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
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[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] ScriptLog: RenX_Game
[0101.61] 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
[0101.62] 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
[0101.62] 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_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)