Log: Log file open, 08/18/23 00:27:20 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: 49.12.82.212:7777 -UseAllAvailableCores -ini:UDKGame:DefaultPlayer.Name=tiga05 Init: Base directory: D:\Spiele\RenegadeX\Binaries\Win64\ [0000.49] Log: Deleting old log file Launch-backup-2023.08.13-23.21.47.log [0000.51] Log: Deleting old log file Launch-backup-2023.08.14-00.25.15.log [0000.53] Log: Deleting old log file Launch-backup-2023.08.14-01.39.54.log [0000.59] Log: Deleting old log file Launch-backup-2023.08.15-00.34.22.log [0000.66] Init: Computer: TIM-PC [0000.66] Init: User: Tim [0000.66] Init: CPU Page size=4096, Processors=24 [0000.66] Init: High frequency timer resolution =10.000000 MHz [0000.66] Init: Memory total: Physical=31.9GB (32GB approx) Pagefile=41.4GB Virtual=131072.0GB [0001.30] Log: Steam Client API initialized 1 [0002.56] Log: Steam Game Server API initialized 1 [0002.59] Init: WinSock: I am TIM-PC (172.18.48.1:0) [0002.59] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes. [0002.59] Init: Object subsystem initialized [0002.62] Log: Last hardware survey: Ver=12791, Date=20230816. Uploading again. [0004.68] Log: Failed to upload UDK hardware survey to http://et.epicgames.com/PostUDKSurveyHandler.ashx in 2.05 seconds. [0004.68] 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' [0037.98] Log: Found D3D11 adapter 0: NVIDIA GeForce RTX 4090 [0037.98] Log: Adapter has 24156MB of dedicated video memory, 0MB of dedicated system memory, and 16344MB of shared system memory [0038.01] Log: Found D3D11 adapter 1: Microsoft Basic Render Driver [0038.01] Log: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 16344MB of shared system memory [0038.05] Log: Shader platform (RHI): PC-D3D-SM3 [0038.07] Error: Error, Manifest doesn't exist: ..\..\UDKGame\Script\Manifest.txt [0038.19] Log: PhysX GPU Support: ENABLED [0038.63] Init: Initializing FaceFX... [0038.63] Init: FaceFX 1.7.4 initialized. [0038.99] Init: XAudio2 using 'Lautsprecher (Sound Blaster Omni Surround 5.1)' : 6 channels at 48 kHz using 24 bits per sample (channel mask 0x3f) [0046.04] Init: Finished loading startup packages in 5.91 seconds [0046.05] Log: 80993 objects as part of root set at end of initial load. [0046.05] Log: 0 out of 0 bytes used by permanent object pool. [0047.32] Warning: Warning, Failed to load 'FA_Sounds.Waves.SC_leet_hacker'! Referenced by 'RenX_Game.Rx_BuildingAttachment_LockableDoor:Locked.Hack' ('---'). [0047.32] Warning: Warning, Failed to load 'FA_Sounds': Can't find file for package 'FA_Sounds' while loading NULL [0047.32] Warning: Warning, CreateImport: Failed to load Outer for resource 'SC_leet_hacker': Package FA_Sounds.Waves [0079.23] Log: Initializing Engine... [0079.42] Init: UEngine initialized [0079.45] Init: XAudio2Device initialized. [0079.68] Init: Client initialized [0081.29] Log: Initializing Steamworks [0081.34] Log: Logged in as '[Sturm]Tiga05' [0082.18] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0082.18] Warning: Warning, Failed to find object 'Class None.' [0082.18] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0082.18] Warning: Warning, Failed to find object 'Class None.' [0082.18] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0082.18] Warning: Warning, Failed to find object 'Class None.' [0082.18] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0082.18] Warning: Warning, Failed to find object 'Class None.' [0082.18] Init: WinSock: Socket queue 32768 / 32768 [0082.44] Log: LoadMap: RenX-FrontEndMap?Name=tiga05?Team=255 [0083.12] Log: Game class is 'Rx_Game_MainMenu' [0083.15] Log: Primary PhysX scene will be in software. [0083.15] Log: Creating Primary PhysX Scene. [0083.33] Log: Bringing World RenX-FrontEndMap.TheWorld up for play (0) at 2023.08.18-00.28.43 [0083.37] ScriptLog: INITIAL: -1 -1 [0083.40] ScriptLog: Game profile Index was NONE [0083.41] ScriptLog: Gameplay events will not be recorded. [0083.41] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo [0083.41] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo [0083.41] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo [0083.41] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour [0083.41] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour [0083.41] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour [0083.41] ScriptLog: Failed to get GDI PT [0083.41] ScriptLog: Failed to get Nod PT [0083.41] ScriptLog: GDI:0.0000 [0083.41] ScriptLog: Failed to get GDI PT [0083.41] ScriptLog: Failed to get Nod PT [0083.41] ScriptLog: Nod:0.0000 [0083.41] ScriptLog: Rx_Game::PreBeginPlay BotClass:'Rx_Bot_Waypoints' True [0083.53] 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 [0083.53] 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 [0083.53] 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 [0083.53] 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 [0083.53] ScriptLog: Initializing Rx_GameEngine. Game Version: Open Beta 5.71.534 [0083.54] Session API: Contacting session API [0083.55] Rx: MAPLoaded;RenX-FrontEndMap [0083.55] Log: Bringing up level for play took: 0.412511 [0083.58] Warning: UpdateDiscordRPC, Skirmish, FrontEndMap, 1, 0, 255, 0, 900, 0, map_renx-frontendmap [0083.61] Rx: PLAYERHWID;playerGDI,256,[Sturm]Tiga05hwidm7761D80000002C39 [0083.61] Rx: PLAYEREnter;GDI,256,[Sturm]Tiga05fromhwidm7761D80000002C39steamid0x0110000101754072 [0083.61] ScriptWarning: Accessed None 'AccessControl' Rx_Game_MainMenu RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_MainMenu_0 Function RenX_Game.Rx_Game:PostLoginCommon:028B [0083.61] Rx: PLAYERTeamJoin;GDI,256,[Sturm]Tiga05joinedGDIscore0last round score0.0000time0.0000 [0083.61] ScriptWarning: Accessed None 'myHUD' Rx_Game_MainMenu RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_MainMenu_0 Function RenX_Game.Rx_Game_MainMenu:StartMatch:00A7 [0083.61] Log: Current scalability system settings: [0083.61] Log: StaticDecals = FALSE (Whether to allow static decals.) [0083.61] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0083.61] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0083.61] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0083.61] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0083.61] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0083.61] Log: MotionBlur = TRUE (Whether to allow motion blur.) [0083.61] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0083.61] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0083.61] Log: Bloom = TRUE (Whether to allow bloom.) [0083.61] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0083.61] Log: Distortion = TRUE (Whether to allow distortion.) [0083.61] Log: DropParticleDistortion = TRUE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0083.61] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0083.61] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0083.61] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0083.61] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0083.61] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0083.61] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0083.61] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0083.61] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0083.61] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0083.61] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0083.61] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0083.61] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0083.61] Log: bAllowD3D9MSAA = TRUE (UKNOWN) [0083.61] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0083.61] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0083.61] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0083.61] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0083.61] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0083.61] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0083.61] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0083.61] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0083.61] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0083.61] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0083.61] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0083.61] Log: Current preference system settings: [0083.61] Log: UseVsync = FALSE (Whether to use VSync or not.) [0083.61] Log: Fullscreen = TRUE (Fullscreen.) [0083.61] Log: ResX = 3440 (Screen X resolution.) [0083.61] Log: ResY = 1440 (Screen Y resolution.) [0083.61] Log: Current debug system settings: [0083.61] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0083.61] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0083.61] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0083.61] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0083.61] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0083.61] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0083.61] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0083.61] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0083.61] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0083.61] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0083.61] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0083.61] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0083.61] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0083.61] Log: MaxMultiSamples = 8 (The maximum number of MSAA samples to use.) [0083.61] Log: bAllowTemporalAA = FALSE (UKNOWN) [0083.61] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0083.61] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0083.61] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0083.61] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0083.61] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0083.61] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0083.61] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0083.61] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0083.61] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0083.61] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0083.61] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0083.61] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0083.61] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0083.61] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0083.61] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0083.61] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0083.61] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0083.61] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0083.61] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0083.61] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0083.61] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0083.61] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0083.61] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0083.61] Log: Current unknown system settings: [0083.61] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0083.61] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0083.61] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0083.61] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0083.61] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0083.61] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0083.61] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0083.61] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0083.61] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0083.61] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0083.61] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0083.61] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0083.61] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0083.61] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0083.61] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0083.61] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0083.61] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0083.61] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0083.61] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0083.61] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0083.61] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0083.61] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0083.61] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0083.61] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0083.61] 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.) [0083.61] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0083.61] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0083.61] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0083.61] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0083.61] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0083.61] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0083.61] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0083.61] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0083.61] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0083.61] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0083.61] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0083.61] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0083.61] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0083.61] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0083.61] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0083.61] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0083.61] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0083.61] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0083.61] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0083.61] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0083.61] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0083.61] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0083.61] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0083.61] 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).) [0083.61] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0083.61] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0083.61] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0083.61] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0083.61] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0083.61] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0083.61] 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) [0083.61] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0083.61] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0083.61] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0083.61] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0083.61] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0083.61] 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).) [0083.61] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0083.61] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0083.61] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0083.61] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0083.61] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0083.61] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0083.61] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0083.61] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0083.61] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0083.61] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0083.61] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0083.61] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0083.61] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0083.61] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0083.61] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0083.61] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0083.62] Log: Listing all sound classes. [0083.62] Log: Class 'Item' has 30 resident sounds taking 3539.61 kb, and 1 real time sounds taking 8.89 kb [0083.62] Log: Class 'Vehicle' has 40 resident sounds taking 12361.89 kb, and 2 real time sounds taking 91.22 kb [0083.62] Log: Class 'Weapon' has 275 resident sounds taking 73733.89 kb, and 6 real time sounds taking 444.36 kb [0083.62] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0083.62] Log: Class 'SFX' has 86 resident sounds taking 28190.42 kb, and 11 real time sounds taking 837.83 kb [0083.62] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0083.62] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0083.62] Log: Class 'Announcer_UI' has 14 resident sounds taking 1565.92 kb [0083.62] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0083.62] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0083.62] Log: Class 'Ambient' has 5 resident sounds taking 1123.96 kb, and 1 real time sounds taking 104.36 kb [0083.62] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0083.62] Log: Class 'Cinematic' has 7 resident sounds taking 2997.13 kb, and 5 real time sounds taking 570.38 kb [0083.62] Log: Class 'WeaponMortarIncoming' has 12 resident sounds taking 2622.18 kb, and 4 real time sounds taking 114.88 kb [0083.62] Log: Class 'MovieEffects' has 0 resident sounds taking 0.00 kb, and 2 real time sounds taking 336.30 kb [0083.62] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0083.62] Log: Class 'UnGrouped' has 631 resident sounds taking 96795.22 kb, and 109 real time sounds taking 2475.84 kb [0083.62] Log: 1563 total sounds in 17 classes [0083.63] Log: Bool AmbientOcclusion set to 1 [0083.65] Log: BloomThreshold = 0.8 [0083.75] Log: Current scalability system settings: [0083.75] Log: StaticDecals = FALSE (Whether to allow static decals.) [0083.75] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0083.75] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0083.75] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0083.75] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0083.75] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0083.75] Log: MotionBlur = TRUE (Whether to allow motion blur.) [0083.75] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0083.75] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0083.75] Log: Bloom = TRUE (Whether to allow bloom.) [0083.75] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0083.75] Log: Distortion = TRUE (Whether to allow distortion.) [0083.75] Log: DropParticleDistortion = TRUE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0083.75] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0083.75] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0083.75] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0083.75] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0083.75] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0083.75] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0083.75] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0083.75] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0083.75] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0083.75] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0083.75] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0083.75] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0083.75] Log: bAllowD3D9MSAA = TRUE (UKNOWN) [0083.75] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0083.75] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0083.75] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0083.75] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0083.75] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0083.75] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0083.75] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0083.75] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0083.75] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0083.75] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0083.75] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0083.75] Log: Current preference system settings: [0083.75] Log: UseVsync = FALSE (Whether to use VSync or not.) [0083.75] Log: Fullscreen = TRUE (Fullscreen.) [0083.75] Log: ResX = 3440 (Screen X resolution.) [0083.75] Log: ResY = 1440 (Screen Y resolution.) [0083.75] Log: Current debug system settings: [0083.75] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0083.75] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0083.75] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0083.75] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0083.75] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0083.75] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0083.75] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0083.75] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0083.75] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0083.75] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0083.75] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0083.75] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0083.75] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0083.75] Log: MaxMultiSamples = 8 (The maximum number of MSAA samples to use.) [0083.75] Log: bAllowTemporalAA = FALSE (UKNOWN) [0083.75] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0083.75] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0083.75] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0083.75] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0083.75] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0083.75] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0083.75] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0083.75] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0083.75] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0083.75] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0083.75] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0083.75] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0083.75] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0083.75] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0083.75] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0083.75] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0083.75] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0083.75] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0083.75] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0083.75] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0083.75] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0083.75] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0083.75] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0083.75] Log: Current unknown system settings: [0083.75] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0083.75] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0083.75] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0083.75] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0083.75] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0083.75] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0083.75] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0083.75] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0083.75] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0083.75] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0083.75] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0083.75] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0083.75] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0083.75] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0083.75] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0083.75] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0083.75] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0083.75] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0083.75] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0083.75] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0083.75] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0083.75] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0083.75] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0083.75] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0083.75] 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.) [0083.75] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0083.75] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0083.75] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0083.75] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0083.75] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0083.75] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0083.75] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0083.75] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0083.75] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0083.75] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0083.75] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0083.75] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0083.75] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0083.75] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0083.75] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0083.75] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0083.75] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0083.75] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0083.75] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0083.75] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0083.75] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0083.75] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0083.75] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0083.75] 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).) [0083.75] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0083.75] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0083.75] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0083.75] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0083.75] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0083.75] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0083.75] 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) [0083.75] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0083.75] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0083.75] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0083.75] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0083.75] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0083.75] 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).) [0083.75] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0083.75] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0083.75] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0083.75] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0083.75] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0083.75] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0083.75] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0083.75] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0083.75] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0083.75] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0083.75] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0083.75] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0083.75] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0083.75] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0083.75] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0083.75] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0083.76] Log: Listing all sound classes. [0083.76] Log: Class 'Item' has 30 resident sounds taking 3539.61 kb, and 1 real time sounds taking 8.89 kb [0083.76] Log: Class 'Vehicle' has 40 resident sounds taking 12361.89 kb, and 2 real time sounds taking 91.22 kb [0083.76] Log: Class 'Weapon' has 275 resident sounds taking 73733.89 kb, and 6 real time sounds taking 444.36 kb [0083.76] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0083.76] Log: Class 'SFX' has 86 resident sounds taking 28190.42 kb, and 11 real time sounds taking 837.83 kb [0083.76] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0083.76] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0083.76] Log: Class 'Announcer_UI' has 14 resident sounds taking 1565.92 kb [0083.76] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 24 real time sounds taking 49002.55 kb [0083.76] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0083.76] Log: Class 'Ambient' has 5 resident sounds taking 1123.96 kb, and 1 real time sounds taking 104.36 kb [0083.76] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0083.76] Log: Class 'Cinematic' has 7 resident sounds taking 2997.13 kb, and 5 real time sounds taking 570.38 kb [0083.76] Log: Class 'WeaponMortarIncoming' has 12 resident sounds taking 2622.18 kb, and 4 real time sounds taking 114.88 kb [0083.76] Log: Class 'MovieEffects' has 0 resident sounds taking 0.00 kb, and 2 real time sounds taking 336.30 kb [0083.76] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0083.76] Log: Class 'UnGrouped' has 631 resident sounds taking 96795.22 kb, and 109 real time sounds taking 2475.84 kb [0083.76] Log: 1563 total sounds in 17 classes [0083.76] ScriptLog: Rx_HUD::Jukebox AutoPlay music disabled by map. [0083.76] Rx: Game has reached minimum limit for Beacon, 1 Players and 0 Bots out of 0 [0083.76] Log: ########### Finished loading level: 1.318683 seconds [0083.78] Log: Flushing async loaders. [0092.04] Warning: Failed to connect, shutting down discord! [0092.25] Log: Flushed async loaders. [0092.25] Init: Game engine initialized [0092.25] Log: Initializing Engine Completed [0092.26] Log: >>>>>>>>>>>>>> Initial startup: 92.26s <<<<<<<<<<<<<<< [0092.28] Session API: Get succeeded. [0093.45] Log: LoadMap: 49.12.82.212/CNC-Field?Name=tiga05?Team=255?game=OfficialServer.OS_Game [0093.47] Log: --- LOADING MOVIE START --- [0093.82] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate() OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0 Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE [0093.83] Rx: PLAYERExit;GDI,256,[Sturm]Tiga05 [0099.39] Log: Primary PhysX scene will be in software. [0099.39] Log: Creating Primary PhysX Scene. [0099.47] Log: Bringing World CNC-Field.TheWorld up for play (1429) at 2023.08.18-00.28.59 [0099.48] Log: Bringing up level for play took: 0.121450 [0099.48] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0099.48] Warning: Warning, Failed to find object 'Class None.' [0099.48] Log: PlayerController class for the pending level is PlayerController [0099.48] Log: ########### Finished loading level: 6.032269 seconds [0099.64] ScriptWarning: Accessed None 'myHUD' PlayerController CNC-Field.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:000D [0099.64] ScriptWarning: Accessed None 'myHUD' PlayerController CNC-Field.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:006F [0099.64] ScriptWarning: Accessed None 'myHUD' PlayerController CNC-Field.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:000D [0099.64] ScriptWarning: Accessed None 'myHUD' PlayerController CNC-Field.TheWorld:PersistentLevel.PlayerController_0 Function Engine.PlayerController:AdjustHUDRenderSize:006F [0099.82] Log: --- LOADING MOVIE TIME: 6.35 sec --- [0099.86] Log: Current scalability system settings: [0099.86] Log: StaticDecals = FALSE (Whether to allow static decals.) [0099.86] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0099.86] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0099.86] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0099.86] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0099.86] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0099.86] Log: MotionBlur = TRUE (Whether to allow motion blur.) [0099.86] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0099.86] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0099.86] Log: Bloom = TRUE (Whether to allow bloom.) [0099.86] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0099.86] Log: Distortion = TRUE (Whether to allow distortion.) [0099.86] Log: DropParticleDistortion = TRUE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0099.86] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.) [0099.86] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0099.86] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0099.86] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0099.86] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0099.86] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0099.86] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0099.86] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0099.86] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0099.86] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).) [0099.86] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0099.86] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0099.86] Log: bAllowD3D9MSAA = TRUE (UKNOWN) [0099.86] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0099.86] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.) [0099.86] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0099.86] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0099.86] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0099.86] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0099.86] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0099.86] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0099.86] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0099.86] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0099.86] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0099.86] Log: Current preference system settings: [0099.86] Log: UseVsync = FALSE (Whether to use VSync or not.) [0099.86] Log: Fullscreen = TRUE (Fullscreen.) [0099.86] Log: ResX = 3440 (Screen X resolution.) [0099.86] Log: ResY = 1440 (Screen Y resolution.) [0099.86] Log: Current debug system settings: [0099.86] Log: DynamicLights = TRUE (Whether to allow dynamic lights.) [0099.86] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.) [0099.86] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.) [0099.86] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.) [0099.86] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.) [0099.86] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.) [0099.86] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.) [0099.86] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.) [0099.86] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.) [0099.86] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.) [0099.86] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.) [0099.86] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.) [0099.86] Log: ParticleLODBias = 0 (LOD bias for particle systems.) [0099.86] Log: MaxMultiSamples = 8 (The maximum number of MSAA samples to use.) [0099.86] Log: bAllowTemporalAA = FALSE (UKNOWN) [0099.86] Log: TemporalAA_MinDepth = 500 (UKNOWN) [0099.86] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN) [0099.86] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.) [0099.86] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.) [0099.86] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.) [0099.86] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.) [0099.86] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.) [0099.86] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.) [0099.86] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.) [0099.86] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.) [0099.86] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.) [0099.86] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.) [0099.86] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.) [0099.86] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.) [0099.86] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.) [0099.86] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.) [0099.86] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.) [0099.86] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.) [0099.86] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.) [0099.86] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.) [0099.86] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.) [0099.86] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.) [0099.86] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.) [0099.86] Log: Current unknown system settings: [0099.86] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.) [0099.86] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.) [0099.86] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.) [0099.86] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.) [0099.86] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.) [0099.86] Log: FogVolumes = TRUE (Whether to allow fog volumes.) [0099.86] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.) [0099.86] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.) [0099.86] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.) [0099.86] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.) [0099.86] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.) [0099.86] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.) [0099.86] Log: PreShadowResolutionFactor = 0.5 (UKNOWN) [0099.86] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.) [0099.86] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.) [0099.86] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.) [0099.86] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.) [0099.86] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.) [0099.86] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.) [0099.86] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.) [0099.86] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.) [0099.86] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0099.86] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0099.86] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.) [0099.86] Log: CSMMinimumFOV = 40 (Minimum camera FOV for CSM, this is used to prevent shadow shimmering when animating the FOV lower than the min, for example when zooming.) [0099.86] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.) [0099.86] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.) [0099.86] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.) [0099.86] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.) [0099.86] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.) [0099.86] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1]) [0099.86] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1]) [0099.86] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.) [0099.86] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.) [0099.86] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.) [0099.86] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.) [0099.86] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0099.86] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE)) [0099.86] Log: StatFontScaleFactor = 1 (The default stat font scale to use) [0099.86] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.) [0099.86] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.) [0099.86] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.) [0099.86] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).) [0099.86] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).) [0099.86] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.) [0099.86] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.) [0099.86] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).) [0099.86] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).) [0099.86] Log: MobileTiltShiftTransitionWidth = 0.5 (Width of transition area in the tilt shift effect, where it transitions from full focus to full blur (in percent of the screen height).) [0099.86] Log: MobileLightShaftScale = 1 (UNKNOWN.) [0099.86] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.) [0099.86] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.) [0099.86] Log: MobileMaxShadowRange = 500 (UNKNOWN.) [0099.86] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).) [0099.86] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group) [0099.86] Log: MobileMinimizeFogShaders = FALSE (Whether to disable generating both fog shader permutations on mobile. When TRUE, it decreases load times but increases GPU cost for materials/levels with fog enabled) [0099.86] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.) [0099.86] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.) [0099.86] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).) [0099.86] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.) [0099.86] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.) [0099.86] Log: ApexDestructionMaxFracturesProcessedPerFrame = -1 (Lets the user throttle the number of fractures processed per frame (per scene) due to destruction, as this can be quite costly. The default is 0xffffffff (unlimited).) [0099.86] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.) [0099.86] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.) [0099.86] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.) [0099.86] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for GRB scene data (shapes, actors etc).) [0099.86] Log: ApexGRBGPUMemTempDataSize = 128 (Amount (in MB) of GPU memory to allocate for GRB temporary data (broadphase pairs, contacts etc).) [0099.86] Log: ApexGRBMeshCellSize = 7.5 (The size of the cells to divide the world into for GPU collision detection.) [0099.86] Log: ApexGRBNonPenSolverPosIterCount = 9 (Number of non-penetration solver iterations.) [0099.86] Log: ApexGRBFrictionSolverPosIterCount = 3 (Number of friction solver position iterations.) [0099.86] Log: ApexGRBFrictionSolverVelIterCount = 3 (Number of friction solver velocity iterations.) [0099.86] Log: ApexGRBSkinWidth = 0.025 (Collision skin width, as in PhysX.) [0099.86] Log: ApexGRBMaxLinearAcceleration = 1e+006 (Maximum linear acceleration.) [0099.86] Log: bEnableParallelApexClothingFetch = TRUE (If TRUE, allow APEX clothing fetch (skinning etc) to be done on multiple threads.) [0099.86] Log: ApexClothingAvgSimFrequencyWindow = 60 (Average Simulation Frequency is estimated with the last n frames.) [0099.86] Log: ApexClothingAllowAsyncCooking = TRUE (ClothingActors will cook in a background thread to speed up creation time.) [0099.86] Log: ApexClothingAllowApexWorkBetweenSubsteps = FALSE (Allow APEX SDK to interpolate clothing matrices between the substeps.) [0099.86] Log: ApexDestructionMaxActorCreatesPerFrame = -1 (UNKNOWN.) [0099.87] Log: Listing all sound classes. [0099.87] Log: Class 'Item' has 30 resident sounds taking 3539.61 kb, and 1 real time sounds taking 8.89 kb [0099.87] Log: Class 'Vehicle' has 40 resident sounds taking 12361.89 kb, and 2 real time sounds taking 91.22 kb [0099.87] Log: Class 'Weapon' has 276 resident sounds taking 74098.84 kb, and 6 real time sounds taking 444.36 kb [0099.87] Log: Class 'Character' has 181 resident sounds taking 8670.41 kb [0099.87] Log: Class 'SFX' has 85 resident sounds taking 27052.66 kb, and 11 real time sounds taking 837.83 kb [0099.87] Log: Class 'None' has 5 resident sounds taking 3459.30 kb, and 5 real time sounds taking 637.02 kb [0099.87] Log: Class 'UI' has 24 resident sounds taking 1480.30 kb [0099.87] Log: Class 'Announcer_UI' has 14 resident sounds taking 1565.92 kb [0099.87] Log: Class 'Music' has 0 resident sounds taking 0.00 kb, and 23 real time sounds taking 47214.76 kb [0099.87] Log: Class 'WeaponBulletEffects' has 18 resident sounds taking 545.45 kb, and 1 real time sounds taking 150.46 kb [0099.87] Log: Class 'Ambient' has 34 resident sounds taking 14966.69 kb, and 23 real time sounds taking 2969.96 kb [0099.87] Log: Class 'Announcer' has 60 resident sounds taking 19414.13 kb [0099.87] Log: Class 'Cinematic' has 7 resident sounds taking 2997.13 kb, and 5 real time sounds taking 570.38 kb [0099.87] Log: Class 'WeaponMortarIncoming' has 12 resident sounds taking 2622.18 kb, and 4 real time sounds taking 114.88 kb [0099.87] Log: Class 'MovieEffects' has 0 resident sounds taking 0.00 kb, and 2 real time sounds taking 336.30 kb [0099.87] Log: Class 'Dialog' has 4 resident sounds taking 278.99 kb [0099.87] Log: Class 'UnGrouped' has 615 resident sounds taking 92020.72 kb, and 112 real time sounds taking 2673.00 kb [0099.87] Log: 1600 total sounds in 17 classes [0099.87] ScriptLog: Rx_HUD::Jukebox SystemSettingsHandler.bAutostartMusic:'True' [0099.88] Warning: Warning, Failed to load 'Font None.Arial': Failed to find object 'Font None.Arial' [0099.88] 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 [0099.88] Error: StopLocalVoiceProcessing: Ignoring stop request for non-owning user [0099.88] ScriptLog: PositionModX : 0.0000 [0099.88] ScriptLog: PositionModY : 173.3721 [0099.88] ScriptWarning: Accessed None 'GRI' OS_Controller CNC-Field.TheWorld:PersistentLevel.OS_Controller_0 Function RenX_Game.Rx_Controller:UpdateDiscordPresence:0060 [0099.88] ScriptWarning: Accessed None 'GRI' OS_Controller CNC-Field.TheWorld:PersistentLevel.OS_Controller_0 Function RenX_Game.Rx_Controller:UpdateDiscordPresence:00D2 [0099.88] ScriptWarning: Accessed None 'GRI' OS_Controller CNC-Field.TheWorld:PersistentLevel.OS_Controller_0 Function RenX_Game.Rx_Controller:UpdateDiscordPresence:01D2 [0099.88] ScriptWarning: Accessed None 'GRI' OS_Controller CNC-Field.TheWorld:PersistentLevel.OS_Controller_0 Function RenX_Game.Rx_Controller:UpdateDiscordPresence:032E [0099.88] ScriptWarning: Accessed None 'GRI' OS_Controller CNC-Field.TheWorld:PersistentLevel.OS_Controller_0 Function RenX_Game.Rx_Controller:UpdateDiscordPresence:0060 [0099.88] ScriptWarning: Accessed None 'GRI' OS_Controller CNC-Field.TheWorld:PersistentLevel.OS_Controller_0 Function RenX_Game.Rx_Controller:UpdateDiscordPresence:00D2 [0099.88] ScriptWarning: Accessed None 'GRI' OS_Controller CNC-Field.TheWorld:PersistentLevel.OS_Controller_0 Function RenX_Game.Rx_Controller:UpdateDiscordPresence:01D2 [0099.88] ScriptWarning: Accessed None 'GRI' OS_Controller CNC-Field.TheWorld:PersistentLevel.OS_Controller_0 Function RenX_Game.Rx_Controller:UpdateDiscordPresence:032E [0099.89] ScriptWarning: Accessed None 'GRI' OS_Controller CNC-Field.TheWorld:PersistentLevel.OS_Controller_0 Function RenX_Game.Rx_Controller:UpdateDiscordPresence:0060 [0099.89] ScriptWarning: Accessed None 'GRI' OS_Controller CNC-Field.TheWorld:PersistentLevel.OS_Controller_0 Function RenX_Game.Rx_Controller:UpdateDiscordPresence:00D2 [0099.89] ScriptWarning: Accessed None 'GRI' OS_Controller CNC-Field.TheWorld:PersistentLevel.OS_Controller_0 Function RenX_Game.Rx_Controller:UpdateDiscordPresence:01D2 [0099.89] ScriptWarning: Accessed None 'GRI' OS_Controller CNC-Field.TheWorld:PersistentLevel.OS_Controller_0 Function RenX_Game.Rx_Controller:UpdateDiscordPresence:032E [0099.89] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Field.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:Stealthed.BeginState:00A5 [0099.89] ScriptWarning: Accessed None 'Game' Rx_GRI CNC-Field.TheWorld:PersistentLevel.Rx_GRI_1 Function RenX_Game.Rx_GRI:PostBeginPlay:00BB [0099.89] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo [0099.89] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo [0099.89] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo [0099.89] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour [0099.89] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour [0099.89] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour [0099.91] ScriptWarning: Accessed None 'cannon' Rx_SentinelWeapon_AGT_MG CNC-Field.TheWorld:PersistentLevel.Rx_SentinelWeapon_AGT_MG_2 Function RenX_Game.Rx_SentinelWeapon_AGT_MG:InitMuzzleFlash:0016 [0099.91] ScriptWarning: Accessed None Rx_SentinelWeapon_AGT_MG CNC-Field.TheWorld:PersistentLevel.Rx_SentinelWeapon_AGT_MG_2 Function RenX_Game.Rx_SentinelWeapon_AGT_MG:InitMuzzleFlash:002A [0099.92] ScriptWarning: Accessed None 'cannon' Rx_SentinelWeapon_AGT_MG CNC-Field.TheWorld:PersistentLevel.Rx_SentinelWeapon_AGT_MG_1 Function RenX_Game.Rx_SentinelWeapon_AGT_MG:InitMuzzleFlash:0016 [0099.92] ScriptWarning: Accessed None Rx_SentinelWeapon_AGT_MG CNC-Field.TheWorld:PersistentLevel.Rx_SentinelWeapon_AGT_MG_1 Function RenX_Game.Rx_SentinelWeapon_AGT_MG:InitMuzzleFlash:002A [0099.92] ScriptWarning: Accessed None 'TopHalfAnimSlot' Rx_Pawn CNC-Field.TheWorld:PersistentLevel.Rx_Pawn_19 Function RenX_Game.Rx_Pawn:ReplicatedEvent:0135 [0099.92] Log: WARNING: Cooking Convex For Actor: CNC-Field.TheWorld:PersistentLevel.Rx_CommanderSupport_SpyCamera_0 Component: StaticMeshComponent_50 StaticMesh: RX_Deco_BuildingAssets.StaticMeshes.BuildingAssets_Crate_3_Closed (Scale: 1.000000 1.000000 1.000000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects. [0099.95] ScriptWarning: Accessed None 'BuildingInternals' Rx_SentinelWeapon_Obelisk CNC-Field.TheWorld:PersistentLevel.Rx_SentinelWeapon_Obelisk_0 Function RenX_Game.Rx_SentinelWeapon_Obelisk:ClientInitializeFor:005C [0099.95] ScriptWarning: Accessed None Rx_SentinelWeapon_Obelisk CNC-Field.TheWorld:PersistentLevel.Rx_SentinelWeapon_Obelisk_0 Function RenX_Game.Rx_SentinelWeapon_Obelisk:ClientInitializeFor:0070 [0099.95] ScriptWarning: Accessed None 'BuildingInternals' Rx_SentinelWeapon_Obelisk CNC-Field.TheWorld:PersistentLevel.Rx_SentinelWeapon_Obelisk_0 Function RenX_Game.Rx_SentinelWeapon_Obelisk:ClientInitializeFor:00AE [0099.95] ScriptWarning: Accessed None 'NewBase' Rx_SentinelWeaponComponent_MuzzleFlash CNC-Field.TheWorld:PersistentLevel.Rx_SentinelWeapon_Obelisk_0.Rx_SentinelWeaponComponent_MuzzleFlash_10 Function RenX_Game.Rx_SentinelWeaponComponent_MuzzleFlash:Initialize:000A [0099.95] ScriptWarning: Accessed None 'NewBase' Rx_SentinelWeaponComponent_MuzzleFlash CNC-Field.TheWorld:PersistentLevel.Rx_SentinelWeapon_Obelisk_0.Rx_SentinelWeaponComponent_MuzzleFlash_11 Function RenX_Game.Rx_SentinelWeaponComponent_MuzzleFlash:Initialize:000A [0099.96] Log: WARNING: Cooking Convex For Actor: CNC-Field.TheWorld:PersistentLevel.Rx_BuildingAttachment_BeaconPedestal_0 Component: StaticMeshComponent_86 StaticMesh: RX_Deco_BuildingAssets.StaticMeshes.BuildingAssets_EndGamePedestal (Scale: 1.000000 1.000000 1.000000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects. [0099.96] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Field.TheWorld:PersistentLevel.Rx_Building_Barracks_Internals_0.SkeletalMeshComponent_158 RX_BU_Barracks.Mesh.SK_BU_GDI_BAR 1 0 1 0 [0099.97] PerfWarning: bClothUseCompartment not set, no HW acceleration. SkeletalMeshComponent: SkeletalMeshComponent_158, SkeletalMesh: SK_BU_GDI_BAR [0099.98] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0099.98] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0099.98] ScriptWarning: Accessed None 'RelatedPRI_1' Rx_Message_Crates RenX_Game.Default__Rx_Message_Crates Function RenX_Game.Rx_Message_Crates:GetString:0270 [0099.98] ScriptWarning: Accessed None 'RelatedPRI_1' Rx_HUD CNC-Field.TheWorld:PersistentLevel.Rx_HUD_1 Function RenX_Game.Rx_HUD:LocalizedMessage:0477 [0099.98] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0099.98] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0099.99] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Field.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0099.99] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Field.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0099.99] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0099.99] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0099.99] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0099.99] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0100.04] ScriptWarning: Accessed array 'Rx_GFxHud_0.LoadingBarWidget' out of bounds (255/2) Rx_GFxHud Transient.Rx_GFxHud_0 Function RenX_Game.Rx_GFxHud:HideLoadingBar:008C [0100.04] ScriptWarning: Accessed array 'Rx_GFxHud_0.LoadingBarWidget' out of bounds (255/2) Rx_GFxHud Transient.Rx_GFxHud_0 Function RenX_Game.Rx_GFxHud:HideLoadingBar:00A4 [0100.04] ScriptWarning: Accessed array 'Rx_GFxHud_0.LoadingText' out of bounds (255/2) Rx_GFxHud Transient.Rx_GFxHud_0 Function RenX_Game.Rx_GFxHud:HideLoadingBar:00DA [0100.04] ScriptWarning: Accessed array 'Rx_GFxHud_0.LoadingText' out of bounds (255/2) Rx_GFxHud Transient.Rx_GFxHud_0 Function RenX_Game.Rx_GFxHud:HideLoadingBar:00F2 [0100.04] ScriptWarning: Accessed array 'Rx_GFxHud_0.LoadingMeterMC' out of bounds (255/2) Rx_GFxHud Transient.Rx_GFxHud_0 Function RenX_Game.Rx_GFxHud:HideLoadingBar:0123 [0100.04] ScriptWarning: Accessed array 'Rx_GFxHud_0.LoadingMeterMC' out of bounds (255/2) Rx_GFxHud Transient.Rx_GFxHud_0 Function RenX_Game.Rx_GFxHud:HideLoadingBar:013B [0100.05] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Field.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0100.05] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Field.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0100.05] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Field.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0100.05] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Field.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0100.05] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Field.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0100.05] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Field.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0100.25] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Field.TheWorld:PersistentLevel.Rx_Building_Silo_Internals_0.SkeletalMeshComponent_226 RX_BU_Silo.Meshes.SK_BU_Silo 1 0 1 0 [0100.25] PerfWarning: bClothUseCompartment not set, no HW acceleration. SkeletalMeshComponent: SkeletalMeshComponent_226, SkeletalMesh: SK_BU_Silo [0100.25] ScriptLog: BUILDING ERROR: No Trace2d_X sockets exist in Rx_Building_Silo_Internals_0 [0100.25] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0100.25] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0100.26] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Field.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0100.26] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Field.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0100.26] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Field.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0100.26] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Field.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0100.26] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0100.26] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0100.27] Log: !!!!!!!!!!!!!!!!!!!!!!!!!! CPU skinned CNC-Field.TheWorld:PersistentLevel.Rx_Building_Silo_Internals_0.SkeletalMeshComponent_226 RX_BU_Silo.Meshes.SK_BU_Silo 1 0 1 0 [0100.31] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0100.31] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0100.31] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0100.31] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0100.32] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Field.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0100.32] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Field.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0100.32] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0100.32] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0100.32] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0100.32] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0100.41] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Field.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0100.41] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Field.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0100.49] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0100.49] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0100.49] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0100.49] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0100.50] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Field.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0100.50] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Field.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0100.52] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0100.52] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0100.52] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 248: Actor::setAngularDamping: Actor must be dynamic! [0100.52] DevPhysics: Error (1) in file ..\..\Physics\src\NpActor.cpp, line 227: Actor::setLinearDamping: Actor must be dynamic! [0100.60] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Field.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0100.60] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Field.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionMultiplier [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_NightVision' during gameplay. ParamName: NightVisionContrast [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt' during gameplay. ParamName: GlobalSecondaryParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_WhiteSand' during gameplay. ParamName: GlobalSecondaryParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_YellowSand' during gameplay. ParamName: GlobalSecondaryParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud' during gameplay. ParamName: GlobalSecondaryParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt' during gameplay. ParamName: GlobalSecondaryParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke' during gameplay. ParamName: GlobalSecondaryParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_BW' during gameplay. ParamName: GlobalSecondaryParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Slow' during gameplay. ParamName: GlobalSecondaryParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_SmokeA' during gameplay. ParamName: GlobalSecondaryParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Dirt_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Grain_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mud_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_RockDirt_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_SlowMoving_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Smoke_Thin_NotLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_WhiteSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_YellowSand_Thin_FakeLit' during gameplay. ParamName: GlobalSecondaryParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_FloatingDirt_Unlit' during gameplay. ParamName: GlobalSecondaryParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Mist' during gameplay. ParamName: GlobalSecondaryParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_WaterRadial' during gameplay. ParamName: GlobalSecondaryParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Snow' during gameplay. ParamName: GlobalSecondaryParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Shell_Trail_Master' during gameplay. ParamName: GlobalSecondaryParticleValue [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: AddTranslucent_Bias [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: AddTranslucent_Bias [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Effect_Multiplier [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Stealth_Effect_Multiplier [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy' during gameplay. ParamName: Stealth_Visibility_Multiplier [0100.60] Log: MIC::SetScalarParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Stealth_Visibility_Multiplier [0100.69] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Field.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0100.69] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Field.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0100.79] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Field.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0100.79] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Field.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0100.88] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Field.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0100.88] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Field.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0100.98] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Field.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0100.98] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Field.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0101.07] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Field.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0101.07] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Field.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0101.17] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Field.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0101.17] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Field.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0101.27] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Field.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0101.27] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Field.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0101.36] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Field.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0101.36] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Field.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0101.46] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Field.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:0036 [0101.46] ScriptWarning: Accessed None 'LocalPC' Rx_Pawn_SBH CNC-Field.TheWorld:PersistentLevel.Rx_Pawn_SBH_0 Function RenX_Game.Rx_Pawn_SBH:UpdateStealthBasedOnDistanceTimer:005C [0101.60] ScriptLog: Core [0101.60] ScriptLog: Core [0101.60] ScriptLog: Core [0101.60] ScriptLog: Core [0101.60] ScriptLog: Core [0101.60] ScriptLog: Core [0101.60] ScriptLog: Core [0101.60] ScriptLog: Core [0101.60] ScriptLog: Core [0101.60] ScriptLog: Core [0101.60] ScriptLog: Core [0101.60] ScriptLog: Core [0101.60] ScriptLog: Core [0101.60] ScriptLog: Core [0101.60] ScriptLog: Core [0101.60] ScriptLog: Core [0101.60] ScriptLog: Core [0101.60] ScriptLog: Core [0101.60] ScriptLog: Core [0101.60] ScriptLog: Core [0101.60] ScriptLog: Core [0101.60] ScriptLog: Core [0101.60] ScriptLog: Core [0101.60] ScriptLog: Core [0101.60] ScriptLog: Core [0101.60] ScriptLog: Core 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[0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] 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UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd 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ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: UnrealEd [0101.61] ScriptLog: GFxUIEditor [0101.61] ScriptLog: GFxUIEditor [0101.61] ScriptLog: GFxUIEditor [0101.61] ScriptLog: GFxUIEditor [0101.61] ScriptLog: WinDrv [0101.61] ScriptLog: WinDrv [0101.61] ScriptLog: WinDrv [0101.61] ScriptLog: WinDrv [0101.61] ScriptLog: WinDrv [0101.61] ScriptLog: WinDrv [0101.61] ScriptLog: OnlineSubsystemSteamworks [0101.61] ScriptLog: OnlineSubsystemSteamworks [0101.61] ScriptLog: OnlineSubsystemSteamworks [0101.61] ScriptLog: OnlineSubsystemSteamworks [0101.61] ScriptLog: OnlineSubsystemSteamworks [0101.61] ScriptLog: OnlineSubsystemSteamworks [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase 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ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UTEditor [0101.61] ScriptLog: UTEditor [0101.61] ScriptLog: UTEditor [0101.61] ScriptLog: SubstanceAir [0101.61] ScriptLog: SubstanceAir [0101.61] ScriptLog: SubstanceAir [0101.61] ScriptLog: SubstanceAir [0101.61] ScriptLog: SubstanceAir [0101.61] ScriptLog: SubstanceAir [0101.61] ScriptLog: SubstanceAir [0101.61] ScriptLog: SubstanceAir [0101.61] ScriptLog: SubstanceAir [0101.61] ScriptLog: SubstanceAir [0101.61] ScriptLog: SubstanceAir [0101.61] ScriptLog: SubstanceAirEd [0101.61] ScriptLog: SubstanceAirEd [0101.61] ScriptLog: SubstanceAirEd [0101.61] ScriptLog: SubstanceAirEd [0101.61] ScriptLog: USubstanceAirImportFactory [0101.61] ScriptLog: USubstanceAirImportFactory [0101.61] ScriptLog: SubstanceAirEd [0101.61] ScriptLog: USubstanceAirImageInputFactory [0101.61] ScriptLog: SubstanceAir [0101.61] ScriptLog: SubstanceAir [0101.61] ScriptLog: SubstanceAirEd [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: Engine [0101.61] ScriptLog: GFxUI [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: IpDrv [0101.61] ScriptLog: WinDrv [0101.61] ScriptLog: GameFramework [0101.61] ScriptLog: GameFramework [0101.61] ScriptLog: GameFramework [0101.61] ScriptLog: GameFramework [0101.61] ScriptLog: GameFramework [0101.61] ScriptLog: GameFramework [0101.61] ScriptLog: GameFramework [0101.61] ScriptLog: GameFramework [0101.61] ScriptLog: GameFramework [0101.61] ScriptLog: GameFramework [0101.61] ScriptLog: GameFramework [0101.61] ScriptLog: GameFramework [0101.61] ScriptLog: GameFramework [0101.61] ScriptLog: GameFramework [0101.61] ScriptLog: GameFramework [0101.61] ScriptLog: GameFramework [0101.61] ScriptLog: GameFramework [0101.61] ScriptLog: GameFramework [0101.61] ScriptLog: GameFramework [0101.61] ScriptLog: GameFramework [0101.61] ScriptLog: GameFramework [0101.61] ScriptLog: GameFramework [0101.61] ScriptLog: GameFramework [0101.61] ScriptLog: GameFramework [0101.61] ScriptLog: GameFramework [0101.61] ScriptLog: GameFramework [0101.61] ScriptLog: GameFramework [0101.61] ScriptLog: GameFramework [0101.61] ScriptLog: GameFramework [0101.61] ScriptLog: GameFramework [0101.61] ScriptLog: GameFramework [0101.61] ScriptLog: GameFramework [0101.61] ScriptLog: GameFramework [0101.61] ScriptLog: GameFramework [0101.61] ScriptLog: GameFramework [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UDKBase [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame 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UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] ScriptLog: UTGame [0101.61] 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ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] 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ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_RCam [0101.62] ScriptLog: RenX_RCam [0101.62] ScriptLog: RenX_RCam [0101.62] ScriptLog: RenX_RCam [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.62] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: OfficialServer [0101.63] ScriptLog: OfficialServer [0101.63] ScriptLog: OfficialServer [0101.63] ScriptLog: RenX_Game [0101.63] ScriptLog: OfficialServer [0101.63] ScriptLog: RenX_Game [0101.63] ScriptWarning: Accessed None 'Game' OS_Controller CNC-Field.TheWorld:PersistentLevel.OS_Controller_0 Function OfficialServer.OS_Controller:InitHub:00BF [0101.63] ScriptWarning: Accessed None OS_Controller CNC-Field.TheWorld:PersistentLevel.OS_Controller_0 Function OfficialServer.OS_Controller:InitHub:00D3 [0101.64] Warning: Failed to find function GotoStealthed for timer in actor Rx_Pawn_SBH_0 [0104.05] ScriptLog: Sending server auth retry request [0108.26] ScriptLog: [0114.06] ScriptLog: Sending server auth retry request [0124.06] ScriptLog: Sending server auth retry request [0134.06] ScriptLog: Server authentication failed after 3 tries [0139.60] ScriptWarning: Accessed None 'Canvas' Rx_HUD CNC-Field.TheWorld:PersistentLevel.Rx_HUD_1 Function RenX_Game.Rx_HUD:HandleSetShowScores:0089 [0139.60] ScriptWarning: Accessed None 'Canvas' Rx_HUD CNC-Field.TheWorld:PersistentLevel.Rx_HUD_1 Function RenX_Game.Rx_HUD:HandleSetShowScores:00A9 [0147.93] ScriptLog: [0160.97] Log: WARNING: Cooking Convex For Actor: CNC-Field.TheWorld:PersistentLevel.Rx_Pickup_Ammo_0 Component: StaticMeshComponent_198 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. [0199.90] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.' [0205.37] Warning: Failed to find function GotoStealthed for timer in actor Rx_Pawn_SBH_1 [0217.33] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called [0243.99] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_17 [0257.14] ScriptLog: [0263.14] ScriptWarning: Rx_Vehicle_MediumTank_0 destroying seat 1 still controlled by OS_Controller_0 [Sturm]Tiga05 Rx_Vehicle_MediumTank CNC-Field.TheWorld:PersistentLevel.Rx_Vehicle_MediumTank_0 Function UTGame.UTVehicle:Destroyed:015E [0310.71] ScriptWarning: Accessed None 'Game' OS_Controller CNC-Field.TheWorld:PersistentLevel.OS_Controller_0 Function RenX_Game.Rx_Controller:ClientPawnDied:0293 [0310.71] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called [0310.72] Warning: Warning, TranslationContext could not find handler for 'img src='img' while translating [0319.28] Warning: Failed to find function setRespawnUiCounter for timer in actor OS_Controller_0 [0320.92] ScriptLog: [0363.13] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_13 [0366.38] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_16 [0366.47] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshPart_61 [0397.12] ScriptLog: [0399.37] Log: Bool AmbientOcclusion set to 1 [0401.00] ScriptLog: SoundTheme: ProcessSoundEvent - Unable to find a binding for event: Click [0401.01] Warning: Warning, Failed to load 'Font None.AgentConDB': Failed to find object 'Font None.AgentConDB' [0425.52] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.' [0425.52] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called [0450.11] ScriptLog: [0496.70] ScriptLog: [0533.22] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.' [0533.22] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called [0549.61] ScriptLog: [0551.52] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshPart_63 [0558.63] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_15 [0558.65] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshPart_98 [0569.60] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_48 -> StaticMeshActor_306 [0569.61] Log: PhysRigidBodyOutOfWorldCheck: Rx_Pawn_48 -> StaticMeshActor_306 [0583.77] ScriptWarning: Accessed None 'Game' OS_Controller CNC-Field.TheWorld:PersistentLevel.OS_Controller_0 Function RenX_Game.Rx_Controller:ClientPawnDied:0293 [0583.78] Warning: Warning, TranslationContext could not find handler for 'img src='img' while translating [0591.39] Warning: Failed to find function setRespawnUiCounter for timer in actor OS_Controller_0 [0592.44] ScriptLog: [0613.06] ScriptLog: [0654.67] ScriptLog: [0811.81] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.' [0811.81] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called [0843.56] Warning: Warning, Failed to load 'SoundCue None.': Failed to find object 'SoundCue None.' [0843.56] ScriptLog: UTDamageType base DoCustomDamageEffects should never be called [0856.10] ScriptWarning: Accessed None 'Game' OS_Controller CNC-Field.TheWorld:PersistentLevel.OS_Controller_0 Function RenX_Game.Rx_Controller:ClientPawnDied:0293 [0856.11] Warning: Warning, TranslationContext could not find handler for 'img src='img' while translating [0863.76] Warning: Failed to find function setRespawnUiCounter for timer in actor OS_Controller_0 [0867.57] ScriptLog: [0879.95] ScriptLog: [0920.26] Log: FracturedMesActor: NO SOUND for FracturedStaticMeshActor_14 [1025.25] ScriptLog: [1047.93] ScriptLog: CLIENT - PlayDestructionAnimation() refused - no animation found! [1048.87] ScriptLog: [1053.46] Critical: appError called: Rendering thread exception: Fatal error! Address = 0x3990490f (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe] Address = 0x39904d29 (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe] Address = 0x39994722 (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe] Address = 0x39907c88 (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe] Address = 0x398cc74e (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe] Address = 0x3992f689 (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe] Address = 0x398ccf49 (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe] Address = 0x39940582 (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe] Address = 0x398cef66 (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe] Address = 0x3994580e (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe] Address = 0x39945da5 (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe] Address = 0x398f7702 (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe] Address = 0x398d02b1 (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe] Address = 0x3999dc62 (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe] Address = 0x398d007a (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe] Address = 0x3996257a (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe] Address = 0x39903293 (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe] Address = 0x38b0febe (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe] Address = 0x38b10121 (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe] Address = 0x3817e2bc (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe] Address = 0x3817e529 (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe] Address = 0x37f8b330 (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe] Address = 0x2e827614 (filename not found) [in C:\WINDOWS\System32\KERNEL32.dll] Address = 0x304226b1 (filename not found) [in C:\WINDOWS\SYSTEM32\ntdll.dll] Address = 0x304226b1 (filename not found) [in C:\WINDOWS\SYSTEM32\ntdll.dll] [1053.46] Critical: Windows GetLastError: Der Vorgang wurde erfolgreich beendet. (0) [1053.46] Log: === Critical error: === Rendering thread exception: Fatal error! Address = 0x3990490f (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe] Address = 0x39904d29 (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe] Address = 0x39994722 (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe] Address = 0x39907c88 (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe] Address = 0x398cc74e (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe] Address = 0x3992f689 (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe] Address = 0x398ccf49 (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe] Address = 0x39940582 (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe] Address = 0x398cef66 (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe] Address = 0x3994580e (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe] Address = 0x39945da5 (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe] Address = 0x398f7702 (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe] Address = 0x398d02b1 (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe] Address = 0x3999dc62 (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe] Address = 0x398d007a (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe] Address = 0x3996257a (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe] Address = 0x39903293 (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe] Address = 0x38b0febe (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe] Address = 0x38b10121 (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe] Address = 0x3817e2bc (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe] Address = 0x3817e529 (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe] Address = 0x37f8b330 (filename not found) [in D:\Spiele\RenegadeX\Binaries\Win64\UDK.exe] Address = 0x2e827614 (filename not found) [in C:\WINDOWS\System32\KERNEL32.dll] Address = 0x304226b1 (filename not found) [in C:\WINDOWS\SYSTEM32\ntdll.dll] Address = 0x304226b1 (filename not found) [in C:\WINDOWS\SYSTEM32\ntdll.dll] System.Runtime.InteropServices.SEHException error in UDK: Eine externe Komponente hat eine Ausnahme ausgelöst. bei GuardedMainWrapper(Char* , HINSTANCE__* , HINSTANCE__* , Int32 ) bei ManagedGuardedMain(Char* CmdLine, HINSTANCE__* hInInstance, HINSTANCE__* hPrevInstance, Int32 nCmdShow)