.Rx_Weapon_DeployedATMine_9
Function RenX_Game.Rx_Weapon_DeployedATMine:PostBeginPlay:0042
[0080.65] ScriptWarning: Accessed None 'Planter'
Rx_Weapon_DeployedATMine CNC-Eyes.TheWorld:PersistentLevel.Rx_Weapon_DeployedATMine_10
Function RenX_Game.Rx_Weapon_DeployedATMine:PostBeginPlay:0042
[0080.65] ScriptWarning: Accessed None 'Planter'
Rx_Weapon_DeployedATMine CNC-Eyes.TheWorld:PersistentLevel.Rx_Weapon_DeployedATMine_11
Function RenX_Game.Rx_Weapon_DeployedATMine:PostBeginPlay:0042
[0080.65] ScriptWarning: Accessed None 'Planter'
Rx_Weapon_DeployedATMine CNC-Eyes.TheWorld:PersistentLevel.Rx_Weapon_DeployedATMine_12
Function RenX_Game.Rx_Weapon_DeployedATMine:PostBeginPlay:0042
[0080.65] ScriptWarning: Accessed None 'Planter'
Rx_Weapon_DeployedATMine CNC-Eyes.TheWorld:PersistentLevel.Rx_Weapon_DeployedATMine_13
Function RenX_Game.Rx_Weapon_DeployedATMine:PostBeginPlay:0042
[0080.65] ScriptLog: CLIENT - PlayDestructionAnimation() refused - no animation found!
[0080.66] ScriptLog: CLIENT - PlayDestructionAnimation() refused - no animation found!
[0080.66] ScriptWarning: Accessed None 'Planter'
Rx_Weapon_DeployedATMine CNC-Eyes.TheWorld:PersistentLevel.Rx_Weapon_DeployedATMine_14
Function RenX_Game.Rx_Weapon_DeployedATMine:PostBeginPlay:0042
[0080.66] ScriptWarning: Accessed None 'Planter'
Rx_Weapon_DeployedATMine CNC-Eyes.TheWorld:PersistentLevel.Rx_Weapon_DeployedATMine_15
Function RenX_Game.Rx_Weapon_DeployedATMine:PostBeginPlay:0042
[0080.67] ScriptWarning: Accessed None 'Planter'
Rx_Weapon_DeployedATMine CNC-Eyes.TheWorld:PersistentLevel.Rx_Weapon_DeployedATMine_16
Function RenX_Game.Rx_Weapon_DeployedATMine:PostBeginPlay:0042
[0080.67] ScriptWarning: Accessed None 'Planter'
Rx_Weapon_DeployedATMine CNC-Eyes.TheWorld:PersistentLevel.Rx_Weapon_DeployedATMine_17
Function RenX_Game.Rx_Weapon_DeployedATMine:PostBeginPlay:0042
[0080.67] ScriptWarning: Accessed None 'Planter'
Rx_Weapon_DeployedATMine CNC-Eyes.TheWorld:PersistentLevel.Rx_Weapon_DeployedATMine_18
Function RenX_Game.Rx_Weapon_DeployedATMine:PostBeginPlay:0042
[0080.67] ScriptWarning: Accessed None 'Planter'
Rx_Weapon_DeployedATMine CNC-Eyes.TheWorld:PersistentLevel.Rx_Weapon_DeployedATMine_19
Function RenX_Game.Rx_Weapon_DeployedATMine:PostBeginPlay:0042
[0080.67] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0080.67] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0080.67] ScriptWarning: Accessed array 'Default__Rx_FamilyInfo_GDI_Hotwire.Materials' out of bounds (1/1)
Rx_FamilyInfo_GDI_Hotwire RenX_Game.Default__Rx_FamilyInfo_GDI_Hotwire
Function UTGame.UTFamilyInfo:GetTeamMaterials:00AE
[0080.67] ScriptWarning: Accessed array 'Default__Rx_FamilyInfo_GDI_Engineer.Materials' out of bounds (1/1)
Rx_FamilyInfo_GDI_Engineer RenX_Game.Default__Rx_FamilyInfo_GDI_Engineer
Function UTGame.UTFamilyInfo:GetTeamMaterials:00AE
[0080.69] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_0
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036
[0080.69] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_0
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C
[0080.69] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_0
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036
[0080.69] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_0
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C
[0080.69] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_1
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036
[0080.69] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_1
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C
[0080.69] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_1
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036
[0080.69] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_1
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C
[0080.69] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0080.69] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0080.69] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0080.69] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0080.69] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0080.69] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0080.99] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Eyes.TheWorld:PersistentLevel.Rx_Building_Silo_Internals_0.SkeletalMeshComponent_219 RX_BU_Silo.Meshes.SK_BU_Silo 1 0 1 0
[0081.00] ScriptWarning: Accessed None 'Teams'
Rx_GFxGameinfoHud Transient.Rx_GFxGameinfoHud_0
Function RenX_Game.Rx_GFxGameinfoHud:UpdateScoreboardCommon:00B0
[0081.00] ScriptWarning: Accessed None 'Teams'
Rx_GFxGameinfoHud Transient.Rx_GFxGameinfoHud_0
Function RenX_Game.Rx_GFxGameinfoHud:UpdateScoreboardCommon:020A
[0081.46] Log: --- LOADING MOVIE TIME: 11.5 sec ---
[0081.47] ScriptWarning: Accessed array 'Default__Rx_FamilyInfo_GDI_Engineer.Materials' out of bounds (1/1)
Rx_FamilyInfo_GDI_Engineer RenX_Game.Default__Rx_FamilyInfo_GDI_Engineer
Function UTGame.UTFamilyInfo:GetTeamMaterials:00AE
[0081.50] Log: WARNING: Cooking Convex For Actor: CNC-Eyes.TheWorld:PersistentLevel.Rx_BuildingAttachment_AirElevator_0 Component: StaticMeshComponent_198 StaticMesh: RX_BU_AirStrip.Mesh.SM_BU_AirTower_Elevator (Scale: 1.000000 1.000000 1.000000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects.
[0081.53] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0081.53] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0081.54] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0081.54] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0081.55] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0081.55] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0081.57] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_0
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036
[0081.57] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_0
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C
[0081.57] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_0
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036
[0081.57] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_0
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C
[0081.57] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_0
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036
[0081.57] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_0
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C
[0081.57] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_0
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036
[0081.57] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_0
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C
[0081.57] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_1
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036
[0081.57] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_1
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C
[0081.57] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_1
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036
[0081.57] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_1
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C
[0081.57] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_1
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036
[0081.57] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_1
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C
[0081.57] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_1
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036
[0081.57] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_1
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C
[0081.57] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0081.57] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0081.57] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0081.57] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0081.57] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0081.57] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0081.62] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_0
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036
[0081.62] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_0
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C
[0081.62] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_1
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036
[0081.62] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_1
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C
[0081.85] ScriptLog: anim started
[0081.85] ScriptLog: anim started
[0081.85] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_0
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036
[0081.85] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_0
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C
[0081.85] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_0
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036
[0081.85] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_0
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C
[0081.85] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_0
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036
[0081.85] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_0
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C
[0081.85] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_1
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036
[0081.85] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_1
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C
[0081.85] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_1
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036
[0081.85] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_1
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C
[0081.85] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_1
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036
[0081.85] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_1
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionMultiplier
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionContrast
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalSecondaryParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalSecondaryParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalSecondaryParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalSecondaryParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalSecondaryParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalSecondaryParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalSecondaryParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalSecondaryParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalSecondaryParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalSecondaryParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalSecondaryParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalSecondaryParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalSecondaryParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalSecondaryParticleValue
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: AddTranslucent_Bias
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: AddTranslucent_Bias
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Effect_Multiplier
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Stealth_Effect_Multiplier
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Visibility_Multiplier
[0081.85] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Stealth_Visibility_Multiplier
[0081.93] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_0
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036
[0081.93] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_0
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C
[0081.93] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_1
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036
[0081.94] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_1
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C
[0082.02] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_0
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036
[0082.02] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_0
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C
[0082.02] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_1
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036
[0082.02] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_1
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C
[0082.12] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_0
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036
[0082.12] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_0
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C
[0082.12] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_1
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036
[0082.12] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_1
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C
[0082.21] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_0
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036
[0082.21] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_0
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C
[0082.21] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_1
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036
[0082.21] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_1
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C
[0082.31] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_0
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036
[0082.31] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_0
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C
[0082.31] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_1
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036
[0082.31] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_1
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C
[0082.40] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_0
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036
[0082.40] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_0
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C
[0082.40] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_1
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036
[0082.40] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_1
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C
[0082.50] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_0
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036
[0082.50] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_0
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C
[0082.50] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_1
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036
[0082.50] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_1
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C
[0082.59] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_0
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036
[0082.59] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_0
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C
[0082.59] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_1
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036
[0082.59] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_1
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C
[0082.69] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_0
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036
[0082.69] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_0
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C
[0082.69] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_1
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036
[0082.69] ScriptWarning: Accessed None 'LocalPC'
Rx_Pawn_SBH CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_SBH_1
Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C
[0082.71] ScriptWarning: Accessed None 'CrystalGlowMIC'
Rx_SentinelWeapon_Obelisk CNC-Eyes.TheWorld:PersistentLevel.Rx_SentinelWeapon_Obelisk_0
Function RenX_Game.Rx_SentinelWeapon_Obelisk:crystalChargingGlow:000A
[0082.71] ScriptWarning: Accessed None 'CrystalGlowMIC'
Rx_SentinelWeapon_Obelisk CNC-Eyes.TheWorld:PersistentLevel.Rx_SentinelWeapon_Obelisk_0
Function RenX_Game.Rx_SentinelWeapon_Obelisk:crystalChargingGlow:005C
[0082.78] Warning: Failed to find function GotoStealthed for timer in actor Rx_Pawn_SBH_0
[0082.78] Warning: Failed to find function GotoStealthed for timer in actor Rx_Pawn_SBH_1
[0085.87] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_7
[0086.95] ScriptWarning: Accessed None 'Canvas'
Rx_HUD CNC-Eyes.TheWorld:PersistentLevel.Rx_HUD_1
Function RenX_Game.Rx_HUD:HandleSetShowScores:0089
[0086.95] ScriptWarning: Accessed None 'Canvas'
Rx_HUD CNC-Eyes.TheWorld:PersistentLevel.Rx_HUD_1
Function RenX_Game.Rx_HUD:HandleSetShowScores:00A9
[0090.33] ScriptLog: Sending server auth retry request
[0096.44] ScriptWarning: Accessed None 'RepairStartAC'
Rx_Building_RepairFacility_GDI_Internals CNC-Eyes.TheWorld:PersistentLevel.Rx_Building_RepairFacility_GDI_Internals_0
Function RenX_Game.Rx_Building_RepairFacility_Internals:PlaySpinup1:00C6
[0098.16] ScriptWarning: Accessed None 'RepairStopAC'
Rx_Building_RepairFacility_GDI_Internals CNC-Eyes.TheWorld:PersistentLevel.Rx_Building_RepairFacility_GDI_Internals_0
Function RenX_Game.Rx_Building_RepairFacility_Internals:PlaySpindown1:004A
[0098.16] ScriptWarning: Accessed None 'RepairStartAC'
Rx_Building_RepairFacility_GDI_Internals CNC-Eyes.TheWorld:PersistentLevel.Rx_Building_RepairFacility_GDI_Internals_0
Function RenX_Game.Rx_Building_RepairFacility_Internals:PlaySpindown1:0069
[0100.34] ScriptLog: Sending server auth retry request
[0104.95] ScriptLog: anim started
[0105.68] Log: WARNING: Cooking Convex For Actor: CNC-Eyes.TheWorld:PersistentLevel.Rx_Pickup_Ammo_0 Component: StaticMeshComponent_221 StaticMesh: Rx_Pickups.Ammo.SM_Ammo_Medium (Scale: 1.000000 1.000000 1.000000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects.
[0107.37] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_1
[0109.23] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_3
[0110.34] ScriptLog: Server authentication failed after 3 tries
[0134.69] ScriptLog: CLIENT - PlayDestructionAnimation() refused - no animation found!
[0154.57] ScriptLog: CLIENT - PlayDestructionAnimation() refused - no animation found!
[0165.03] ScriptLog: Scoreboard : Creating vote list...
[0165.07] ScriptWarning: WARN: Map not registered yet: Eyes
Rx_GFxUIScoreboard Transient.Rx_GFxUIScoreboard_0
Function RenX_Game.Rx_GFxUIScoreboard:GetMapFriendlyName:01D9
[0201.35] NetComeGo: Close TcpNetDriver_0 TcpipConnection_0 94.130.32.71:7990 08/15/23 00:37:43
[0201.35] ScriptLog: LocalPlayer::StaticOnServerConnectionClose: Couldn't find local client auth session
[0201.35] ScriptLog: LocalPlayer::StaticOnServerConnectionClose: Couldn't find server auth session
[0201.35] Exit: TcpNetDriver_0 shut down
[0201.35] Init: WinSock: Socket queue 32768 / 32768
[0208.44] Log: LoadMap: 94.130.32.71:7990/CNC-Whiteout?Name=tiga05?Team=255?game=RenX_Game.Rx_Game
[0208.44] Log: --- LOADING MOVIE START ---
[0208.54] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate()
OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0
Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE
[0208.55] ScriptWarning: Accessed None 'Game'
Rx_Controller CNC-Eyes.TheWorld:PersistentLevel.Rx_Controller_1
Function RenX_Game.Rx_Controller:ClearOnlineDelegates:003F
[0208.55] ScriptWarning: Accessed None
Rx_Controller CNC-Eyes.TheWorld:PersistentLevel.Rx_Controller_1
Function RenX_Game.Rx_Controller:ClearOnlineDelegates:0053
[0208.55] ScriptWarning: Accessed None 'Game'
Rx_Controller CNC-Eyes.TheWorld:PersistentLevel.Rx_Controller_1
Function RenX_Game.Rx_Controller:ClearOnlineDelegates:00A7
[0208.55] ScriptWarning: Accessed None
Rx_Controller CNC-Eyes.TheWorld:PersistentLevel.Rx_Controller_1
Function RenX_Game.Rx_Controller:ClearOnlineDelegates:00BB
[0208.55] Log: AActor::AttachComponent: Trying to attach 'RX_CH_Arms.Mesh.SK_Arms_Nod_Default' to 'No_Detailed_Info_Specified' which IsPendingKill. Aborting CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_0 CNC-Eyes.TheWorld:PersistentLevel.Rx_Pawn_0.UDKSkeletalMeshComponent_4
[0208.60] ScriptLog: LocalPlayer::StaticOnServerConnectionClose: Couldn't find local client auth session
[0208.60] ScriptLog: LocalPlayer::StaticOnServerConnectionClose: Couldn't find server auth session
[0212.75] Log: Primary PhysX scene will be in software.
[0212.75] Log: Creating Primary PhysX Scene.
[0212.81] Log: Bringing World CNC-Whiteout.TheWorld up for play (1429) at 2023.08.15-00.37.55
[0212.82] Log: Bringing up level for play took: 0.130490
[0212.82] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0212.82] Warning: Warning, Failed to find object 'Class None.'
[0212.82] Log: PlayerController class for the pending level is PlayerController
[0212.82] Log: ########### Finished loading level: 4.382981 seconds
[0212.88] ScriptWarning: Accessed None 'myHUD'
PlayerController CNC-Whiteout.TheWorld:PersistentLevel.PlayerController_1
Function Engine.PlayerController:AdjustHUDRenderSize:000D
[0212.88] ScriptWarning: Accessed None 'myHUD'
PlayerController CNC-Whiteout.TheWorld:PersistentLevel.PlayerController_1
Function Engine.PlayerController:AdjustHUDRenderSize:006F
[0212.88] ScriptWarning: Accessed None 'myHUD'
PlayerController CNC-Whiteout.TheWorld:PersistentLevel.PlayerController_1
Function Engine.PlayerController:AdjustHUDRenderSize:000D
[0212.88] ScriptWarning: Accessed None 'myHUD'
PlayerController CNC-Whiteout.TheWorld:PersistentLevel.PlayerController_1
Function Engine.PlayerController:AdjustHUDRenderSize:006F
[0212.96] Log: --- LOADING MOVIE TIME: 4.51 sec ---
[0212.99] Log: Current scalability system settings:
[0212.99] Log: StaticDecals = FALSE (Whether to allow static decals.)
[0212.99] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.)
[0212.99] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.)
[0212.99] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.)
[0212.99] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.)
[0212.99] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.)
[0212.99] Log: MotionBlur = TRUE (Whether to allow motion blur.)
[0212.99] Log: DepthOfField = TRUE (Whether to allow depth of field.)
[0212.99] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.)
[0212.99] Log: Bloom = TRUE (Whether to allow bloom.)
[0212.99] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.)
[0212.99] Log: Distortion = TRUE (Whether to allow distortion.)
[0212.99] Log: DropParticleDistortion = TRUE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.)
[0212.99] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.)
[0212.99] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.)
[0212.99] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.)
[0212.99] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.)
[0212.99] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.)
[0212.99] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.)
[0212.99] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.)
[0212.99] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.)
[0212.99] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.)
[0212.99] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).)
[0212.99] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.)
[0212.99] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.)
[0212.99] Log: bAllowD3D9MSAA = TRUE (UKNOWN)
[0212.99] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.)
[0212.99] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.)
[0212.99] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.)
[0212.99] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.)
[0212.99] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.)
[0212.99] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.)
[0212.99] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.)
[0212.99] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.)
[0212.99] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.)
[0212.99] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.)
[0212.99] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.)
[0212.99] Log: Current preference system settings:
[0212.99] Log: UseVsync = FALSE (Whether to use VSync or not.)
[0212.99] Log: Fullscreen = TRUE (Fullscreen.)
[0212.99] Log: ResX = 3440 (Screen X resolution.)
[0212.99] Log: ResY = 1440 (Screen Y resolution.)
[0212.99] Log: Current debug system settings:
[0212.99] Log: DynamicLights = TRUE (Whether to allow dynamic lights.)
[0212.99] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.)
[0212.99] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.)
[0212.99] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.)
[0212.99] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.)
[0212.99] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.)
[0212.99] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.)
[0212.99] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.)
[0212.99] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.)
[0212.99] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.)
[0212.99] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.)
[0212.99] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.)
[0212.99] Log: ParticleLODBias = 0 (LOD bias for particle systems.)
[0212.99] Log: MaxMultiSamples = 8 (The maximum number of MSAA samples to use.)
[0212.99] Log: bAllowTemporalAA = FALSE (UKNOWN)
[0212.99] Log: TemporalAA_MinDepth = 500 (UKNOWN)
[0212.99] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN)
[0212.99] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.)
[0212.99] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.)
[0212.99] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.)
[0212.99] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.)
[0212.99] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.)
[0212.99] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.)
[0212.99] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.)
[0212.99] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.)
[0212.99] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.)
[0212.99] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.)
[0212.99] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.)
[0212.99] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.)
[0212.99] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.)
[0212.99] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.)
[0212.99] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.)
[0212.99] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.)
[0212.99] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.)
[0212.99] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.)
[0212.99] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.)
[0212.99] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.)
[0212.99] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.)
[0212.99] Log: Current unknown system settings:
[0212.99] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.)
[0212.99] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.)
[0212.99] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.)
[0212.99] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.)
[0212.99] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.)
[0212.99] Log: FogVolumes = TRUE (Whether to allow fog volumes.)
[0212.99] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.)
[0212.99] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.)
[0212.99] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.)
[0212.99] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.)
[0212.99] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.)
[0212.99] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.)
[0212.99] Log: PreShadowResolutionFactor = 0.5 (UKNOWN)
[0212.99] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.)
[0212.99] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.)
[0212.99] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.)
[0212.99] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.)
[0212.99] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.)
[0212.99] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.)
[0212.99] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.)
[0212.99] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.)
[0212.99] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
[0212.99] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
[0212.99] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
[0212.99] Log: CSMMinimumFOV = 40 (Minimum camera FOV for CSM, this is used to prevent shadow shimmering when animating the FOV lower than the min, for example when zooming.)
[0212.99] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.)
[0212.99] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.)
[0212.99] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.)
[0212.99] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.)
[0212.99] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.)
[0212.99] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1])
[0212.99] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1])
[0212.99] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.)
[0212.99] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.)
[0212.99] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.)
[0212.99] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.)
[0212.99] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE))
[0212.99] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE))
[0212.99] Log: StatFontScaleFactor = 1 (The default stat font scale to use)
[0212.99] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.)
[0212.99] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.)
[0212.99] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.)
[0212.99] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).)
[0212.99] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).)
[0212.99] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.)
[0212.99] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.)
[0212.99] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).)
[0212.99] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).)
[0212.99] Log: MobileTiltShiftTransitionWidth = 0.5 (Width of transition area in the tilt shift effect, where it transitions from full focus to full blur (in percent of the screen height).)
[0212.99] Log: MobileLightShaftScale = 1 (UNKNOWN.)
[0212.99] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.)
[0212.99] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.)
[0212.99] Log: MobileMaxShadowRange = 500 (UNKNOWN.)
[0212.99] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).)
[0212.99] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group)
[0212.99] Log: MobileMinimizeFogShaders = FALSE (Whether to disable generating both fog shader permutations on mobile. When TRUE, it decreases load times but increases GPU cost for materials/levels with fog enabled)
[0212.99] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.)
[0212.99] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.)
[0212.99] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).)
[0212.99] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.)
[0212.99] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.)
[0212.99] Log: ApexDestructionMaxFracturesProcessedPerFrame = -1 (Lets the user throttle the number of fractures processed per frame (per scene) due to destruction, as this can be quite costly. The default is 0xffffffff (unlimited).)
[0212.99] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.)
[0212.99] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.)
[0212.99] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.)
[0212.99] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).)
[0212.99] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).)
[0212.99] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.)
[0212.99] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.)
[0212.99] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.)
[0212.99] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.)
[0212.99] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.)
[0212.99] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.)
[0212.99] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.)
[0212.99] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.)
[0212.99] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.)
[0212.99] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.)
[0212.99] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.)
[0213.00] Log: Listing all sound classes.
[0213.00] Log: Class 'Item' has 30 resident sounds taking 3539.61 kb, and 1 real time sounds taking 8.89 kb
[0213.00] Log: Class 'Vehicle' has 40 resident sounds taking 12361.89 kb, and 2 real time sounds taking 91.22 kb
[0213.00] Log: Class 'Weapon' has 277 resident sounds taking 74445.50 kb, and 6 real time sounds taking 444.36 kb
[0213.00] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb
[0213.00] Log: Class 'SFX' has 83 resident sounds taking 26789.91 kb, and 11 real time sounds taking 837.83 kb
[0213.00] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb
[0213.00] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb
[0213.00] Log: Class 'Announcer_UI' has 14 resident sounds taking 1565.92 kb
[0213.00] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 23 real time sounds taking 47214.76 kb
[0213.00] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb
[0213.00] Log: Class 'Ambient' has 36 resident sounds taking 15229.44 kb, and 25 real time sounds taking 3522.04 kb
[0213.00] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb
[0213.00] Log: Class 'Cinematic' has 7 resident sounds taking 2997.13 kb, and 5 real time sounds taking 570.38 kb
[0213.00] Log: Class 'WeaponMortarIncoming' has 12 resident sounds taking 2622.18 kb, and 4 real time sounds taking 114.88 kb
[0213.00] Log: Class 'MovieEffects' has 0 resident sounds taking 0.00 kb, and 2 real time sounds taking 336.30 kb
[0213.00] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb
[0213.00] Log: Class 'UnGrouped' has 636 resident sounds taking 100248.71 kb, and 111 real time sounds taking 2670.81 kb
[0213.00] Log: 1623 total sounds in 17 classes
[0213.00] ScriptLog: Rx_HUD::Jukebox SystemSettingsHandler.bAutostartMusic:'True'
[0213.00] Warning: Warning, Failed to load 'Font None.Arial': Failed to find object 'Font None.Arial'
[0213.01] ScriptWarning: Accessed array 'Rx_GFxHud_1.WeaponMC' out of bounds (0/0)
Rx_GFxHud Transient.Rx_GFxHud_1
Function RenX_Game.Rx_GFxHud:UpdateWeaponGFx:0147
[0213.01] Error: StopLocalVoiceProcessing: Ignoring stop request for non-owning user
[0213.01] ScriptLog: PositionModX : 0.0000
[0213.01] ScriptLog: PositionModY : 173.3721
[0213.01] ScriptWarning: Accessed None 'GRI'
Rx_Controller CNC-Whiteout.TheWorld:PersistentLevel.Rx_Controller_2
Function RenX_Game.Rx_Controller:UpdateDiscordPresence:0060
[0213.01] ScriptWarning: Accessed None 'GRI'
Rx_Controller CNC-Whiteout.TheWorld:PersistentLevel.Rx_Controller_2
Function RenX_Game.Rx_Controller:UpdateDiscordPresence:00D2
[0213.01] ScriptWarning: Accessed None 'GRI'
Rx_Controller CNC-Whiteout.TheWorld:PersistentLevel.Rx_Controller_2
Function RenX_Game.Rx_Controller:UpdateDiscordPresence:01D2
[0213.01] ScriptWarning: Accessed None 'GRI'
Rx_Controller CNC-Whiteout.TheWorld:PersistentLevel.Rx_Controller_2
Function RenX_Game.Rx_Controller:UpdateDiscordPresence:032E
[0213.01] ScriptWarning: Accessed None 'Game'
Rx_GRI CNC-Whiteout.TheWorld:PersistentLevel.Rx_GRI_2
Function RenX_Game.Rx_GRI:PostBeginPlay:00BB
[0213.01] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo
[0213.01] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo
[0213.01] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo
[0213.01] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour
[0213.01] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour
[0213.01] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour
[0213.01] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Whiteout.TheWorld:PersistentLevel.Rx_Building_CommCentre_Internals_0.SkeletalMeshComponent_1455 RX_BU_CommCentre.Meshes.SK_BU_CommCentre 1 0 1 0
[0213.01] PerfWarning: bClothUseCompartment not set, no HW acceleration. SkeletalMeshComponent: SkeletalMeshComponent_1455, SkeletalMesh: SK_BU_CommCentre
[0213.02] ScriptLog: BUILDING ERROR: No Trace2d_X sockets exist in Rx_Building_CommCentre_Internals_0
[0213.02] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Whiteout.TheWorld:PersistentLevel.Rx_Building_Barracks_Internals_1.SkeletalMeshComponent_1469 RX_BU_Barracks.Mesh.SK_BU_GDI_BAR 1 0 1 0
[0213.02] PerfWarning: bClothUseCompartment not set, no HW acceleration. SkeletalMeshComponent: SkeletalMeshComponent_1469, SkeletalMesh: SK_BU_GDI_BAR
[0213.03] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Whiteout.TheWorld:PersistentLevel.Rx_Building_Silo_Internals_0.SkeletalMeshComponent_1483 RX_BU_Silo.Meshes.SK_BU_Silo 1 0 1 0
[0213.03] PerfWarning: bClothUseCompartment not set, no HW acceleration. SkeletalMeshComponent: SkeletalMeshComponent_1483, SkeletalMesh: SK_BU_Silo
[0213.03] ScriptLog: BUILDING ERROR: No Trace2d_X sockets exist in Rx_Building_Silo_Internals_0
[0213.19] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Whiteout.TheWorld:PersistentLevel.Rx_Building_CommCentre_Internals_0.SkeletalMeshComponent_1455 RX_BU_CommCentre.Meshes.SK_BU_CommCentre 1 0 1 0
[0213.19] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Whiteout.TheWorld:PersistentLevel.Rx_Building_Silo_Internals_0.SkeletalMeshComponent_1483 RX_BU_Silo.Meshes.SK_BU_Silo 1 0 1 0
[0213.19] ScriptWarning: Accessed array 'Rx_GFxGameinfoHud_1.Teams' out of bounds (0/0)
Rx_GFxGameinfoHud Transient.Rx_GFxGameinfoHud_1
Function RenX_Game.Rx_GFxGameinfoHud:UpdateScoreboardCommon:00B0
[0213.19] ScriptWarning: Accessed None 'Teams'
Rx_GFxGameinfoHud Transient.Rx_GFxGameinfoHud_1
Function RenX_Game.Rx_GFxGameinfoHud:UpdateScoreboardCommon:00B0
[0213.19] ScriptWarning: Accessed array 'Rx_GFxGameinfoHud_1.Teams' out of bounds (1/0)
Rx_GFxGameinfoHud Transient.Rx_GFxGameinfoHud_1
Function RenX_Game.Rx_GFxGameinfoHud:UpdateScoreboardCommon:00FB
[0213.19] ScriptWarning: Accessed None 'Teams'
Rx_GFxGameinfoHud Transient.Rx_GFxGameinfoHud_1
Function RenX_Game.Rx_GFxGameinfoHud:UpdateScoreboardCommon:00FB
[0213.19] ScriptWarning: Accessed array 'Rx_GFxGameinfoHud_1.Teams' out of bounds (0/0)
Rx_GFxGameinfoHud Transient.Rx_GFxGameinfoHud_1
Function RenX_Game.Rx_GFxGameinfoHud:UpdateScoreboardCommon:020A
[0213.20] ScriptWarning: Accessed None 'Teams'
Rx_GFxGameinfoHud Transient.Rx_GFxGameinfoHud_1
Function RenX_Game.Rx_GFxGameinfoHud:UpdateScoreboardCommon:020A
[0213.20] ScriptWarning: Accessed array 'Rx_GFxGameinfoHud_1.Teams' out of bounds (1/0)
Rx_GFxGameinfoHud Transient.Rx_GFxGameinfoHud_1
Function RenX_Game.Rx_GFxGameinfoHud:UpdateScoreboardCommon:0256
[0213.20] ScriptWarning: Accessed None 'Teams'
Rx_GFxGameinfoHud Transient.Rx_GFxGameinfoHud_1
Function RenX_Game.Rx_GFxGameinfoHud:UpdateScoreboardCommon:0256
[0213.20] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0213.20] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0213.20] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0213.20] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0213.20] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0213.20] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0213.20] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0213.20] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0213.20] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0213.20] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0213.20] Log: WARNING: Cooking Convex For Actor: CNC-Whiteout.TheWorld:PersistentLevel.Rx_BuildingAttachment_AirElevator_0 Component: StaticMeshComponent_412 StaticMesh: RX_BU_AirStrip.Mesh.SM_BU_AirTower_Elevator (Scale: 1.000000 1.000000 1.000000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects.
[0213.20] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0213.20] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0213.20] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0213.20] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0213.20] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0213.20] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0213.20] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0213.20] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0213.20] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0213.20] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0213.20] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0213.20] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0213.20] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0213.20] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0213.20] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0213.20] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0213.20] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0213.20] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0213.20] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0213.20] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0213.20] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0213.20] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0213.21] ScriptLog: Client has run into a mismatch, resetting building informations....
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionMultiplier
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionContrast
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalSecondaryParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalSecondaryParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalSecondaryParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalSecondaryParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalSecondaryParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalSecondaryParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalSecondaryParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalSecondaryParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalSecondaryParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalSecondaryParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalSecondaryParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalSecondaryParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalSecondaryParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalSecondaryParticleValue
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: AddTranslucent_Bias
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: AddTranslucent_Bias
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Effect_Multiplier
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Stealth_Effect_Multiplier
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Visibility_Multiplier
[0224.74] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Stealth_Visibility_Multiplier
[0350.28] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_12
[0351.92] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_6
[0380.64] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_7
[0380.68] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshPart_125
[0380.68] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshPart_132
[0435.96] ScriptWarning: Accessed None 'Planter'
Rx_Weapon_DeployedATMine CNC-Whiteout.TheWorld:PersistentLevel.Rx_Weapon_DeployedATMine_20
Function RenX_Game.Rx_Weapon_DeployedATMine:PostBeginPlay:0042
[0436.20] ScriptWarning: Failed to find skeletal controller named MissileRotate (Seat 0) for Rx_Vehicle_Orca_0 in AnimTree AT_VH_Orca
Rx_Vehicle_Orca CNC-Whiteout.TheWorld:PersistentLevel.Rx_Vehicle_Orca_0
Function UTGame.UTVehicle:InitializeTurrets:0246
[0438.05] ScriptWarning: Accessed None 'Planter'
Rx_Weapon_DeployedATMine CNC-Whiteout.TheWorld:PersistentLevel.Rx_Weapon_DeployedATMine_21
Function RenX_Game.Rx_Weapon_DeployedATMine:PostBeginPlay:0042
[0465.18] ScriptWarning: Accessed None 'Canvas'
Rx_HUD CNC-Whiteout.TheWorld:PersistentLevel.Rx_HUD_2
Function RenX_Game.Rx_HUD:HandleSetShowScores:0089
[0465.18] ScriptWarning: Accessed None 'Canvas'
Rx_HUD CNC-Whiteout.TheWorld:PersistentLevel.Rx_HUD_2
Function RenX_Game.Rx_HUD:HandleSetShowScores:00A9
[0472.22] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_9
[0472.31] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshPart_137
[0474.68] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_8
[0474.76] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshPart_115
[0475.31] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshPart_110
[0476.10] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshPart_143
[0480.71] ScriptLog:
[0483.45] Log: AActor::SetBase : Bone (VH_Death) not found on Rx_Defence_AATower_2 for UTEmitter_239!
[0494.74] Log: ZELC: Component 'RX_DEF_GunEmplacement.Mesh.SK_DEF_GunEmplacement' with Owner 'No_Detailed_Info_Specified' returned normal with incorrect length (0.000000). ChkActor: Rx_HUD_2 (Rx_HUD CNC-Whiteout.TheWorld:PersistentLevel.Rx_HUD_2)
[0516.07] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called
[0517.57] Log: AActor::SetBase : Bone (VH_Death) not found on Rx_Defence_SAMSite_2 for UTEmitter_1032!
[0518.15] ScriptLog:
[0528.53] ScriptWarning: Accessed None 'Owner'
Rx_Weapon_RemoteC4 CNC-Whiteout.TheWorld:PersistentLevel.Rx_Weapon_RemoteC4_0
Function RenX_Game.Rx_Weapon_RemoteC4:GetWeaponTips:0021
[0528.53] ScriptWarning: Accessed None
Rx_Weapon_RemoteC4 CNC-Whiteout.TheWorld:PersistentLevel.Rx_Weapon_RemoteC4_0
Function RenX_Game.Rx_Weapon_RemoteC4:GetWeaponTips:0035
[0528.53] ScriptWarning: Accessed None 'Owner'
Rx_Weapon_RemoteC4 CNC-Whiteout.TheWorld:PersistentLevel.Rx_Weapon_RemoteC4_0
Function RenX_Game.Rx_Weapon_RemoteC4:GetTipsColor:0022
[0528.53] ScriptWarning: Accessed None
Rx_Weapon_RemoteC4 CNC-Whiteout.TheWorld:PersistentLevel.Rx_Weapon_RemoteC4_0
Function RenX_Game.Rx_Weapon_RemoteC4:GetTipsColor:0036
[0528.53] ScriptWarning: Accessed None 'Owner'
Rx_Weapon_RemoteC4 CNC-Whiteout.TheWorld:PersistentLevel.Rx_Weapon_RemoteC4_0
Function RenX_Game.Rx_Weapon_RemoteC4:GetWeaponSecondaryTips:0022
[0528.53] ScriptWarning: Accessed None
Rx_Weapon_RemoteC4 CNC-Whiteout.TheWorld:PersistentLevel.Rx_Weapon_RemoteC4_0
Function RenX_Game.Rx_Weapon_RemoteC4:GetWeaponSecondaryTips:0036
[0529.37] ScriptLog:
[0582.25] ScriptWarning: Divide by zero
Rx_Defence_GunEmplacement CNC-Whiteout.TheWorld:PersistentLevel.Rx_Defence_GunEmplacement_0
Function UTGame.UTVehicle:DyingVehicle.PlayVehicleExplosionEffect:00F0
[0587.77] ScriptWarning: Failed to find skeletal controller named MissileRotate (Seat 0) for Rx_Vehicle_Orca_1 in AnimTree AT_VH_Orca
Rx_Vehicle_Orca CNC-Whiteout.TheWorld:PersistentLevel.Rx_Vehicle_Orca_1
Function UTGame.UTVehicle:InitializeTurrets:0246
[0589.17] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.'
[0615.53] Warning: Failed to find function GotoStealthed for timer in actor Rx_Pawn_SBH_2
[0675.00] ScriptLog:
[0694.38] ScriptWarning: Divide by zero
Rx_Defence_GunEmplacement CNC-Whiteout.TheWorld:PersistentLevel.Rx_Defence_GunEmplacement_5
Function UTGame.UTVehicle:DyingVehicle.PlayVehicleExplosionEffect:00F0
[0744.24] Warning: Failed to find function GotoStealthed for timer in actor Rx_Pawn_SBH_3
[0757.45] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0757.45] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0757.45] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_10
[0757.45] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[0757.45] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[0757.45] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_11
[0778.11] ScriptLog:
[0808.43] Log: AActor::SetBase : Bone (VH_Death) not found on Rx_Defence_AATower_3 for UTEmitter_1615!
[0849.64] ScriptWarning: Divide by zero
Rx_Defence_GunEmplacement CNC-Whiteout.TheWorld:PersistentLevel.Rx_Defence_GunEmplacement_6
Function UTGame.UTVehicle:DyingVehicle.PlayVehicleExplosionEffect:00F0
[0880.82] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called
[0926.40] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_1
[0932.93] ScriptLog:
[0935.27] ScriptLog: CLIENT - PlayDestructionAnimation() refused - no animation found!
[0943.60] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_2
[0965.99] ScriptLog:
[0970.11] ScriptWarning: Divide by zero
Rx_Defence_GunEmplacement CNC-Whiteout.TheWorld:PersistentLevel.Rx_Defence_GunEmplacement_7
Function UTGame.UTVehicle:DyingVehicle.PlayVehicleExplosionEffect:00F0
[0991.55] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_4
[0992.06] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_5
[0994.36] Log: AActor::SetBase : Bone (VH_Death) not found on Rx_Defence_GuardTower_0 for UTEmitter_2448!
[1002.94] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1002.95] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1002.95] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1002.96] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1002.96] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1002.96] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1002.97] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1002.97] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1002.98] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1002.98] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1002.99] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1002.99] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.00] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.00] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.01] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.01] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.02] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.02] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.03] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.03] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.04] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.04] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.04] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.05] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.05] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.06] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.06] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.07] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.07] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.08] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.08] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.09] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.09] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.10] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.10] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.11] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.11] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.12] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.12] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.13] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.14] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.14] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.14] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.15] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.15] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.16] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.16] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.17] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.17] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.18] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.18] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.19] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.19] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.20] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.20] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.21] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.21] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.21] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.22] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.22] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1003.23] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_104 -> Rx_Building_Barracks_Ramps_0
[1005.02] Log: ZELC: Component 'RX_DEF_GunEmplacement.Mesh.SK_DEF_GunEmplacement' with Owner 'No_Detailed_Info_Specified' returned normal with incorrect length (0.000000). ChkActor: Rx_Pawn_101 (Rx_Pawn CNC-Whiteout.TheWorld:PersistentLevel.Rx_Pawn_101)
[1009.35] ScriptLog: CLIENT - PlayDestructionAnimation() refused - no animation found!
[1014.75] ScriptWarning: Divide by zero
Rx_Defence_GunEmplacement CNC-Whiteout.TheWorld:PersistentLevel.Rx_Defence_GunEmplacement_8
Function UTGame.UTVehicle:DyingVehicle.PlayVehicleExplosionEffect:00F0
[1032.33] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called
[1035.07] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.'
[1036.62] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called
[1043.31] Log: AActor::SetBase : Bone (VH_Death) not found on Rx_Defence_GuardTower_2 for UTEmitter_2476!
[1044.41] ScriptLog: CLIENT - PlayDestructionAnimation() refused - no animation found!
[1051.80] ScriptLog: CLIENT - PlayDestructionAnimation() refused - no animation found!
[1077.39] Log: ZELC: Component 'RX_DEF_GunEmplacement.Mesh.SK_DEF_GunEmplacement' with Owner 'No_Detailed_Info_Specified' returned normal with incorrect length (0.000000). ChkActor: Rx_Vehicle_Apache_Gun_Heroic_401 (Rx_Vehicle_Apache_Gun_Heroic CNC-Whiteout.TheWorld:PersistentLevel.Rx_Vehicle_Apache_Gun_Heroic_401)
[1077.63] Log: ZELC: Component 'RX_DEF_GunEmplacement.Mesh.SK_DEF_GunEmplacement' with Owner 'No_Detailed_Info_Specified' returned normal with incorrect length (0.000000). ChkActor: Rx_Vehicle_Apache_Gun_Heroic_407 (Rx_Vehicle_Apache_Gun_Heroic CNC-Whiteout.TheWorld:PersistentLevel.Rx_Vehicle_Apache_Gun_Heroic_407)
[1077.77] ScriptWarning: Divide by zero
Rx_Defence_GunEmplacement CNC-Whiteout.TheWorld:PersistentLevel.Rx_Defence_GunEmplacement_9
Function UTGame.UTVehicle:DyingVehicle.PlayVehicleExplosionEffect:00F0
[1098.47] ScriptLog: CLIENT - PlayDestructionAnimation() refused - no animation found!
[1108.96] ScriptLog: Scoreboard : Creating vote list...
[1109.00] ScriptWarning: WARN: Map not registered yet: Whiteout
Rx_GFxUIScoreboard Transient.Rx_GFxUIScoreboard_1
Function RenX_Game.Rx_GFxUIScoreboard:GetMapFriendlyName:01D9
[1145.15] NetComeGo: Close TcpNetDriver_1 TcpipConnection_1 94.130.32.71:7990 08/15/23 00:53:27
[1145.15] Exit: TcpNetDriver_1 shut down
[1145.15] Init: WinSock: Socket queue 32768 / 32768
[1151.32] Log: LoadMap: 94.130.32.71:7990/CNC-Canyon?Name=tiga05?Team=255?game=RenX_Game.Rx_Game
[1151.32] Log: --- LOADING MOVIE START ---
[1151.40] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate()
OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0
Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE
[1151.41] ScriptWarning: Accessed None 'Game'
Rx_Controller CNC-Whiteout.TheWorld:PersistentLevel.Rx_Controller_2
Function RenX_Game.Rx_Controller:ClearOnlineDelegates:003F
[1151.41] ScriptWarning: Accessed None
Rx_Controller CNC-Whiteout.TheWorld:PersistentLevel.Rx_Controller_2
Function RenX_Game.Rx_Controller:ClearOnlineDelegates:0053
[1151.41] ScriptWarning: Accessed None 'Game'
Rx_Controller CNC-Whiteout.TheWorld:PersistentLevel.Rx_Controller_2
Function RenX_Game.Rx_Controller:ClearOnlineDelegates:00A7
[1151.41] ScriptWarning: Accessed None
Rx_Controller CNC-Whiteout.TheWorld:PersistentLevel.Rx_Controller_2
Function RenX_Game.Rx_Controller:ClearOnlineDelegates:00BB
[1151.41] Log: AActor::AttachComponent: Trying to attach 'RX_CH_Arms.Mesh.SK_Arms_Nod_Default' to 'No_Detailed_Info_Specified' which IsPendingKill. Aborting CNC-Whiteout.TheWorld:PersistentLevel.Rx_Pawn_101 CNC-Whiteout.TheWorld:PersistentLevel.Rx_Pawn_101.UDKSkeletalMeshComponent_422
[1151.44] ScriptLog: LocalPlayer::StaticOnServerConnectionClose: Couldn't find local client auth session
[1151.44] ScriptLog: LocalPlayer::StaticOnServerConnectionClose: Couldn't find server auth session
[1154.44] Log: Primary PhysX scene will be in software.
[1154.44] Log: Creating Primary PhysX Scene.
[1154.57] Log: Bringing World CNC-Canyon.TheWorld up for play (1429) at 2023.08.15-00.53.36
[1154.58] Log: Bringing up level for play took: 0.259340
[1154.58] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[1154.58] Warning: Warning, Failed to find object 'Class None.'
[1154.58] Log: PlayerController class for the pending level is PlayerController
[1154.58] Log: ########### Finished loading level: 3.259726 seconds
[1154.67] ScriptWarning: Accessed None 'myHUD'
PlayerController CNC-Canyon.TheWorld:PersistentLevel.PlayerController_2
Function Engine.PlayerController:AdjustHUDRenderSize:000D
[1154.67] ScriptWarning: Accessed None 'myHUD'
PlayerController CNC-Canyon.TheWorld:PersistentLevel.PlayerController_2
Function Engine.PlayerController:AdjustHUDRenderSize:006F
[1154.67] ScriptWarning: Accessed None 'myHUD'
PlayerController CNC-Canyon.TheWorld:PersistentLevel.PlayerController_2
Function Engine.PlayerController:AdjustHUDRenderSize:000D
[1154.67] ScriptWarning: Accessed None 'myHUD'
PlayerController CNC-Canyon.TheWorld:PersistentLevel.PlayerController_2
Function Engine.PlayerController:AdjustHUDRenderSize:006F
[1154.74] Log: --- LOADING MOVIE TIME: 3.42 sec ---
[1154.77] Error: (Function UTGame.UTHUDBase:PostBeginPlay:00C3) Cannot use AllNavigationPoints() here - NavigationPointList not set up yet
[1154.77] Log: Current scalability system settings:
[1154.77] Log: StaticDecals = FALSE (Whether to allow static decals.)
[1154.77] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.)
[1154.77] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.)
[1154.77] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.)
[1154.77] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.)
[1154.77] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.)
[1154.77] Log: MotionBlur = TRUE (Whether to allow motion blur.)
[1154.77] Log: DepthOfField = TRUE (Whether to allow depth of field.)
[1154.77] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.)
[1154.77] Log: Bloom = TRUE (Whether to allow bloom.)
[1154.77] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.)
[1154.77] Log: Distortion = TRUE (Whether to allow distortion.)
[1154.77] Log: DropParticleDistortion = TRUE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.)
[1154.77] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.)
[1154.77] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.)
[1154.77] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.)
[1154.77] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.)
[1154.77] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.)
[1154.77] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.)
[1154.77] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.)
[1154.77] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.)
[1154.77] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.)
[1154.77] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).)
[1154.77] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.)
[1154.77] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.)
[1154.77] Log: bAllowD3D9MSAA = TRUE (UKNOWN)
[1154.77] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.)
[1154.77] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.)
[1154.77] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.)
[1154.77] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.)
[1154.77] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.)
[1154.77] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.)
[1154.77] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.)
[1154.77] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.)
[1154.77] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.)
[1154.77] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.)
[1154.77] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.)
[1154.77] Log: Current preference system settings:
[1154.77] Log: UseVsync = FALSE (Whether to use VSync or not.)
[1154.77] Log: Fullscreen = TRUE (Fullscreen.)
[1154.77] Log: ResX = 3440 (Screen X resolution.)
[1154.77] Log: ResY = 1440 (Screen Y resolution.)
[1154.77] Log: Current debug system settings:
[1154.77] Log: DynamicLights = TRUE (Whether to allow dynamic lights.)
[1154.77] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.)
[1154.77] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.)
[1154.77] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.)
[1154.77] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.)
[1154.77] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.)
[1154.77] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.)
[1154.77] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.)
[1154.77] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.)
[1154.77] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.)
[1154.77] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.)
[1154.77] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.)
[1154.77] Log: ParticleLODBias = 0 (LOD bias for particle systems.)
[1154.77] Log: MaxMultiSamples = 8 (The maximum number of MSAA samples to use.)
[1154.77] Log: bAllowTemporalAA = FALSE (UKNOWN)
[1154.77] Log: TemporalAA_MinDepth = 500 (UKNOWN)
[1154.77] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN)
[1154.77] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.)
[1154.77] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.)
[1154.77] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.)
[1154.77] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.)
[1154.77] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.)
[1154.77] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.)
[1154.77] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.)
[1154.77] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.)
[1154.77] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.)
[1154.77] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.)
[1154.77] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.)
[1154.77] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.)
[1154.77] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.)
[1154.77] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.)
[1154.77] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.)
[1154.77] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.)
[1154.77] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.)
[1154.77] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.)
[1154.77] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.)
[1154.77] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.)
[1154.77] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.)
[1154.77] Log: Current unknown system settings:
[1154.77] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.)
[1154.77] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.)
[1154.77] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.)
[1154.77] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.)
[1154.77] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.)
[1154.77] Log: FogVolumes = TRUE (Whether to allow fog volumes.)
[1154.77] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.)
[1154.77] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.)
[1154.77] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.)
[1154.77] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.)
[1154.77] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.)
[1154.77] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.)
[1154.77] Log: PreShadowResolutionFactor = 0.5 (UKNOWN)
[1154.77] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.)
[1154.77] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.)
[1154.77] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.)
[1154.77] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.)
[1154.77] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.)
[1154.77] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.)
[1154.77] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.)
[1154.77] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.)
[1154.77] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
[1154.77] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
[1154.77] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
[1154.77] 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.)
[1154.77] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.)
[1154.77] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.)
[1154.77] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.)
[1154.77] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.)
[1154.77] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.)
[1154.77] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1])
[1154.77] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1])
[1154.78] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.)
[1154.78] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.)
[1154.78] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.)
[1154.78] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.)
[1154.78] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE))
[1154.78] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE))
[1154.78] Log: StatFontScaleFactor = 1 (The default stat font scale to use)
[1154.78] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.)
[1154.78] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.)
[1154.78] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.)
[1154.78] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).)
[1154.78] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).)
[1154.78] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.)
[1154.78] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.)
[1154.78] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).)
[1154.78] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).)
[1154.78] Log: MobileTiltShiftTransitionWidth = 0.5 (Width of transition area in the tilt shift effect, where it transitions from full focus to full blur (in percent of the screen height).)
[1154.78] Log: MobileLightShaftScale = 1 (UNKNOWN.)
[1154.78] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.)
[1154.78] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.)
[1154.78] Log: MobileMaxShadowRange = 500 (UNKNOWN.)
[1154.78] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).)
[1154.78] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group)
[1154.78] Log: MobileMinimizeFogShaders = FALSE (Whether to disable generating both fog shader permutations on mobile. When TRUE, it decreases load times but increases GPU cost for materials/levels with fog enabled)
[1154.78] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.)
[1154.78] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.)
[1154.78] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).)
[1154.78] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.)
[1154.78] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.)
[1154.78] Log: ApexDestructionMaxFracturesProcessedPerFrame = -1 (Lets the user throttle the number of fractures processed per frame (per scene) due to destruction, as this can be quite costly. The default is 0xffffffff (unlimited).)
[1154.78] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.)
[1154.78] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.)
[1154.78] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.)
[1154.78] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).)
[1154.78] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).)
[1154.78] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.)
[1154.78] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.)
[1154.78] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.)
[1154.78] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.)
[1154.78] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.)
[1154.78] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.)
[1154.78] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.)
[1154.78] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.)
[1154.78] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.)
[1154.78] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.)
[1154.78] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.)
[1154.78] Log: Listing all sound classes.
[1154.78] Log: Class 'Item' has 30 resident sounds taking 3539.61 kb, and 1 real time sounds taking 8.89 kb
[1154.78] Log: Class 'Vehicle' has 40 resident sounds taking 12361.89 kb, and 2 real time sounds taking 91.22 kb
[1154.78] Log: Class 'Weapon' has 275 resident sounds taking 73733.89 kb, and 6 real time sounds taking 444.36 kb
[1154.78] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb
[1154.78] Log: Class 'SFX' has 85 resident sounds taking 27052.66 kb, and 11 real time sounds taking 837.83 kb
[1154.78] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb
[1154.78] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb
[1154.78] Log: Class 'Announcer_UI' has 14 resident sounds taking 1565.92 kb
[1154.78] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 23 real time sounds taking 47214.76 kb
[1154.78] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb
[1154.78] Log: Class 'Ambient' has 34 resident sounds taking 14966.69 kb, and 23 real time sounds taking 2969.96 kb
[1154.78] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb
[1154.78] Log: Class 'Cinematic' has 7 resident sounds taking 2997.13 kb, and 5 real time sounds taking 570.38 kb
[1154.78] Log: Class 'WeaponMortarIncoming' has 12 resident sounds taking 2622.18 kb, and 4 real time sounds taking 114.88 kb
[1154.78] Log: Class 'MovieEffects' has 0 resident sounds taking 0.00 kb, and 2 real time sounds taking 336.30 kb
[1154.78] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb
[1154.78] Log: Class 'UnGrouped' has 619 resident sounds taking 94036.75 kb, and 111 real time sounds taking 3095.60 kb
[1154.78] Log: 1602 total sounds in 17 classes
[1154.78] ScriptLog: Rx_HUD::Jukebox SystemSettingsHandler.bAutostartMusic:'True'
[1154.79] Warning: Warning, Failed to load 'Font None.Arial': Failed to find object 'Font None.Arial'
[1154.79] ScriptWarning: Accessed array 'Rx_GFxHud_2.WeaponMC' out of bounds (0/0)
Rx_GFxHud Transient.Rx_GFxHud_2
Function RenX_Game.Rx_GFxHud:UpdateWeaponGFx:0147
[1154.79] Error: StopLocalVoiceProcessing: Ignoring stop request for non-owning user
[1154.79] ScriptLog: PositionModX : 0.0000
[1154.79] ScriptLog: PositionModY : 173.3721
[1154.80] ScriptWarning: Accessed None 'GRI'
Rx_Controller CNC-Canyon.TheWorld:PersistentLevel.Rx_Controller_3
Function RenX_Game.Rx_Controller:UpdateDiscordPresence:0060
[1154.80] ScriptWarning: Accessed None 'GRI'
Rx_Controller CNC-Canyon.TheWorld:PersistentLevel.Rx_Controller_3
Function RenX_Game.Rx_Controller:UpdateDiscordPresence:00D2
[1154.80] ScriptWarning: Accessed None 'GRI'
Rx_Controller CNC-Canyon.TheWorld:PersistentLevel.Rx_Controller_3
Function RenX_Game.Rx_Controller:UpdateDiscordPresence:01D2
[1154.80] ScriptWarning: Accessed None 'GRI'
Rx_Controller CNC-Canyon.TheWorld:PersistentLevel.Rx_Controller_3
Function RenX_Game.Rx_Controller:UpdateDiscordPresence:032E
[1154.80] Log: WARNING: Cooking Convex For Actor: CNC-Canyon.TheWorld:PersistentLevel.Rx_DestroyableObstaclePlus_Mesh_0 Component: StaticMeshComponent_1922 StaticMesh: RX_Deco_Rock.Mesh.SM_BasaltMain01 (Scale: 1.000000 1.000000 1.000000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects.
[1154.80] Log: WARNING: Cooking Convex For Actor: CNC-Canyon.TheWorld:PersistentLevel.Rx_DestroyableObstaclePlus_Mesh_0 Component: StaticMeshComponent_1922 StaticMesh: RX_Env_canyon.Mesh.SM_RockMesa_centered (Scale: 1.000000 1.000000 1.000000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects.
[1154.80] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[1154.80] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[1154.80] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[1154.80] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[1154.80] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[1154.80] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[1154.80] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[1154.80] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[1154.80] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Canyon.TheWorld:PersistentLevel.Rx_Building_Silo_Internals_0.SkeletalMeshComponent_3561 RX_BU_Silo.Meshes.SK_BU_Silo 1 0 1 0
[1154.80] PerfWarning: bClothUseCompartment not set, no HW acceleration. SkeletalMeshComponent: SkeletalMeshComponent_3561, SkeletalMesh: SK_BU_Silo
[1154.80] ScriptLog: BUILDING ERROR: No Trace2d_X sockets exist in Rx_Building_Silo_Internals_0
[1154.80] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Canyon.TheWorld:PersistentLevel.Rx_Building_Barracks_Internals_2.SkeletalMeshComponent_3563 RX_BU_Barracks.Mesh.SK_BU_GDI_BAR 1 0 1 0
[1154.80] PerfWarning: bClothUseCompartment not set, no HW acceleration. SkeletalMeshComponent: SkeletalMeshComponent_3563, SkeletalMesh: SK_BU_GDI_BAR
[1154.81] ScriptWarning: Accessed None 'Game'
Rx_GRI CNC-Canyon.TheWorld:PersistentLevel.Rx_GRI_3
Function RenX_Game.Rx_GRI:PostBeginPlay:00BB
[1154.81] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo
[1154.81] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo
[1154.81] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo
[1154.81] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour
[1154.81] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour
[1154.81] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour
[1154.81] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[1154.81] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[1154.81] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[1154.81] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[1154.81] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[1154.81] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[1154.81] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[1154.81] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[1154.91] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Canyon.TheWorld:PersistentLevel.Rx_Building_Silo_Internals_0.SkeletalMeshComponent_3561 RX_BU_Silo.Meshes.SK_BU_Silo 1 0 1 0
[1154.97] ScriptLog: Client has run into a mismatch, resetting building informations....
[1164.97] ScriptWarning: Accessed None 'Canvas'
Rx_HUD CNC-Canyon.TheWorld:PersistentLevel.Rx_HUD_3
Function RenX_Game.Rx_HUD:HandleSetShowScores:0089
[1164.97] ScriptWarning: Accessed None 'Canvas'
Rx_HUD CNC-Canyon.TheWorld:PersistentLevel.Rx_HUD_3
Function RenX_Game.Rx_HUD:HandleSetShowScores:00A9
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionMultiplier
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionContrast
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalSecondaryParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalSecondaryParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalSecondaryParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalSecondaryParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalSecondaryParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalSecondaryParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalSecondaryParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalSecondaryParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalSecondaryParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalSecondaryParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalSecondaryParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalSecondaryParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalSecondaryParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalSecondaryParticleValue
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: AddTranslucent_Bias
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: AddTranslucent_Bias
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Effect_Multiplier
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Stealth_Effect_Multiplier
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Visibility_Multiplier
[1167.51] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Stealth_Visibility_Multiplier
[1168.11] ScriptWarning: Accessed None 'MyTaggedPawn'
Rx_PRI CNC-Canyon.TheWorld:PersistentLevel.Rx_PRI_102
Function RenX_Game.Rx_PRI:GetRadarActorLocation:000B
[1168.11] ScriptWarning: Accessed None 'MyTaggedPawn'
Rx_PRI CNC-Canyon.TheWorld:PersistentLevel.Rx_PRI_102
Function RenX_Game.Rx_PRI:GetRadarActorRotation:000B
[1168.11] ScriptWarning: Accessed None 'MyTaggedPawn'
Rx_PRI CNC-Canyon.TheWorld:PersistentLevel.Rx_PRI_106
Function RenX_Game.Rx_PRI:GetRadarActorLocation:000B
[1168.11] ScriptWarning: Accessed None 'MyTaggedPawn'
Rx_PRI CNC-Canyon.TheWorld:PersistentLevel.Rx_PRI_106
Function RenX_Game.Rx_PRI:GetRadarActorRotation:000B
[1168.11] ScriptWarning: Accessed None 'MyTaggedPawn'
Rx_PRI CNC-Canyon.TheWorld:PersistentLevel.Rx_PRI_102
Function RenX_Game.Rx_PRI:GetRadarActorLocation:000B
[1168.11] ScriptWarning: Accessed None 'MyTaggedPawn'
Rx_PRI CNC-Canyon.TheWorld:PersistentLevel.Rx_PRI_102
Function RenX_Game.Rx_PRI:GetRadarActorRotation:000B
[1168.11] ScriptWarning: Accessed None 'MyTaggedPawn'
Rx_PRI CNC-Canyon.TheWorld:PersistentLevel.Rx_PRI_106
Function RenX_Game.Rx_PRI:GetRadarActorLocation:000B
[1168.11] ScriptWarning: Accessed None 'MyTaggedPawn'
Rx_PRI CNC-Canyon.TheWorld:PersistentLevel.Rx_PRI_106
Function RenX_Game.Rx_PRI:GetRadarActorRotation:000B
[1168.11] ScriptWarning: Accessed None 'MyTaggedPawn'
Rx_PRI CNC-Canyon.TheWorld:PersistentLevel.Rx_PRI_88
Function RenX_Game.Rx_PRI:GetRadarActorLocation:000B
[1168.11] ScriptWarning: Accessed None 'MyTaggedPawn'
Rx_PRI CNC-Canyon.TheWorld:PersistentLevel.Rx_PRI_88
Function RenX_Game.Rx_PRI:GetRadarActorRotation:000B
[1168.11] ScriptWarning: Accessed None 'MyTaggedPawn'
Rx_PRI CNC-Canyon.TheWorld:PersistentLevel.Rx_PRI_89
Function RenX_Game.Rx_PRI:GetRadarActorLocation:000B
[1168.11] ScriptWarning: Accessed None 'MyTaggedPawn'
Rx_PRI CNC-Canyon.TheWorld:PersistentLevel.Rx_PRI_89
Function RenX_Game.Rx_PRI:GetRadarActorRotation:000B
[1168.11] ScriptWarning: Accessed None 'MyTaggedPawn'
Rx_PRI CNC-Canyon.TheWorld:PersistentLevel.Rx_PRI_97
Function RenX_Game.Rx_PRI:GetRadarActorLocation:000B
[1168.11] ScriptWarning: Accessed None 'MyTaggedPawn'
Rx_PRI CNC-Canyon.TheWorld:PersistentLevel.Rx_PRI_97
Function RenX_Game.Rx_PRI:GetRadarActorRotation:000B
[1168.11] ScriptWarning: Accessed None 'MyTaggedPawn'
Rx_PRI CNC-Canyon.TheWorld:PersistentLevel.Rx_PRI_97
Function RenX_Game.Rx_PRI:GetRadarActorLocation:000B
[1168.11] ScriptWarning: Accessed None 'MyTaggedPawn'
Rx_PRI CNC-Canyon.TheWorld:PersistentLevel.Rx_PRI_97
Function RenX_Game.Rx_PRI:GetRadarActorRotation:000B
[1168.11] ScriptWarning: Accessed None 'MyTaggedPawn'
Rx_PRI CNC-Canyon.TheWorld:PersistentLevel.Rx_PRI_108
Function RenX_Game.Rx_PRI:GetRadarActorLocation:000B
[1168.11] ScriptWarning: Accessed None 'MyTaggedPawn'
Rx_PRI CNC-Canyon.TheWorld:PersistentLevel.Rx_PRI_108
Function RenX_Game.Rx_PRI:GetRadarActorRotation:000B
[1168.11] ScriptWarning: Accessed None 'MyTaggedPawn'
Rx_PRI CNC-Canyon.TheWorld:PersistentLevel.Rx_PRI_108
Function RenX_Game.Rx_PRI:GetRadarActorLocation:000B
[1168.11] ScriptWarning: Accessed None 'MyTaggedPawn'
Rx_PRI CNC-Canyon.TheWorld:PersistentLevel.Rx_PRI_108
Function RenX_Game.Rx_PRI:GetRadarActorRotation:000B
[1171.70] ScriptLog:
[1177.25] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[1177.25] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[1177.25] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_11
[1182.55] ScriptWarning: Accessed None 'Canvas'
Rx_HUD CNC-Canyon.TheWorld:PersistentLevel.Rx_HUD_3
Function RenX_Game.Rx_HUD:HandleSetShowScores:0089
[1182.55] ScriptWarning: Accessed None 'Canvas'
Rx_HUD CNC-Canyon.TheWorld:PersistentLevel.Rx_HUD_3
Function RenX_Game.Rx_HUD:HandleSetShowScores:00A9
[1198.82] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.'
[1198.82] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called
[1211.65] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.66] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.66] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.66] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.67] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.67] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.67] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.68] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.68] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.68] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.68] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.69] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.69] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.69] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.70] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.70] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.70] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.71] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.71] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.71] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.72] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.72] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.72] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.73] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.73] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.73] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.74] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.74] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.74] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.74] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.75] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.75] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.75] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.76] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.76] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.76] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.77] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.77] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.77] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.78] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.78] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.78] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.78] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.79] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.79] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.79] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.80] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.80] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.80] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1211.81] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_174 -> StaticMeshActor_220
[1215.17] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called
[1217.59] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.'
[1217.59] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called
[1223.12] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_12
[1224.18] ScriptWarning: Accessed None 'Game'
Rx_Controller CNC-Canyon.TheWorld:PersistentLevel.Rx_Controller_3
Function RenX_Game.Rx_Controller:ClientPawnDied:0293
[1224.18] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called
[1224.19] Warning: Warning, TranslationContext could not find handler for 'img src='img' while translating
[1227.99] Warning: Failed to find function setRespawnUiCounter for timer in actor Rx_Controller_3
[1245.12] ScriptWarning: Accessed None 'Planter'
Rx_Weapon_DeployedATMine CNC-Canyon.TheWorld:PersistentLevel.Rx_Weapon_DeployedATMine_22
Function RenX_Game.Rx_Weapon_DeployedATMine:PostBeginPlay:0042
[1246.97] ScriptWarning: Accessed None 'Planter'
Rx_Weapon_DeployedATMine CNC-Canyon.TheWorld:PersistentLevel.Rx_Weapon_DeployedATMine_23
Function RenX_Game.Rx_Weapon_DeployedATMine:PostBeginPlay:0042
[1252.92] ScriptLog:
[1256.17] ScriptLog: Script call stack:
Function RenX_Game.Rx_Pawn:Destroyed
Function UTGame.UTPawn:Destroyed
Function Engine.Pawn:Destroyed
Function Engine.Pawn:DetachFromController
Function RenX_Game.Rx_Controller:PawnDied
[1256.17] ScriptWarning: Accessed None 'Game'
Rx_Controller CNC-Canyon.TheWorld:PersistentLevel.Rx_Controller_3
Function RenX_Game.Rx_Controller:ClientPawnDied:0293
[1257.12] Warning: Failed to find function setRespawnUiCounter for timer in actor Rx_Controller_3
[1258.77] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshPart_186
[1266.98] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[1266.98] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[1266.98] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[1266.98] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[1266.98] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_10
[1266.98] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[1266.98] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[1266.98] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_9
[1266.98] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic!
[1266.98] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic!
[1266.98] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_7
[1276.83] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.'
[1276.83] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called
[1289.94] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.'
[1289.94] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called
[1296.53] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_8
[1296.59] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshPart_176
[1298.04] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_6
[1298.17] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshPart_153
[1298.40] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshPart_190
[1330.66] ScriptLog:
[1342.81] ScriptLog:
[1367.22] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshPart_180
[1474.11] Log: Large/Invalid MotorTorque! -1180.885864 (in Rx_Vehicle_APC_Nod_4)
[1474.11] Log: Large/Invalid MotorTorque! 1008.928040 (in Rx_Vehicle_APC_Nod_4)
[1474.11] Log: Large/Invalid MotorTorque! 1032.657227 (in Rx_Vehicle_APC_Nod_4)
[1482.55] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.'
[1482.55] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called
[1538.41] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_221 -> StaticMeshActor_685
[1538.42] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_221 -> StaticMeshActor_685
[1538.42] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_221 -> StaticMeshActor_685
[1538.43] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_221 -> StaticMeshActor_685
[1538.43] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_221 -> StaticMeshActor_685
[1538.44] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_221 -> StaticMeshActor_506
[1538.44] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_221 -> StaticMeshActor_506
[1538.45] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_221 -> StaticMeshActor_506
[1538.45] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_221 -> StaticMeshActor_506
[1538.46] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_221 -> StaticMeshActor_506
[1538.46] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_221 -> WorldInfo_3
[1538.47] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_221 -> WorldInfo_3
[1538.47] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_221 -> WorldInfo_3
[1538.48] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_221 -> WorldInfo_3
[1538.48] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_221 -> WorldInfo_3
[1538.49] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_221 -> WorldInfo_3
[1538.49] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_221 -> StaticMeshActor_685
[1538.50] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_221 -> StaticMeshActor_685
[1538.50] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_221 -> StaticMeshActor_685
[1538.51] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_221 -> StaticMeshActor_685
[1538.51] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_221 -> StaticMeshActor_685
[1538.52] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_221 -> StaticMeshActor_685
[1538.53] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_221 -> StaticMeshActor_685
[1543.30] Warning: Failed to find function GotoStealthed for timer in actor Rx_Pawn_SBH_5
[1595.23] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called
[1600.69] ScriptWarning: Accessed None 'Game'
Rx_Controller CNC-Canyon.TheWorld:PersistentLevel.Rx_Controller_3
Function RenX_Game.Rx_Controller:ClientPawnDied:0293
[1600.71] Warning: Warning, TranslationContext could not find handler for 'img src='img' while translating
[1604.54] Warning: Failed to find function setRespawnUiCounter for timer in actor Rx_Controller_3
[1609.21] ScriptLog:
[1621.28] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called
[1693.46] Warning: Failed to find function GotoStealthed for timer in actor Rx_Pawn_SBH_6
[1756.91] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.'
[1793.77] ScriptLog:
[1852.76] ScriptLog:
[1870.83] ScriptWarning: Accessed None 'Planter'
Rx_Weapon_DeployedATMine CNC-Canyon.TheWorld:PersistentLevel.Rx_Weapon_DeployedATMine_24
Function RenX_Game.Rx_Weapon_DeployedATMine:PostBeginPlay:0042
[1873.25] ScriptWarning: Accessed None 'Planter'
Rx_Weapon_DeployedATMine CNC-Canyon.TheWorld:PersistentLevel.Rx_Weapon_DeployedATMine_25
Function RenX_Game.Rx_Weapon_DeployedATMine:PostBeginPlay:0042
[1906.00] ScriptWarning: Accessed None 'Planter'
Rx_Weapon_DeployedATMine CNC-Canyon.TheWorld:PersistentLevel.Rx_Weapon_DeployedATMine_26
Function RenX_Game.Rx_Weapon_DeployedATMine:PostBeginPlay:0042
[1908.46] ScriptWarning: Accessed None 'Planter'
Rx_Weapon_DeployedATMine CNC-Canyon.TheWorld:PersistentLevel.Rx_Weapon_DeployedATMine_27
Function RenX_Game.Rx_Weapon_DeployedATMine:PostBeginPlay:0042
[1924.46] ScriptLog:
[1940.16] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.'
[1941.98] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called
[1951.93] ScriptLog:
[1968.99] ScriptLog: CLIENT - PlayDestructionAnimation() refused - no animation found!
[1969.22] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.'
[1972.65] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.'
[1984.47] Warning: Failed to find function GotoStealthed for timer in actor Rx_Pawn_SBH_8
[2016.24] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.'
[2031.34] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.'
[2039.39] Log: ZELC: Component 'No_Detailed_Info_Specified' with Owner 'No_Detailed_Info_Specified' returned normal with incorrect length (-1.#IND00). ChkActor: Rx_HUD_3 (Rx_HUD CNC-Canyon.TheWorld:PersistentLevel.Rx_HUD_3)
[2050.63] Warning: Warning, TranslationContext could not find handler for 'img src='img' while translating
[2051.54] ScriptWarning: Rx_Vehicle_LightTank_14 destroying seat 1 still controlled by Rx_Controller_3 [Sturm]Tiga05
Rx_Vehicle_LightTank CNC-Canyon.TheWorld:PersistentLevel.Rx_Vehicle_LightTank_14
Function UTGame.UTVehicle:Destroyed:015E
[2080.41] ScriptLog:
[2139.04] ScriptWarning: Accessed None 'Planter'
Rx_Weapon_DeployedATMine CNC-Canyon.TheWorld:PersistentLevel.Rx_Weapon_DeployedATMine_28
Function RenX_Game.Rx_Weapon_DeployedATMine:PostBeginPlay:0042
[2141.66] ScriptWarning: Accessed None 'Planter'
Rx_Weapon_DeployedATMine CNC-Canyon.TheWorld:PersistentLevel.Rx_Weapon_DeployedATMine_29
Function RenX_Game.Rx_Weapon_DeployedATMine:PostBeginPlay:0042
[2175.17] ScriptWarning: Accessed None 'Planter'
Rx_Weapon_DeployedATMine CNC-Canyon.TheWorld:PersistentLevel.Rx_Weapon_DeployedATMine_30
Function RenX_Game.Rx_Weapon_DeployedATMine:PostBeginPlay:0042
[2177.78] ScriptWarning: Accessed None 'Planter'
Rx_Weapon_DeployedATMine CNC-Canyon.TheWorld:PersistentLevel.Rx_Weapon_DeployedATMine_31
Function RenX_Game.Rx_Weapon_DeployedATMine:PostBeginPlay:0042
[2188.85] ScriptWarning: Failed to find Morph node named MorphNodeW_Front in SK_VH_Buggy
TS_Vehicle_Buggy CNC-Canyon.TheWorld:PersistentLevel.TS_Vehicle_Buggy_0
Function UTGame.UTVehicle:InitializeMorphs:016D
[2188.85] ScriptWarning: Failed to find Morph node named MorphNodeW_Left in SK_VH_Buggy
TS_Vehicle_Buggy CNC-Canyon.TheWorld:PersistentLevel.TS_Vehicle_Buggy_0
Function UTGame.UTVehicle:InitializeMorphs:016D
[2188.85] ScriptWarning: Failed to find Morph node named MorphNodeW_Right in SK_VH_Buggy
TS_Vehicle_Buggy CNC-Canyon.TheWorld:PersistentLevel.TS_Vehicle_Buggy_0
Function UTGame.UTVehicle:InitializeMorphs:016D
[2188.85] ScriptWarning: Failed to find Morph node named MorphNodeW_Rear in SK_VH_Buggy
TS_Vehicle_Buggy CNC-Canyon.TheWorld:PersistentLevel.TS_Vehicle_Buggy_0
Function UTGame.UTVehicle:InitializeMorphs:016D
[2194.33] ScriptLog:
[2245.53] ScriptLog:
[2271.02] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.'
[2283.95] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshPart_183
[2304.23] ScriptLog:
[2322.17] ScriptLog:
[2344.48] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.'
[2360.23] Warning: Failed to find function GotoStealthed for timer in actor Rx_Pawn_SBH_9
[2371.32] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called
[2384.36] Warning: Failed to find function GotoStealthed for timer in actor Rx_Pawn_SBH_10
[2444.02] ScriptWarning: Accessed None 'Game'
Rx_Controller CNC-Canyon.TheWorld:PersistentLevel.Rx_Controller_3
Function RenX_Game.Rx_Controller:ClientPawnDied:0293
[2444.02] Warning: Warning, TranslationContext could not find handler for 'img src='img' while translating
[2449.74] Warning: Failed to find function setRespawnUiCounter for timer in actor Rx_Controller_3
[2450.41] ScriptLog:
[2455.78] ScriptLog:
[2458.56] ScriptLog:
[2458.58] ScriptLog: Script call stack:
Function RenX_Game.Rx_Pawn:Destroyed
Function UTGame.UTPawn:Destroyed
Function Engine.Pawn:Destroyed
Function Engine.Pawn:DetachFromController
Function RenX_Game.Rx_Controller:PawnDied
[2458.58] ScriptWarning: Accessed None 'Game'
Rx_Controller CNC-Canyon.TheWorld:PersistentLevel.Rx_Controller_3
Function RenX_Game.Rx_Controller:ClientPawnDied:006C
[2458.58] ScriptLog: =======================Rx_Controller=========================
[2458.58] ScriptWarning: Accessed None 'Game'
Rx_Controller CNC-Canyon.TheWorld:PersistentLevel.Rx_Controller_3
Function RenX_Game.Rx_Controller:ClientPawnDied:0293
[2459.12] ScriptLog:
[2459.46] Warning: Failed to find function setRespawnUiCounter for timer in actor Rx_Controller_3
[2460.42] Warning: Failed to find function GotoStealthed for timer in actor Rx_Pawn_SBH_12
[2504.55] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called
[2519.87] ScriptLog: CLIENT - PlayDestructionAnimation() refused - no animation found!
[2548.75] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.'
[2557.98] ScriptWarning: Accessed None 'Game'
Rx_Controller CNC-Canyon.TheWorld:PersistentLevel.Rx_Controller_3
Function RenX_Game.Rx_Controller:ClientPawnDied:0293
[2557.98] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called
[2557.99] Warning: Warning, TranslationContext could not find handler for 'img src='img' while translating
[2563.78] Warning: Failed to find function setRespawnUiCounter for timer in actor Rx_Controller_3
[2566.10] ScriptLog:
[2572.10] Log: === Critical error: ===
Fatal error!
Address = 0x41312ebc (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\tbbmalloc.dll]
Address = 0xe5a91b52 (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe]
Address = 0xe5a9286b (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe]
Address = 0xe512853a (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe]
Address = 0xe5f28426 (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe]
Address = 0xe5f25a6c (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe]
Address = 0xe5eec4a4 (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe]
Address = 0xe5eec75d (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe]
Address = 0xe61424a9 (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe]
Address = 0xe5eecf49 (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe]
Address = 0xe5ef9a7c (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe]
Address = 0xe5114233 (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe]
Address = 0xe5133102 (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe]
Address = 0xe4b77e62 (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe]
Address = 0xe48e86c8 (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe]
Address = 0xe49ad9ad (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe]
Address = 0xe49aed8a (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe]
Address = 0xe5a98ca0 (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe]
Address = 0xe5a9dfee (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe]
Address = 0xe5a9e05a (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe]
Address = 0xe4039fb1 (filename not found)
Address = 0xe4039fb1 (filename not found)