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    Unreal Engine Crash On Using Physics Handle

    I am new to coding in Unreal and i am still getting a hang of it. I am using Unreal Engine 4.22.3 and I am following a tutorial about coding in Unreal and i have came across this error where using Physics Handle crashes my unreal editor. The error log says that the engine crashed due to unhandled exception. It also reports that it happened as soon as line 81 in the code (see line 60 below in Grabber.cpp) was reached. When i checked line 81, it was pretty clear it was Physics handle causing the issue. i.e. this part of code is causing the issue:

    // Attach a physics handle
    PhysicsHandle->GrabComponentAtLocationWithRotation(
    ComponentToGrab,
    NAME_None,
    ActorHit->GetOwner()->GetActorLocation(),
    ActorHit->GetOwner()->GetActorRotation() // Allow rotation
    );

    i have confirmed this by commenting it out in my code and running and everything was working fine but i can't interact with anything(i.e i can't pickup object which is pretty obvious why). I am not sure what i am doing wrong as i am new to all this stuff and there isn't much about the error out there(I've bee looking for this since last 2 days on internet and nothing helped). I have really high hope with this forum and any help is greatly appreciated. I am attaching both the header and the actual implementation here to help understand the problem better.


    //Grabber.h

    1. #pragma once
    2. #include "CoreMinimal.h"
    3. #include "Components/ActorComponent.h"
    4. #include"Engine/Public/DrawDebugHelpers.h"
    5. #include"Runtime/Engine/Classes/PhysicsEngine/PhysicsHandleComponent.h"
    6. #include"Runtime/Engine/Classes/Engine/EngineTypes.h"
    7. #include"Engine/Classes/Components/InputComponent.h"
    8. #include"Runtime/Engine/Classes/GameFramework/Actor.h"
    9. #include "Grabber.generated.h"
    10. UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
    11. class BUILDINGESCAPE_API UGrabber : public UActorComponent
    12. {
    13. GENERATED_BODY()
    14. public:
    15. // Sets default values for this component's properties
    16. UGrabber();
    17. protected:
    18. // Called when the game starts
    19. virtual void BeginPlay() override;
    20. public:
    21. // Called every frame
    22. virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
    23. private:
    24. // How far ahead of the player can we reach in cm
    25. float Reach = 100.f;
    26. UPhysicsHandleComponent* PhysicsHandle = nullptr;
    27. UInputComponent* Inputcomponent = nullptr;
    28. //Ray-cast and grab what's in reach
    29. void Grab();
    30. // Called when grab is released
    31. void Release();
    32. // Find (assumed) attached physics handle
    33. void FindPhysicsHandleComponent();
    34. // Setup (assumed) attached input component
    35. void SetupInputComponent();
    36. // Return hit for first physics body in reach
    37. const FHitResult GetFirstPhysicsBodyInReach();
    38. };










    1. //Grabber.cpp



    1. #include "Grabber.h"
    2. #include"Engine/World.h"
    3. #define OUT
    4. // Sets default values for this component's properties
    5. UGrabber::UGrabber()
    6. {
    7. // Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
    8. // off to improve performance if you don't need them.
    9. PrimaryComponentTick.bCanEverTick = true;
    10. // ...
    11. }
    12. // Called when the game starts
    13. void UGrabber::BeginPlay()
    14. {
    15. Super::BeginPlay();
    16. FindPhysicsHandleComponent();
    17. SetupInputComponent();
    18. }
    19. /// Look for attched Physics Handle
    20. void UGrabber::FindPhysicsHandleComponent()
    21. {
    22. PhysicsHandle = GetOwner()->FindComponentByClass<UPhysicsHandleComponent>();
    23. if (PhysicsHandle)
    24. {
    25. // Physics Handle is found
    26. UE_LOG(LogTemp, Warning, TEXT("%s physics handle component"), *GetOwner()->GetName());
    27. }
    28. else
    29. {
    30. UE_LOG(LogTemp, Error, TEXT("%s missing physics handle component"), *GetOwner()->GetName());
    31. }
    32. }
    33. /// Look for input component (Only appears at runtime)
    34. void UGrabber::SetupInputComponent()
    35. {
    36. Inputcomponent = GetOwner()->FindComponentByClass<UInputComponent>();
    37. if (Inputcomponent)
    38. {
    39. UE_LOG(LogTemp, Warning, TEXT("Input Component available"))
    40. ///Bind the input action
    41. Inputcomponent->BindAction("Grab", IE_Pressed, this, &UGrabber::Grab);
    42. Inputcomponent->BindAction("Grab", IE_Released, this, &UGrabber::Release);
    43. }
    44. else
    45. {
    46. UE_LOG(LogTemp, Error, TEXT("Error!! %S missing input Component"), *GetOwner()->GetName())
    47. }
    48. }
    49. void UGrabber::Grab()
    50. {
    51. UE_LOG(LogTemp, Warning, TEXT("Grab Pressed"))
    52. /// LINE TRACE and see if we reach any actor with physics body collision channel set
    53. auto HitResult = GetFirstPhysicsBodyInReach();
    54. auto ComponentToGrab = HitResult.GetComponent();
    55. auto ActorHit = HitResult.GetActor();
    56. /// If we hit something then attcah a physics handle
    57. if (ActorHit)
    58. {
    59. // Attach a physics handle
    60. PhysicsHandle->GrabComponentAtLocationWithRotation(
    61. ComponentToGrab,
    62. NAME_None,
    63. ActorHit->GetOwner()->GetActorLocation(),
    64. ActorHit->GetOwner()->GetActorRotation() // Allow rotation
    65. );
    66. }
    67. }
    68. void UGrabber::Release()
    69. {
    70. UE_LOG(LogTemp, Warning, TEXT("Grab Released"))
    71. PhysicsHandle->ReleaseComponent();
    72. }
    73. // Called every frame
    74. void UGrabber::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
    75. {
    76. Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
    77. /// Get player viewpoint this tick
    78. FVector PlayerViewPointLocation;
    79. FRotator PlayerViewPointRotation;
    80. GetWorld()->GetFirstPlayerController()->GetPlayerViewPoint(OUT PlayerViewPointLocation, OUT PlayerViewPointRotation);
    81. // Log out to Test
    82. /*
    83. UE_LOG(LogTemp, Warning, TEXT("Location : %s , Rotation : %s") , *PlayerViewPointLocation.ToString() , *PlayerViewPointRotation.ToString());
    84. */
    85. FVector LineTraceEnd = PlayerViewPointLocation + PlayerViewPointRotation.Vector() * Reach;
    86. // If the physicshnadle is attached
    87. if (PhysicsHandle->GrabbedComponent)
    88. {
    89. // move the object we're holding
    90. PhysicsHandle->SetTargetLocation(LineTraceEnd);
    91. }
    92. }
    93. const FHitResult UGrabber::GetFirstPhysicsBodyInReach()
    94. {
    95. /// Get player viewpoint this tick
    96. FVector PlayerViewPointLocation;
    97. FRotator PlayerViewPointRotation;
    98. GetWorld()->GetFirstPlayerController()->GetPlayerViewPoint(OUT PlayerViewPointLocation, OUT PlayerViewPointRotation);
    99. // Log out to Test
    100. /*
    101. UE_LOG(LogTemp, Warning, TEXT("Location : %s , Rotation : %s") , *PlayerViewPointLocation.ToString() , *PlayerViewPointRotation.ToString());
    102. */
    103. FVector LineTraceEnd = PlayerViewPointLocation + PlayerViewPointRotation.Vector() * Reach;
    104. /// Setup query params
    105. FCollisionQueryParams TraceParameters(FName(TEXT("")), false, GetOwner());
    106. /// Line-trace (AKA ray-cast) out to reach distance
    107. FHitResult Hit;
    108. GetWorld()->LineTraceSingleByObjectType(
    109. OUT Hit,
    110. PlayerViewPointLocation,
    111. LineTraceEnd,
    112. FCollisionObjectQueryParams(ECollisionChannel::ECC_PhysicsBody),
    113. TraceParameters
    114. );
    115. // See what we hit
    116. AActor* ActorHit = Hit.GetActor();
    117. if (ActorHit)
    118. {
    119. UE_LOG(LogTemp, Warning, TEXT("Line Trace Hit : %s "), *(ActorHit->GetName()))
    120. }
    121. return Hit;
    122. }

    #2
    The editor crashing almost always means you're trying to use a variable which is set to nullptr. Double check that PhysicsHandle actually has a value, and that ComponentToGrab also has a value.

    If this is from the Ben Tristem Gamedev.tv Udemy course, then shortly after writing this, he adds ensure() to pretty much all of those variables to fix exactly this issue.

    Comment


      #3
      thanks for quick response. I really appreciate that. I've tried adding ensure() at two places where i am using physics handle but it didn't work either. I am attaching code fragment below just to ensure i did it right. Please tell me if i am doing it wrong.

      // I added it here before actually using physics handle

      if (ensure(ActorHit))
      {
      // Attach a physics handle
      PhysicsHandle->GrabComponentAtLocationWithRotation(
      ComponentToGrab,
      NAME_None,
      ActorHit->GetOwner()->GetActorLocation(),
      ActorHit->GetOwner()->GetActorRotation() // Allow rotation
      );

      }








      // this is where i was checking if my default pawn has a physics handle


      if (ensure(PhysicsHandle->GrabbedComponent))
      {

      // move the object we're holding
      PhysicsHandle->SetTargetLocation(LineTraceEnd);
      }



      there were also some kind of error on my editor log the first time i tried running the code saying something about physics handle but i couldn't understand it so i am posting it below




      Script Stack (0 frames):

      [2019.08.01-03.23.44:337][ 42]LogStats: FPlatformStackWalk::StackWalkAndDump - 0.468 s
      [2019.08.01-03.23.44:337][ 42]LogOutputDevice: Error: === Handled ensure: ===
      [2019.08.01-03.23.44:337][ 42]LogOutputDevice: Error:
      [2019.08.01-03.23.44:337][ 42]LogOutputDevice: Error: Ensure condition failed: ActorHit [File:E:\Documents\Unreal Projects\BuildingEscape03\BuildingEscape\Source\BuildingEscape\Grabber.cpp] [Line: 78]
      [2019.08.01-03.23.44:337][ 42]LogOutputDevice: Error:
      [2019.08.01-03.23.44:337][ 42]LogOutputDevice: Error: Stack:
      [2019.08.01-03.23.44:337][ 42]LogOutputDevice: Error: [Callstack] 0x00007ffb627380f8 UE4Editor-BuildingEscape-0003.dll!<lambda_fec83873193af8dd8333b5b83324e214>:perator()() [E:\Documents\Unreal Projects\BuildingEscape03\BuildingEscape\Source\BuildingEscape\Grabber.cpp:78]
      [2019.08.01-03.23.44:337][ 42]LogOutputDevice: Error: [Callstack] 0x00007ffb62733314 UE4Editor-BuildingEscape-0003.dll!UGrabber::Grab() [E:\Documents\Unreal Projects\BuildingEscape03\BuildingEscape\Source\BuildingEscape\Grabber.cpp:78]
      [2019.08.01-03.23.44:338][ 42]LogOutputDevice: Error: [Callstack] 0x00007ffb26166ac7 UE4Editor-Engine.dll!UnknownFunction []
      [2019.08.01-03.23.44:338][ 42]LogOutputDevice: Error: [Callstack] 0x00007ffb26190ef1 UE4Editor-Engine.dll!UnknownFunction []
      [2019.08.01-03.23.44:338][ 42]LogOutputDevice: Error: [Callstack] 0x00007ffb25d00dc4 UE4Editor-Engine.dll!UnknownFunction []
      [2019.08.01-03.23.44:338][ 42]LogOutputDevice: Error: [Callstack] 0x00007ffb25d13c88 UE4Editor-Engine.dll!UnknownFunction []
      [2019.08.01-03.23.44:338][ 42]LogOutputDevice: Error: [Callstack] 0x00007ffb25cff1cb UE4Editor-Engine.dll!UnknownFunction []
      [2019.08.01-03.23.44:338][ 42]LogOutputDevice: Error: [Callstack] 0x00007ffb25d12697 UE4Editor-Engine.dll!UnknownFunction []
      [2019.08.01-03.23.44:339][ 42]LogOutputDevice: Error: [Callstack] 0x00007ffb250faeed UE4Editor-Engine.dll!UnknownFunction []
      [2019.08.01-03.23.44:339][ 42]LogOutputDevice: Error: [Callstack] 0x00007ffb260b72bc UE4Editor-Engine.dll!UnknownFunction []
      [2019.08.01-03.23.44:339][ 42]LogOutputDevice: Error: [Callstack] 0x00007ffb27f222d8 UE4Editor-Core.dll!UnknownFunction []
      [2019.08.01-03.23.44:339][ 42]LogOutputDevice: Error: [Callstack] 0x00007ffb27f22563 UE4Editor-Core.dll!UnknownFunction []
      [2019.08.01-03.23.44:339][ 42]LogOutputDevice: Error: [Callstack] 0x00007ffb27f32309 UE4Editor-Core.dll!UnknownFunction []
      [2019.08.01-03.23.44:339][ 42]LogOutputDevice: Error: [Callstack] 0x00007ffb260ff9e3 UE4Editor-Engine.dll!UnknownFunction []
      [2019.08.01-03.23.44:339][ 42]LogOutputDevice: Error: [Callstack] 0x00007ffb2610bd12 UE4Editor-Engine.dll!UnknownFunction []
      [2019.08.01-03.23.44:339][ 42]LogOutputDevice: Error: [Callstack] 0x00007ffb2592dc4f UE4Editor-Engine.dll!UnknownFunction []
      [2019.08.01-03.23.44:340][ 42]LogOutputDevice: Error: [Callstack] 0x00007ffb25937e28 UE4Editor-Engine.dll!UnknownFunction []
      [2019.08.01-03.23.44:340][ 42]LogOutputDevice: Error: [Callstack] 0x00007ffb22fd02f7 UE4Editor-UnrealEd.dll!UnknownFunction []
      [2019.08.01-03.23.44:340][ 42]LogOutputDevice: Error: [Callstack] 0x00007ffb237ed396 UE4Editor-UnrealEd.dll!UnknownFunction []
      [2019.08.01-03.23.44:340][ 42]LogOutputDevice: Error: [Callstack] 0x00007ff6d5036bb1 UE4Editor.exe!UnknownFunction []
      [2019.08.01-03.23.44:340][ 42]LogOutputDevice: Error: [Callstack] 0x00007ff6d504554c UE4Editor.exe!UnknownFunction []
      [2019.08.01-03.23.44:340][ 42]LogOutputDevice: Error: [Callstack] 0x00007ff6d50455ca UE4Editor.exe!UnknownFunction []
      [2019.08.01-03.23.44:340][ 42]LogOutputDevice: Error: [Callstack] 0x00007ff6d505316c UE4Editor.exe!UnknownFunction []
      [2019.08.01-03.23.44:340][ 42]LogOutputDevice: Error: [Callstack] 0x00007ff6d5055b8e UE4Editor.exe!UnknownFunction []
      [2019.08.01-03.23.44:341][ 42]LogOutputDevice: Error: [Callstack] 0x00007ffb67a37bd4 KERNEL32.DLL!UnknownFunction []
      [2019.08.01-03.23.44:341][ 42]LogOutputDevice: Error: [Callstack] 0x00007ffb696cce71 ntdll.dll!UnknownFunction []
      [2019.08.01-03.23.44:341][ 42]LogOutputDevice: Error:
      [2019.08.01-03.23.44:367][ 42]LogStats: SubmitErrorReport - 0.000 s
      [2019.08.01-03.23.44:891][ 42]LogStats: SendNewReport - 0.523 s
      [2019.08.01-03.23.44:891][ 42]LogStats: FDebug::EnsureFailed - 1.023 s
      [2019.08.01-03.23.44:899][ 43]LogTemp: Warning: Grab Released
      [2019.08.01-03.23.46:135][107]LogTemp: Warning: Grab Pressed
      [2019.08.01-03.23.46:266][115]LogTemp: Warning: Grab Released
      [2019.08.01-03.23.47:542][191]LogTemp: Warning: Grab Pressed
      [2019.08.01-03.23.47:623][196]LogTemp: Warning: Grab Released
      [2019.08.01-03.23.54:304][593]LogTemp: Warning: Grab Pressed
      [2019.08.01-03.23.54:768][620]LogTemp: Warning: Grab Released
      [2019.08.01-03.23.59:659][886]LogBlueprintUserMessages: Early EndPlayMap Detection: Level '/Game/Room1.Room1:PersistentLevel' has LevelScriptBlueprint '/Game/Room1.Room1:PersistentLevel.Room1' with GeneratedClass '/Game/Room1.Room1_C' with ClassGeneratedBy '/Game/Room1.Room1:PersistentLevel.Room1'
      [2019.08.01-03.23.59:660][886]LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
      [2019.08.01-03.23.59:708][886]LogPlayLevel: Display: Shutting down PIE online subsystems
      [2019.08.01-03.23.59:708][886]LogBlueprintUserMessages: Late EndPlayMap Detection: Level '/Game/Room1.Room1:PersistentLevel' has LevelScriptBlueprint '/Game/Room1.Room1:PersistentLevel.Room1' with GeneratedClass '/Game/Room1.Room1_C' with ClassGeneratedBy '/Game/Room1.Room1:PersistentLevel.Room1'
      [2019.08.01-03.23.59:748][886]LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
      [2019.08.01-03.23.59:753][886]LogUObjectHash: Compacting FUObjectHashTables data took 2.31ms
      [2019.08.01-03.23.59:780][887]LogPlayLevel: Display: Destroying online subsystem :Context_4
      [2019.08.01-03.24.48:853][344]LogSlate: FSceneViewport::OnFocusLost() reason 0
      [2019.08.01-03.24.51:622][477]LogTemp: Repeating last play command: Selected Viewport
      [2019.08.01-03.24.51:640][477]LogBlueprintUserMessages: Early PlayInEditor Detection: Level '/Game/Room1.Room1:PersistentLevel' has LevelScriptBlueprint '/Game/Room1.Room1:PersistentLevel.Room1' with GeneratedClass '/Game/Room1.Room1_C' with ClassGeneratedBy '/Game/Room1.Room1:PersistentLevel.Room1'
      [2019.08.01-03.24.51:641][477]LogPlayLevel: PlayLevel: No blueprints needed recompiling
      [2019.08.01-03.24.51:641][477]PIE: New page: PIE session: Room1 (01-Aug-2019 2:24:51 pm)
      [2019.08.01-03.24.51:642][477]LogPlayLevel: Creating play world package: /Game/UEDPIE_0_Room1
      [2019.08.01-03.24.51:652][477]LogPlayLevel: PIE: StaticDuplicateObject took: (0.009546s)
      [2019.08.01-03.24.51:653][477]LogAIModule: Creating AISystem for world Room1
      [2019.08.01-03.24.51:653][477]LogPlayLevel: PIE: World Init took: (0.000925s)
      [2019.08.01-03.24.51:653][477]LogPlayLevel: PIE: Created PIE world by copying editor world from /Game/Room1.Room1 to /Game/UEDPIE_0_Room1.Room1 (0.010987s)
      [2019.08.01-03.24.51:698][477]LogUObjectHash: Compacting FUObjectHashTables data took 3.60ms
      [2019.08.01-03.24.51:702][477]LogInit: XAudio2 using 'Speaker/Headphone (Realtek High Definition Audio)' : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3)
      [2019.08.01-03.24.51:719][477]LogInit: FAudioDevice initialized.
      [2019.08.01-03.24.51:747][477]LogLoad: Game class is 'BuildingEscapeGameModeBase_BP_C'
      [2019.08.01-03.24.51:749][477]LogWorld: Bringing World /Game/UEDPIE_0_Room1.Room1 up for play (max tick rate 60) at 2019.08.01-08.54.51
      [2019.08.01-03.24.51:749][477]LogWorld: Bringing up level for play took: 0.001373
      [2019.08.01-03.24.51:762][477]LogTemp: Warning: DefaultPawn_BP_C_0 physics handle component
      [2019.08.01-03.24.51:762][477]LogTemp: Warning: Input Component available
      [2019.08.01-03.24.51:762][477]PIE: Play in editor start time for /Game/UEDPIE_0_Room1 -0.252
      [2019.08.01-03.24.51:762][477]LogBlueprintUserMessages: Late PlayInEditor Detection: Level '/Game/Room1.Room1:PersistentLevel' has LevelScriptBlueprint '/Game/Room1.Room1:PersistentLevel.Room1' with GeneratedClass '/Game/Room1.Room1_C' with ClassGeneratedBy '/Game/Room1.Room1:PersistentLevel.Room1'
      [2019.08.01-03.24.54:636][648]LogTemp: Warning: Grab Pressed
      [2019.08.01-03.24.54:702][652]LogTemp: Warning: Grab Released
      [2019.08.01-03.24.55:873][722]LogTemp: Warning: Grab Pressed
      [2019.08.01-03.24.55:938][726]LogTemp: Warning: Grab Released
      [2019.08.01-03.25.01:854][ 70]LogTemp: Warning: Grab Pressed
      [2019.08.01-03.25.01:976][ 77]LogTemp: Warning: Grab Released
      [2019.08.01-03.25.08:899][462]LogTemp: Warning: Grab Pressed
      [2019.08.01-03.25.08:947][462]LogTemp: Warning: Line Trace Hit : SM_TableRound_2

      after this part my engine crashes. Am i doing something wrong again? Please guide me

      Comment


        #4
        That message is new, because that's what ensure() does. It throws a big error log when something isn't right.

        If there's a variable you're using, that could possibly be null, you should be checking for it to avoid a null pointer exception. For example:


        if (ActorHit) {
        if (!ensure(PhysicsHandle)) { return; }

        // Attach a physics handle
        PhysicsHandle->GrabComponentAtLocationWithRotation(
        ComponentToGrab,
        NAME_None,
        ActorHit->GetOwner()->GetActorLocation(),
        ActorHit->GetOwner()->GetActorRotation() // Allow rotation
        );
        }

        Comment


          #5
          i tried this :

          void UGrabber::Grab()
          {
          UE_LOG(LogTemp, Warning, TEXT("Grab Pressed"))

          /// LINE TRACE and see if we reach any actor with physics body collision channel set
          auto HitResult = GetFirstPhysicsBodyInReach();
          auto ComponentToGrab = HitResult.GetComponent();
          auto ActorHit = HitResult.GetActor();
          /// If we hit something then attcah a physics handle
          if (ActorHit)
          {
          if (!ensure(PhysicsHandle))
          {
          return;
          }

          // Attach a physics handle
          PhysicsHandle->GrabComponentAtLocationWithRotation(
          ComponentToGrab,
          NAME_None,
          ActorHit->GetOwner()->GetActorLocation(),
          ActorHit->GetOwner()->GetActorRotation() // Allow rotation
          );

          }
          }




          the error log is clear but still no luck, could you tell me what are the variables that i should check. I am posting below the error log too just in case i missed something.


          Log file open, 08/01/19 11:56:11
          LogWindows: Failed to load 'aqProf.dll' (GetLastError=126)
          LogWindows: File 'aqProf.dll' does not exist
          LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=126)
          LogWindows: File 'VtuneApi.dll' does not exist
          LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
          LogWindows: File 'VtuneApi32e.dll' does not exist
          LogConsoleResponse: Display: Failed to find resolution value strings in scalability ini. Falling back to default.
          LogInit: Display: Running engine for game: BuildingEscape
          LogPakFile: Registered encryption key '00000000000000000000000000000000': 0 pak files mounted, 0 remain pending
          LogPlatformFile: Not using cached read wrapper
          LogTaskGraph: Started task graph with 5 named threads and 11 total threads with 3 sets of task threads.
          LogStats: Stats thread started at 0.158991
          LogD3D11RHI: Loaded GFSDK_Aftermath_Lib.x64.dll
          LogICUInternationalization: ICU TimeZone Detection - Raw Offset: +5:30, Platform Override: ''
          LogPluginManager: Mounting plugin Paper2D
          LogPluginManager: Mounting plugin AISupport
          LogPluginManager: Mounting plugin LightPropagationVolume
          LogPluginManager: Mounting plugin ActorLayerUtilities
          LogPluginManager: Mounting plugin AnimationSharing
          LogPluginManager: Mounting plugin CLionSourceCodeAccess
          LogPluginManager: Mounting plugin CodeLiteSourceCodeAccess
          LogPluginManager: Mounting plugin GitSourceControl
          LogPluginManager: Mounting plugin KDevelopSourceCodeAccess
          LogPluginManager: Mounting plugin NullSourceCodeAccess
          LogPluginManager: Mounting plugin PerforceSourceControl
          LogPluginManager: Mounting plugin SubversionSourceControl
          LogPluginManager: Mounting plugin UObjectPlugin
          LogPluginManager: Mounting plugin VisualStudioCodeSourceCodeAccess
          LogPluginManager: Mounting plugin VisualStudioSourceCodeAccess
          LogPluginManager: Mounting plugin XCodeSourceCodeAccess
          LogPluginManager: Mounting plugin AssetManagerEditor
          LogPluginManager: Mounting plugin CryptoKeys
          LogPluginManager: Mounting plugin DataValidation
          LogPluginManager: Mounting plugin FacialAnimation
          LogPluginManager: Mounting plugin GameplayTagsEditor
          LogPluginManager: Mounting plugin MacGraphicsSwitching
          LogPluginManager: Mounting plugin MaterialAnalyzer
          LogPluginManager: Mounting plugin MobileLauncherProfileWizard
          LogPluginManager: Mounting plugin PluginBrowser
          LogPluginManager: Mounting plugin SpeedTreeImporter
          LogPluginManager: Mounting plugin DatasmithContent
          LogPluginManager: Mounting plugin VariantManagerContent
          LogPluginManager: Mounting plugin AlembicImporter
          LogPluginManager: Mounting plugin AppleImageUtils
          LogPluginManager: Mounting plugin AppleVision
          LogPluginManager: Mounting plugin BackChannel
          LogPluginManager: Mounting plugin CharacterAI
          LogPluginManager: Mounting plugin GeometryCache
          LogPluginManager: Mounting plugin HTML5Networking
          LogPluginManager: Mounting plugin ProxyLODPlugin
          LogPluginManager: Mounting plugin SkeletalReduction
          LogPluginManager: Mounting plugin MagicLeap
          LogPluginManager: Mounting plugin MagicLeapMedia
          LogPluginManager: Mounting plugin AndroidMedia
          LogPluginManager: Mounting plugin AvfMedia
          LogPluginManager: Mounting plugin ImgMedia
          LogPluginManager: Mounting plugin LinearTimecode
          LogPluginManager: Mounting plugin MediaCompositing
          LogPluginManager: Mounting plugin MediaPlayerEditor
          LogPluginManager: Mounting plugin WebMMedia
          LogPluginManager: Mounting plugin WmfMedia
          LogPluginManager: Mounting plugin TcpMessaging
          LogPluginManager: Mounting plugin UdpMessaging
          LogPluginManager: Mounting plugin ActorSequence
          LogPluginManager: Mounting plugin LevelSequenceEditor
          LogPluginManager: Mounting plugin MatineeToLevelSequence
          LogPluginManager: Mounting plugin NetcodeUnitTest
          LogPluginManager: Mounting plugin NUTUnrealEngine4
          LogPluginManager: Mounting plugin OnlineSubsystemGooglePlay
          LogPluginManager: Mounting plugin OnlineSubsystemIOS
          LogPluginManager: Mounting plugin OnlineSubsystem
          LogPluginManager: Mounting plugin OnlineSubsystemNull
          LogPluginManager: Mounting plugin OnlineSubsystemUtils
          LogPluginManager: Mounting plugin LauncherChunkInstaller
          LogPluginManager: Mounting plugin AndroidDeviceProfileSelector
          LogPluginManager: Mounting plugin AndroidMoviePlayer
          LogPluginManager: Mounting plugin AndroidPermission
          LogPluginManager: Mounting plugin AppleMoviePlayer
          LogPluginManager: Mounting plugin ArchVisCharacter
          LogPluginManager: Mounting plugin AudioCapture
          LogPluginManager: Mounting plugin CableComponent
          LogPluginManager: Mounting plugin CustomMeshComponent
          LogPluginManager: Mounting plugin EditableMesh
          LogPluginManager: Mounting plugin ExampleDeviceProfileSelector
          LogPluginManager: Mounting plugin Firebase
          LogPluginManager: Mounting plugin GoogleCloudMessaging
          LogPluginManager: Mounting plugin IOSDeviceProfileSelector
          LogPluginManager: Mounting plugin LinuxDeviceProfileSelector
          LogPluginManager: Mounting plugin LocationServicesBPLibrary
          LogPluginManager: Mounting plugin MobilePatchingUtils
          LogPluginManager: Mounting plugin OculusVR
          LogPluginManager: Mounting plugin PhysXVehicles
          LogPluginManager: Mounting plugin ProceduralMeshComponent
          LogPluginManager: Mounting plugin RuntimePhysXCooking
          LogPluginManager: Mounting plugin SignificanceManager
          LogPluginManager: Mounting plugin SteamVR
          LogPluginManager: Mounting plugin WebMMoviePlayer
          LogPluginManager: Mounting plugin WindowsMoviePlayer
          LogInit: Using libcurl 7.55.1-DEV
          LogInit: - built for x86_64-pc-win32
          LogInit: - supports SSL with OpenSSL/1.1.1
          LogInit: - supports HTTP deflate (compression) using libz 1.2.8
          LogInit: - other features:
          LogInit: CURL_VERSION_SSL
          LogInit: CURL_VERSION_LIBZ
          LogInit: CURL_VERSION_IPV6
          LogInit: CURL_VERSION_ASYNCHDNS
          LogInit: CURL_VERSION_LARGEFILE
          LogInit: CURL_VERSION_IDN
          LogInit: CurlRequestOptions (configurable via config and command line):
          LogInit: - bVerifyPeer = true - Libcurl will verify peer certificate
          LogInit: - bUseHttpProxy = false - Libcurl will NOT use HTTP proxy
          LogInit: - bDontReuseConnections = false - Libcurl will reuse connections
          LogInit: - MaxHostConnections = 16 - Libcurl will limit the number of connections to a host
          LogInit: - LocalHostAddr = Default
          LogInit: - BufferSize = 65536
          LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
          LogInit: Build: ++UE4+Release-4.22-CL-7053642
          LogInit: Engine Version: 4.22.3-7053642+++UE4+Release-4.22
          LogInit: Compatible Engine Version: 4.22.0-5660361+++UE4+Release-4.22
          LogInit: Net CL: 5660361
          LogInit: OS: Windows 10 (Release 1903) (), CPU: Intel(R) Core(TM) i5-7200U CPU @ 2.50GHz, GPU: Intel(R) HD Graphics 620
          LogInit: Compiled (64-bit): Jun 18 2019 03:09:11
          LogInit: Compiled with Visual C++: 19.16.27025.01
          LogInit: Build Configuration: Development
          LogInit: Branch Name: ++UE4+Release-4.22
          LogInit: Command Line:
          LogInit: Base Directory: E:/Program Files/Epic Games/UE_4.22/Engine/Binaries/Win64/
          LogInit: Installed Engine Build: 1
          LogDevObjectVersion: Number of dev versions registered: 23
          LogDevObjectVersion: Dev-Blueprints (B0D832E4-1F89-4F0D-ACCF-7EB736FD4AA2): 10
          LogDevObjectVersion: Dev-Build (E1C64328-A22C-4D53-A36C-8E866417BD8C): 0
          LogDevObjectVersion: Dev-Core (375EC13C-06E4-48FB-B500-84F0262A717E): 3
          LogDevObjectVersion: Dev-Editor (E4B068ED-F494-42E9-A231-DA0B2E46BB41): 30
          LogDevObjectVersion: Dev-Framework (CFFC743F-43B0-4480-9391-14DF171D2073): 35
          LogDevObjectVersion: Dev-Mobile (B02B49B5-BB20-44E9-A304-32B752E40360): 2
          LogDevObjectVersion: Dev-Networking (A4E4105C-59A1-49B5-A7C5-40C4547EDFEE): 0
          LogDevObjectVersion: Dev-Online (39C831C9-5AE6-47DC-9A44-9C173E1C8E7C): 0
          LogDevObjectVersion: Dev-Physics (78F01B33-EBEA-4F98-B9B4-84EACCB95AA2): 0
          LogDevObjectVersion: Dev-Platform (6631380F-2D4D-43E0-8009-CF276956A95A): 0
          LogDevObjectVersion: Dev-Rendering (12F88B9F-8875-4AFC-A67C-D90C383ABD29): 28
          LogDevObjectVersion: Dev-Sequencer (7B5AE74C-D270-4C10-A958-57980B212A5A): 11
          LogDevObjectVersion: Dev-VR (D7296918-1DD6-4BDD-9DE2-64A83CC13884): 2
          LogDevObjectVersion: Dev-LoadTimes (C2A15278-BFE7-4AFE-6C17-90FF531DF755): 1
          LogDevObjectVersion: Private-Geometry (6EACA3D4-40EC-4CC1-B786-8BED09428FC5): 3
          LogDevObjectVersion: Dev-AnimPhys (29E575DD-E0A3-4627-9D10-D276232CDCEA): 17
          LogDevObjectVersion: Dev-Anim (AF43A65D-7FD3-4947-9873-3E8ED9C1BB05): 2
          LogDevObjectVersion: Dev-ReflectionCapture (6B266CEC-1EC7-4B8F-A30B-E4D90942FC07): 1
          LogDevObjectVersion: Dev-Automation (0DF73D61-A23F-47EA-B727-89E90C41499A): 1
          LogDevObjectVersion: FortniteMain (601D1886-AC64-4F84-AA16-D3DE0DEAC7D6): 25
          LogDevObjectVersion: Dev-Enterprise (9DFFBCD6-494F-0158-E221-12823C92A888): 6
          LogDevObjectVersion: Dev-Niagara (F2AED0AC-9AFE-416F-8664-AA7FFA26D6FC): 1
          LogDevObjectVersion: Dev-Destruction (174F1F0B-B4C6-45A5-B13F-2EE8D0FB917D): 2
          LogInit: Presizing for max 16777216 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool.
          LogInit: Object subsystem initialized
          LogConfig: Setting CVar [[con.DebugEarlyDefault:1]]
          LogConfig: Setting CVar [[r.setres:1280x720]]
          [2019.08.01-06.26.12:019][ 0]LogConfig: Setting CVar [[r.VSync:0]]
          [2019.08.01-06.26.12:019][ 0]LogConfig: Setting CVar [[r.RHICmdBypass:0]]
          [2019.08.01-06.26.12:019][ 0]LogConfig: Applying CVar settings from Section [/Script/Engine.RendererSettings] File [E:/Documents/Unreal Projects/BuildingEscape03/BuildingEscape/Saved/Config/Windows/Engine.ini]
          [2019.08.01-06.26.12:019][ 0]LogConfig: Setting CVar [[r.GPUCrashDebugging:0]]
          [2019.08.01-06.26.12:019][ 0]LogConfig: Applying CVar settings from Section [/Script/Engine.RendererOverrideSettings] File [E:/Documents/Unreal Projects/BuildingEscape03/BuildingEscape/Saved/Config/Windows/Engine.ini]
          [2019.08.01-06.26.12:019][ 0]LogConfig: Applying CVar settings from Section [/Script/Engine.StreamingSettings] File [E:/Documents/Unreal Projects/BuildingEscape03/BuildingEscape/Saved/Config/Windows/Engine.ini]
          [2019.08.01-06.26.12:019][ 0]LogConfig: Setting CVar [[s.MinBulkDataSizeForAsyncLoading:131072]]
          [2019.08.01-06.26.12:019][ 0]LogConfig: Setting CVar [[s.AsyncLoadingThreadEnabled:0]]
          [2019.08.01-06.26.12:019][ 0]LogConfig: Setting CVar [[s.EventDrivenLoaderEnabled:1]]
          [2019.08.01-06.26.12:019][ 0]LogConfig: Setting CVar [[s.WarnIfTimeLimitExceeded:0]]
          [2019.08.01-06.26.12:019][ 0]LogConfig: Setting CVar [[s.TimeLimitExceededMultiplier:1.5]]
          [2019.08.01-06.26.12:019][ 0]LogConfig: Setting CVar [[s.TimeLimitExceededMinTime:0.005]]
          [2019.08.01-06.26.12:019][ 0]LogConfig: Setting CVar [[s.UseBackgroundLevelStreaming:1]]
          [2019.08.01-06.26.12:019][ 0]LogConfig: Setting CVar [[s.PriorityAsyncLoadingExtraTime:15.0]]
          [2019.08.01-06.26.12:019][ 0]LogConfig: Setting CVar [[s.LevelStreamingActorsUpdateTimeLimit:5.0]]
          [2019.08.01-06.26.12:019][ 0]LogConfig: Setting CVar [[s.PriorityLevelStreamingActorsUpdateExtraTime:5.0]]
          [2019.08.01-06.26.12:019][ 0]LogConfig: Setting CVar [[s.LevelStreamingComponentsRegistrationGranularity:10]]
          [2019.08.01-06.26.12:019][ 0]LogConfig: Setting CVar [[s.UnregisterComponentsTimeLimit:1.0]]
          [2019.08.01-06.26.12:019][ 0]LogConfig: Setting CVar [[s.LevelStreamingComponentsUnregistrationGranularity:5]]
          [2019.08.01-06.26.12:019][ 0]LogConfig: Applying CVar settings from Section [/Script/Engine.GarbageCollectionSettings] File [E:/Documents/Unreal Projects/BuildingEscape03/BuildingEscape/Saved/Config/Windows/Engine.ini]
          [2019.08.01-06.26.12:019][ 0]LogConfig: Setting CVar [[gc.MaxObjectsNotConsideredByGC:1]]
          [2019.08.01-06.26.12:019][ 0]LogConfig: Setting CVar [[gc.SizeOfPermanentObjectPool:0]]
          [2019.08.01-06.26.12:019][ 0]LogConfig: Setting CVar [[gc.FlushStreamingOnGC:0]]
          [2019.08.01-06.26.12:019][ 0]LogConfig: Setting CVar [[gc.NumRetriesBeforeForcingGC:10]]
          [2019.08.01-06.26.12:019][ 0]LogConfig: Setting CVar [[gc.AllowParallelGC:1]]
          [2019.08.01-06.26.12:019][ 0]LogConfig: Setting CVar [[gc.TimeBetweenPurgingPendingKillObjects:61.1]]
          [2019.08.01-06.26.12:019][ 0]LogConfig: Setting CVar [[gc.MaxObjectsInEditor:16777216]]
          [2019.08.01-06.26.12:019][ 0]LogConfig: Setting CVar [[gc.IncrementalBeginDestroyEnabled:1]]
          [2019.08.01-06.26.12:019][ 0]LogConfig: Setting CVar [[gc.CreateGCClusters:1]]
          [2019.08.01-06.26.12:019][ 0]LogConfig: Setting CVar [[gc.MinGCClusterSize:5]]
          [2019.08.01-06.26.12:019][ 0]LogConfig: Setting CVar [[gc.ActorClusteringEnabled:0]]
          [2019.08.01-06.26.12:019][ 0]LogConfig: Setting CVar [[gc.BlueprintClusteringEnabled:0]]
          [2019.08.01-06.26.12:019][ 0]LogConfig: Setting CVar [[gc.UseDisregardForGCOnDedicatedServers:0]]
          [2019.08.01-06.26.12:019][ 0]LogConfig: Applying CVar settings from Section [/Script/Engine.NetworkSettings] File [E:/Documents/Unreal Projects/BuildingEscape03/BuildingEscape/Saved/Config/Windows/Engine.ini]
          [2019.08.01-06.26.12:019][ 0]LogConfig: Applying CVar settings from Section [/Script/UnrealEd.CookerSettings] File [E:/Documents/Unreal Projects/BuildingEscape03/BuildingEscape/Saved/Config/Windows/Engine.ini]
          [2019.08.01-06.26.12:021][ 0]LogConfig: Applying CVar settings from Section [ViewDistanceQuality@3] File [E:/Documents/Unreal Projects/BuildingEscape03/BuildingEscape/Saved/Config/Windows/Scalability.ini]
          [2019.08.01-06.26.12:021][ 0]LogConfig: Setting CVar [[r.SkeletalMeshLODBias:0]]
          [2019.08.01-06.26.12:021][ 0]LogConfig: Setting CVar [[r.ViewDistanceScale:1.0]]
          [2019.08.01-06.26.12:021][ 0]LogConfig: Applying CVar settings from Section [AntiAliasingQuality@3] File [E:/Documents/Unreal Projects/BuildingEscape03/BuildingEscape/Saved/Config/Windows/Scalability.ini]
          [2019.08.01-06.26.12:021][ 0]LogConfig: Setting CVar [[r.PostProcessAAQuality:4]]
          [2019.08.01-06.26.12:021][ 0]LogConfig: Applying CVar settings from Section [ShadowQuality@3] File [E:/Documents/Unreal Projects/BuildingEscape03/BuildingEscape/Saved/Config/Windows/Scalability.ini]
          [2019.08.01-06.26.12:021][ 0]LogConfig: Setting CVar [[r.LightFunctionQuality:1]]
          [2019.08.01-06.26.12:021][ 0]LogConfig: Setting CVar [[r.ShadowQuality:5]]
          [2019.08.01-06.26.12:021][ 0]LogConfig: Setting CVar [[r.Shadow.CSM.MaxCascades:10]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.Shadow.MaxResolution:2048]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.Shadow.MaxCSMResolution:2048]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.Shadow.RadiusThreshold:0.01]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.Shadow.DistanceScale:1.0]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.Shadow.CSM.TransitionScale:1.0]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.Shadow.PreShadowResolutionFactor:1.0]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.DistanceFieldShadowing:1]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.DistanceFieldAO:1]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.AOQuality:2]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.VolumetricFog:1]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.VolumetricFog.GridPixelSize:8]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.VolumetricFog.GridSizeZ:128]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.VolumetricFog.HistoryMissSupersampleCount:4]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.LightMaxDrawDistanceScale:1]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.CapsuleShadows:1]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Applying CVar settings from Section [PostProcessQuality@3] File [E:/Documents/Unreal Projects/BuildingEscape03/BuildingEscape/Saved/Config/Windows/Scalability.ini]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.MotionBlurQuality:4]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.AmbientOcclusionMipLevelFactor:0.4]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.AmbientOcclusionMaxQuality:100]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.AmbientOcclusionLevels:-1]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.AmbientOcclusionRadiusScale:1.0]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.DepthOfFieldQuality:2]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.RenderTargetPoolMin:400]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.LensFlareQuality:2]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.SceneColorFringeQuality:1]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.EyeAdaptationQuality:2]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.BloomQuality:5]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.FastBlurThreshold:100]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.Upscale.Quality:3]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.Tonemapper.GrainQuantization:1]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.LightShaftQuality:1]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.Filter.SizeScale:1]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.Tonemapper.Quality:5]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.DOF.Gather.AccumulatorQuality:1 ; higher gathering accumulator quality]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.DOF.Gather.PostfilterMethod:1 ; Median3x3 postfilering method]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.DOF.Gather.EnableBokehSettings:0 ; no bokeh simulation when gathering]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.DOF.Gather.RingCount:4 ; medium number of samples when gathering]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.DOF.Scatter.ForegroundCompositing:1 ; additive foreground scattering]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.DOF.Scatter.BackgroundCompositing:2 ; additive background scattering]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.DOF.Scatter.EnableBokehSettings:1 ; bokeh simulation when scattering]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.DOF.Scatter.MaxSpriteRatio:0.1 ; only a maximum of 10% of scattered bokeh]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.DOF.Recombine.Quality:1 ; cheap slight out of focus]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.DOF.Recombine.EnableBokehSettings:0 ; no bokeh simulation on slight out of focus]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.DOF.TemporalAAQuality:1 ; more stable temporal accumulation]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.DOF.Kernel.MaxForegroundRadius:0.025]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.DOF.Kernel.MaxBackgroundRadius:0.025]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Applying CVar settings from Section [TextureQuality@3] File [E:/Documents/Unreal Projects/BuildingEscape03/BuildingEscape/Saved/Config/Windows/Scalability.ini]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.Streaming.MipBias:0]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.Streaming.AmortizeCPUToGPUCopy:0]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.Streaming.MaxNumTexturesToStreamPerFrame:0]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.Streaming.Boost:1]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.MaxAnisotropy:8]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.Streaming.LimitPoolSizeToVRAM:0]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.Streaming.PoolSize:1000]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.Streaming.MaxEffectiveScreenSize:0]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Applying CVar settings from Section [EffectsQuality@3] File [E:/Documents/Unreal Projects/BuildingEscape03/BuildingEscape/Saved/Config/Windows/Scalability.ini]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.TranslucencyLightingVolumeDim:64]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.RefractionQuality:2]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.SSR.Quality:3]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.SceneColorFormat:4]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.DetailMode:2]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.TranslucencyVolumeBlur:1]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.MaterialQualityLevel:1 ; High quality]]
          [2019.08.01-06.26.12:022][ 0]LogConfig: Setting CVar [[r.SSS.Scale:1]]
          [2019.08.01-06.26.12:023][ 0]LogConfig: Setting CVar [[r.SSS.SampleSet:2]]
          [2019.08.01-06.26.12:023][ 0]LogConfig: Setting CVar [[r.SSS.Quality:1]]
          [2019.08.01-06.26.12:023][ 0]LogConfig: Setting CVar [[r.SSS.HalfRes:1]]
          [2019.08.01-06.26.12:023][ 0]LogConfig: Setting CVar [[r.EmitterSpawnRateScale:1.0]]
          [2019.08.01-06.26.12:023][ 0]LogConfig: Setting CVar [[r.ParticleLightQuality:2]]
          [2019.08.01-06.26.12:023][ 0]LogConfig: Applying CVar settings from Section [FoliageQuality@3] File [E:/Documents/Unreal Projects/BuildingEscape03/BuildingEscape/Saved/Config/Windows/Scalability.ini]
          [2019.08.01-06.26.12:023][ 0]LogConfig: Setting CVar [[foliage.DensityScale:1.0]]
          [2019.08.01-06.26.12:023][ 0]LogConfig: Setting CVar [[grass.DensityScale:1.0]]
          [2019.08.01-06.26.12:023][ 0]LogInit: Selected Device Profile: [Windows]
          [2019.08.01-06.26.12:023][ 0]LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
          [2019.08.01-06.26.12:047][ 0]LogHAL: Display: Platform has ~ 8 GB [8469581824 / 8589934592 / 8], which maps to Default [LargestMinGB=32, LargerMinGB=12, DefaultMinGB=8, SmallerMinGB=6, SmallestMinGB=0)
          [2019.08.01-06.26.12:047][ 0]LogConfig: Setting CVar [[r.Vulkan.UseRealUBs:0 ; Required until we fix HLR fall-out]]
          [2019.08.01-06.26.12:047][ 0]LogInit: Going up to parent DeviceProfile []
          [2019.08.01-06.26.12:047][ 0]LogConfig: Applying CVar settings from Section [ViewDistanceQuality@1] File [E:/Documents/Unreal Projects/BuildingEscape03/BuildingEscape/Saved/Config/Windows/Scalability.ini]
          [2019.08.01-06.26.12:047][ 0]LogConfig: Setting CVar [[r.SkeletalMeshLODBias:1]]
          [2019.08.01-06.26.12:047][ 0]LogConfig: Setting CVar [[r.ViewDistanceScale:0.6]]
          [2019.08.01-06.26.12:047][ 0]LogConfig: Applying CVar settings from Section [AntiAliasingQuality@1] File [E:/Documents/Unreal Projects/BuildingEscape03/BuildingEscape/Saved/Config/Windows/Scalability.ini]
          [2019.08.01-06.26.12:047][ 0]LogConfig: Setting CVar [[r.PostProcessAAQuality:2]]
          [2019.08.01-06.26.12:047][ 0]LogConfig: Applying CVar settings from Section [ShadowQuality@1] File [E:/Documents/Unreal Projects/BuildingEscape03/BuildingEscape/Saved/Config/Windows/Scalability.ini]
          [2019.08.01-06.26.12:047][ 0]LogConfig: Setting CVar [[r.LightFunctionQuality:1]]
          [2019.08.01-06.26.12:047][ 0]LogConfig: Setting CVar [[r.ShadowQuality:3]]
          [2019.08.01-06.26.12:047][ 0]LogConfig: Setting CVar [[r.Shadow.CSM.MaxCascades:1]]
          [2019.08.01-06.26.12:047][ 0]LogConfig: Setting CVar [[r.Shadow.MaxResolution:1024]]
          [2019.08.01-06.26.12:047][ 0]LogConfig: Setting CVar [[r.Shadow.MaxCSMResolution:1024]]
          [2019.08.01-06.26.12:047][ 0]LogConfig: Setting CVar [[r.Shadow.RadiusThreshold:0.05]]
          [2019.08.01-06.26.12:047][ 0]LogConfig: Setting CVar [[r.Shadow.DistanceScale:0.7]]
          [2019.08.01-06.26.12:047][ 0]LogConfig: Setting CVar [[r.Shadow.CSM.TransitionScale:0.25]]
          [2019.08.01-06.26.12:047][ 0]LogConfig: Setting CVar [[r.Shadow.PreShadowResolutionFactor:0.5]]
          [2019.08.01-06.26.12:047][ 0]LogConfig: Setting CVar [[r.DistanceFieldShadowing:0]]
          [2019.08.01-06.26.12:047][ 0]LogConfig: Setting CVar [[r.DistanceFieldAO:0]]
          [2019.08.01-06.26.12:047][ 0]LogConfig: Setting CVar [[r.VolumetricFog:0]]
          [2019.08.01-06.26.12:047][ 0]LogConfig: Setting CVar [[r.LightMaxDrawDistanceScale:.5]]
          [2019.08.01-06.26.12:047][ 0]LogConfig: Setting CVar [[r.CapsuleShadows:1]]
          [2019.08.01-06.26.12:047][ 0]LogConfig: Applying CVar settings from Section [PostProcessQuality@1] File [E:/Documents/Unreal Projects/BuildingEscape03/BuildingEscape/Saved/Config/Windows/Scalability.ini]
          [2019.08.01-06.26.12:047][ 0]LogConfig: Setting CVar [[r.MotionBlurQuality:3]]
          [2019.08.01-06.26.12:047][ 0]LogConfig: Setting CVar [[r.AmbientOcclusionMipLevelFactor:1.0]]
          [2019.08.01-06.26.12:047][ 0]LogConfig: Setting CVar [[r.AmbientOcclusionMaxQuality:60]]
          [2019.08.01-06.26.12:047][ 0]LogConfig: Setting CVar [[r.AmbientOcclusionLevels:-1]]
          [2019.08.01-06.26.12:047][ 0]LogConfig: Setting CVar [[r.AmbientOcclusionRadiusScale:1.5]]
          [2019.08.01-06.26.12:047][ 0]LogConfig: Setting CVar [[r.DepthOfFieldQuality:1]]
          [2019.08.01-06.26.12:047][ 0]LogConfig: Setting CVar [[r.RenderTargetPoolMin:350]]
          [2019.08.01-06.26.12:047][ 0]LogConfig: Setting CVar [[r.LensFlareQuality:0]]
          [2019.08.01-06.26.12:047][ 0]LogConfig: Setting CVar [[r.SceneColorFringeQuality:0]]
          [2019.08.01-06.26.12:047][ 0]LogConfig: Setting CVar [[r.EyeAdaptationQuality:0]]
          [2019.08.01-06.26.12:047][ 0]LogConfig: Setting CVar [[r.BloomQuality:4]]
          [2019.08.01-06.26.12:047][ 0]LogConfig: Setting CVar [[r.FastBlurThreshold:2]]
          [2019.08.01-06.26.12:047][ 0]LogConfig: Setting CVar [[r.Upscale.Quality:2]]
          [2019.08.01-06.26.12:047][ 0]LogConfig: Setting CVar [[r.Tonemapper.GrainQuantization:0]]
          [2019.08.01-06.26.12:047][ 0]LogConfig: Setting CVar [[r.LightShaftQuality:0]]
          [2019.08.01-06.26.12:048][ 0]LogConfig: Setting CVar [[r.Filter.SizeScale:0.7]]
          [2019.08.01-06.26.12:048][ 0]LogConfig: Setting CVar [[r.Tonemapper.Quality:2]]
          [2019.08.01-06.26.12:048][ 0]LogConfig: Setting CVar [[r.DOF.Gather.AccumulatorQuality:0 ; lower gathering accumulator quality]]
          [2019.08.01-06.26.12:048][ 0]LogConfig: Setting CVar [[r.DOF.Gather.PostfilterMethod:2 ; Max3x3 postfilering method]]
          [2019.08.01-06.26.12:048][ 0]LogConfig: Setting CVar [[r.DOF.Gather.EnableBokehSettings:0 ; no bokeh simulation when gathering]]
          [2019.08.01-06.26.12:048][ 0]LogConfig: Setting CVar [[r.DOF.Gather.RingCount:3 ; low number of samples when gathering]]
          [2019.08.01-06.26.12:048][ 0]LogConfig: Setting CVar [[r.DOF.Scatter.ForegroundCompositing:0 ; no foreground scattering]]
          [2019.08.01-06.26.12:048][ 0]LogConfig: Setting CVar [[r.DOF.Scatter.BackgroundCompositing:0 ; no foreground scattering]]
          [2019.08.01-06.26.12:048][ 0]LogConfig: Setting CVar [[r.DOF.Recombine.Quality:0 ; no slight out of focus]]
          [2019.08.01-06.26.12:048][ 0]LogConfig: Setting CVar [[r.DOF.TemporalAAQuality:0 ; faster temporal accumulation]]
          [2019.08.01-06.26.12:048][ 0]LogConfig: Setting CVar [[r.DOF.Kernel.MaxForegroundRadius:0.006 ; required because low gathering and no scattering and not looking great at 1080p]]
          [2019.08.01-06.26.12:048][ 0]LogConfig: Setting CVar [[r.DOF.Kernel.MaxBackgroundRadius:0.006 ; required because low gathering and no scattering and not looking great at 1080p]]
          [2019.08.01-06.26.12:048][ 0]LogConfig: Applying CVar settings from Section [TextureQuality@1] File [E:/Documents/Unreal Projects/BuildingEscape03/BuildingEscape/Saved/Config/Windows/Scalability.ini]
          [2019.08.01-06.26.12:048][ 0]LogConfig: Setting CVar [[r.Streaming.MipBias:1]]
          [2019.08.01-06.26.12:048][ 0]LogConfig: Setting CVar [[r.Streaming.AmortizeCPUToGPUCopy:0]]
          [2019.08.01-06.26.12:048][ 0]LogConfig: Setting CVar [[r.Streaming.MaxNumTexturesToStreamPerFrame:0]]
          [2019.08.01-06.26.12:048][ 0]LogConfig: Setting CVar [[r.Streaming.Boost:1]]
          [2019.08.01-06.26.12:048][ 0]LogConfig: Setting CVar [[r.MaxAnisotropy:2]]
          [2019.08.01-06.26.12:048][ 0]LogConfig: Setting CVar [[r.Streaming.LimitPoolSizeToVRAM:1]]
          [2019.08.01-06.26.12:048][ 0]LogConfig: Setting CVar [[r.Streaming.PoolSize:600]]
          [2019.08.01-06.26.12:048][ 0]LogConfig: Setting CVar [[r.Streaming.MaxEffectiveScreenSize:0]]
          [2019.08.01-06.26.12:048][ 0]LogConfig: Applying CVar settings from Section [EffectsQuality@1] File [E:/Documents/Unreal Projects/BuildingEscape03/BuildingEscape/Saved/Config/Windows/Scalability.ini]
          [2019.08.01-06.26.12:048][ 0]LogConfig: Setting CVar [[r.TranslucencyLightingVolumeDim:32]]
          [2019.08.01-06.26.12:048][ 0]LogConfig: Setting CVar [[r.RefractionQuality:0]]
          [2019.08.01-06.26.12:048][ 0]LogConfig: Setting CVar [[r.SSR.Quality:0]]
          [2019.08.01-06.26.12:048][ 0]LogConfig: Setting CVar [[r.SceneColorFormat:3]]
          [2019.08.01-06.26.12:048][ 0]LogConfig: Setting CVar [[r.DetailMode:1]]
          [2019.08.01-06.26.12:048][ 0]LogConfig: Setting CVar [[r.TranslucencyVolumeBlur:0]]
          [2019.08.01-06.26.12:048][ 0]LogConfig: Setting CVar [[r.MaterialQualityLevel:2 ; Medium quality]]
          [2019.08.01-06.26.12:048][ 0]LogConfig: Setting CVar [[r.SSS.Scale:0.75]]
          [2019.08.01-06.26.12:048][ 0]LogConfig: Setting CVar [[r.SSS.SampleSet:0]]
          [2019.08.01-06.26.12:048][ 0]LogConfig: Setting CVar [[r.SSS.Quality:0]]
          [2019.08.01-06.26.12:048][ 0]LogConfig: Setting CVar [[r.SSS.HalfRes:1]]
          [2019.08.01-06.26.12:048][ 0]LogConfig: Setting CVar [[r.EmitterSpawnRateScale:0.25]]
          [2019.08.01-06.26.12:048][ 0]LogConfig: Setting CVar [[r.ParticleLightQuality:0]]
          [2019.08.01-06.26.12:048][ 0]LogConfig: Applying CVar settings from Section [FoliageQuality@1] File [E:/Documents/Unreal Projects/BuildingEscape03/BuildingEscape/Saved/Config/Windows/Scalability.ini]
          [2019.08.01-06.26.12:048][ 0]LogConfig: Setting CVar [[foliage.DensityScale:0.4]]
          [2019.08.01-06.26.12:048][ 0]LogConfig: Setting CVar [[grass.DensityScale:0.4]]
          [2019.08.01-06.26.12:048][ 0]LogConfig: Applying CVar settings from Section [Startup] File [../../../Engine/Config/ConsoleVariables.ini]
          [2019.08.01-06.26.12:048][ 0]LogConfig: Setting CVar [[net.UseAdaptiveNetUpdateFrequency:0]]
          [2019.08.01-06.26.12:048][ 0]LogConfig: Setting CVar [[p.chaos.AllowCreatePhysxBodies:1]]
          [2019.08.01-06.26.12:048][ 0]LogConfig: Applying CVar settings from Section [ConsoleVariables] File [E:/Documents/Unreal Projects/BuildingEscape03/BuildingEscape/Saved/Config/Windows/Engine.ini]
          [2019.08.01-06.26.12:049][ 0]LogInit: Computer: LAPTOP-N1JOPGCA
          [2019.08.01-06.26.12:049][ 0]LogInit: User: gudak
          [2019.08.01-06.26.12:049][ 0]LogInit: CPU Page size=4096, Cores=2
          [2019.08.01-06.26.12:049][ 0]LogInit: High frequency timer resolution =10.000000 MHz
          [2019.08.01-06.26.12:049][ 0]LogMemory: Memory total: Physical=7.9GB (8GB approx)
          [2019.08.01-06.26.12:049][ 0]LogMemory: Platform Memory Stats for Windows
          [2019.08.01-06.26.12:049][ 0]LogMemory: Process Physical Memory: 96.43 MB used, 96.44 MB peak
          [2019.08.01-06.26.12:049][ 0]LogMemory: Process Virtual Memory: 83.86 MB used, 83.86 MB peak
          [2019.08.01-06.26.12:049][ 0]LogMemory: Physical Memory: 4339.96 MB used, 3737.26 MB free, 8077.22 MB total
          [2019.08.01-06.26.12:049][ 0]LogMemory: Virtual Memory: 4620.93 MB used, 134213104.00 MB free, 134217728.00 MB total
          [2019.08.01-06.26.12:069][ 0]LogInit: Using OS detected language (en-US).
          [2019.08.01-06.26.12:069][ 0]LogInit: Using OS detected locale (en-IN).
          [2019.08.01-06.26.12:069][ 0]LogTextLocalizationManager: No specific localization for 'en-US' exists, so the 'en' localization will be used.
          [2019.08.01-06.26.12:237][ 0]LogInit: Setting process to per monitor DPI aware
          [2019.08.01-06.26.12:264][ 0]LogSlate: New Slate User Created. User Index 0, Is Virtual User: 0
          [2019.08.01-06.26.12:264][ 0]LogSlate: Slate User Registered. User Index 0, Is Virtual User: 0
          [2019.08.01-06.26.12:518][ 0]LogHMD: Failed to initialize OpenVR with code 110
          [2019.08.01-06.26.12:518][ 0]LogD3D11RHI: D3D11 adapters:
          [2019.08.01-06.26.12:585][ 0]LogD3D11RHI: 0. 'NVIDIA GeForce 940MX' (Feature Level 11_0)
          [2019.08.01-06.26.12:585][ 0]LogD3D11RHI: 2010/0/4038 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:1, VendorId:0x10de
          [2019.08.01-06.26.12:597][ 0]LogD3D11RHI: 1. 'Intel(R) HD Graphics 620' (Feature Level 11_0)
          [2019.08.01-06.26.12:597][ 0]LogD3D11RHI: 128/0/4038 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:0, VendorId:0x8086
          [2019.08.01-06.26.12:599][ 0]LogD3D11RHI: 2. 'Microsoft Basic Render Driver' (Feature Level 11_0)
          [2019.08.01-06.26.12:599][ 0]LogD3D11RHI: 0/0/4038 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:0, VendorId:0x1414
          [2019.08.01-06.26.12:599][ 0]LogD3D11RHI: Chosen D3D11 Adapter: 0
          [2019.08.01-06.26.12:636][ 0]LogD3D11RHI: Creating new Direct3DDevice
          [2019.08.01-06.26.12:637][ 0]LogD3D11RHI: GPU DeviceId: 0x134d (for the marketing name, search the web for "GPU Device Id")
          [2019.08.01-06.26.12:637][ 0]LogWindows: EnumDisplayDevices:
          [2019.08.01-06.26.12:637][ 0]LogWindows: 0. 'Intel(R) HD Graphics 620' (P:1 D:1)
          [2019.08.01-06.26.12:637][ 0]LogWindows: 1. 'Intel(R) HD Graphics 620' (P:0 D:0)
          [2019.08.01-06.26.12:638][ 0]LogWindows: 2. 'Intel(R) HD Graphics 620' (P:0 D:0)
          [2019.08.01-06.26.12:638][ 0]LogWindows: DebugString: PrimaryIsNotTheChoosenAdapter PrimaryIsNotTheChoosenAdapter PrimaryIsNotTheChoosenAdapter FoundDriverCount:0
          [2019.08.01-06.26.12:638][ 0]LogD3D11RHI: Adapter Name: NVIDIA GeForce 940MX
          [2019.08.01-06.26.12:638][ 0]LogD3D11RHI: Driver Version: Unknown (internal:Unknown, unified:Unknown)
          [2019.08.01-06.26.12:638][ 0]LogD3D11RHI: Driver Date: Unknown
          [2019.08.01-06.26.12:638][ 0]LogRHI: Texture pool is 1407 MB (70% of 2010 MB)
          [2019.08.01-06.26.12:687][ 0]LogD3D11RHI: Async texture creation enabled
          [2019.08.01-06.26.12:692][ 0]LogRendererCore: FGlobalReadBuffer::InitRHI
          [2019.08.01-06.26.12:692][ 0]LogRendererCore: FGlobalReadBuffer::InitRHI
          [2019.08.01-06.26.12:692][ 0]LogRendererCore: FGlobalReadBuffer::InitRHI
          [2019.08.01-06.26.12:707][ 0]LogD3D11RHI: GPU Timing Frequency: 1000.000000 (Debug: 2 2)
          [2019.08.01-06.26.13:095][ 0]LogTemp: Display: Module 'AllDesktopTargetPlatform' loaded TargetPlatform 'AllDesktop'
          [2019.08.01-06.26.13:115][ 0]LogTemp: Display: Module 'MacClientTargetPlatform' loaded TargetPlatform 'MacClient'
          [2019.08.01-06.26.13:130][ 0]LogTemp: Display: Module 'MacNoEditorTargetPlatform' loaded TargetPlatform 'MacNoEditor'
          [2019.08.01-06.26.13:146][ 0]LogTemp: Display: Module 'MacServerTargetPlatform' loaded TargetPlatform 'MacServer'
          [2019.08.01-06.26.13:160][ 0]LogTemp: Display: Module 'MacTargetPlatform' loaded TargetPlatform 'Mac'
          [2019.08.01-06.26.13:173][ 0]LogTemp: Display: Module 'WindowsClientTargetPlatform' loaded TargetPlatform 'WindowsClient'
          [2019.08.01-06.26.13:187][ 0]LogTemp: Display: Module 'WindowsNoEditorTargetPlatform' loaded TargetPlatform 'WindowsNoEditor'
          [2019.08.01-06.26.13:201][ 0]LogTemp: Display: Module 'WindowsServerTargetPlatform' loaded TargetPlatform 'WindowsServer'
          [2019.08.01-06.26.13:207][ 0]LogTemp: Display: Module 'WindowsTargetPlatform' loaded TargetPlatform 'Windows'
          [2019.08.01-06.26.13:291][ 0]LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android'
          [2019.08.01-06.26.13:291][ 0]LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android_ASTC'
          [2019.08.01-06.26.13:291][ 0]LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android_ATC'
          [2019.08.01-06.26.13:291][ 0]LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android_DXT'
          [2019.08.01-06.26.13:291][ 0]LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android_ETC1'
          [2019.08.01-06.26.13:291][ 0]LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android_ETC1a'
          [2019.08.01-06.26.13:291][ 0]LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android_ETC2'
          [2019.08.01-06.26.13:291][ 0]LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android_PVRTC'
          [2019.08.01-06.26.13:291][ 0]LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'AndroidClient'
          [2019.08.01-06.26.13:291][ 0]LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android_ASTCClient'
          [2019.08.01-06.26.13:291][ 0]LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android_ATCClient'
          [2019.08.01-06.26.13:291][ 0]LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android_DXTClient'
          [2019.08.01-06.26.13:291][ 0]LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android_ETC1Client'
          [2019.08.01-06.26.13:291][ 0]LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android_ETC1aClient'
          [2019.08.01-06.26.13:291][ 0]LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android_ETC2Client'
          [2019.08.01-06.26.13:291][ 0]LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android_PVRTCClient'
          [2019.08.01-06.26.13:291][ 0]LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android_Multi'
          [2019.08.01-06.26.13:291][ 0]LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android_MultiClient'
          [2019.08.01-06.26.13:292][ 0]LogTemp: Display: Module 'HTML5TargetPlatform' loaded TargetPlatform 'HTML5'
          [2019.08.01-06.26.13:341][ 0]LogTemp: Display: Module 'IOSTargetPlatform' loaded TargetPlatform 'IOSClient'
          [2019.08.01-06.26.13:341][ 0]LogTemp: Display: Module 'IOSTargetPlatform' loaded TargetPlatform 'IOS'
          [2019.08.01-06.26.13:366][ 0]LogTemp: Display: Module 'TVOSTargetPlatform' loaded TargetPlatform 'TVOSClient'
          [2019.08.01-06.26.13:366][ 0]LogTemp: Display: Module 'TVOSTargetPlatform' loaded TargetPlatform 'TVOS'
          [2019.08.01-06.26.13:381][ 0]LogTemp: Display: Module 'LinuxClientTargetPlatform' loaded TargetPlatform 'LinuxClient'
          [2019.08.01-06.26.13:394][ 0]LogTemp: Display: Module 'LinuxNoEditorTargetPlatform' loaded TargetPlatform 'LinuxNoEditor'
          [2019.08.01-06.26.13:406][ 0]LogTemp: Display: Module 'LinuxServerTargetPlatform' loaded TargetPlatform 'LinuxServer'
          [2019.08.01-06.26.13:419][ 0]LogTemp: Display: Module 'LinuxTargetPlatform' loaded TargetPlatform 'Linux'
          [2019.08.01-06.26.13:465][ 0]LogTemp: Display: Module 'LuminTargetPlatform' loaded TargetPlatform 'Lumin'
          [2019.08.01-06.26.13:465][ 0]LogTemp: Display: Module 'LuminTargetPlatform' loaded TargetPlatform 'LuminClient'
          [2019.08.01-06.26.13:466][ 0]LogTargetPlatformManager: Display: Building Assets For Windows
          [2019.08.01-06.26.13:474][ 0]LogAudioDebug: Display: Lib vorbis DLL was dynamically loaded.
          [2019.08.01-06.26.13:522][ 0]LogShaderCompilers: Guid format shader working directory is -30 characters bigger than the processId version (../../../../../../Documents/Unreal Projects/BuildingEscape03/BuildingEscape/Intermediate/Shaders/WorkingDirectory/14096/).
          [2019.08.01-06.26.13:522][ 0]LogShaderCompilers: Cleaned the shader compiler working directory 'C:/Users/gudak/AppData/Local/Temp/UnrealShaderWorkingDir/C956A1FE4EB14D10FA92E1A427C16C36/'.
          [2019.08.01-06.26.13:524][ 0]LogXGEController: Cannot use XGE Controller as Incredibuild is not installed on this machine.
          [2019.08.01-06.26.13:524][ 0]LogShaderCompilers: Cannot use XGE Shader Compiler as Incredibuild is not installed on this machine.
          [2019.08.01-06.26.13:524][ 0]LogShaderCompilers: Display: Using Local Shader Compiler.
          [2019.08.01-06.26.14:109][ 0]LogDerivedDataCache: Display: Max Cache Size: 512 MB
          [2019.08.01-06.26.14:167][ 0]LogDerivedDataCache: Loaded boot cache 0.06s 71MB C:/Users/gudak/AppData/Local/UnrealEngine/4.22/DerivedDataCache/Boot.ddc.
          [2019.08.01-06.26.14:167][ 0]LogDerivedDataCache: Display: Loaded Boot cache: C:/Users/gudak/AppData/Local/UnrealEngine/4.22/DerivedDataCache/Boot.ddc
          [2019.08.01-06.26.14:167][ 0]LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file ../../../../../../Documents/Unreal Projects/BuildingEscape03/BuildingEscape/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
          [2019.08.01-06.26.14:167][ 0]LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
          [2019.08.01-06.26.14:167][ 0]LogDerivedDataCache: FDerivedDataBackendGraph: CompressedPak pak cache file ../../../../../../Documents/Unreal Projects/BuildingEscape03/BuildingEscape/DerivedDataCache/Compressed.ddp not found, will not use a pak cache.
          [2019.08.01-06.26.14:167][ 0]LogDerivedDataCache: Unable to find inner node CompressedPak for hierarchical cache Hierarchy.
          [2019.08.01-06.26.14:181][ 0]LogDerivedDataCache: Display: Pak cache opened for reading ../../../Engine/DerivedDataCache/Compressed.ddp.
          [2019.08.01-06.26.14:181][ 0]LogDerivedDataCache: FDerivedDataBackendGraph: EnterprisePak pak cache file ../../../Enterprise/DerivedDataCache/Compressed.ddp not found, will not use a pak cache.
          [2019.08.01-06.26.14:181][ 0]LogDerivedDataCache: Unable to find inner node EnterprisePak for hierarchical cache Hierarchy.
          [2019.08.01-06.26.14:193][ 0]LogDerivedDataCache: Using Local data cache path C:/Users/gudak/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable
          [2019.08.01-06.26.14:193][ 0]LogDerivedDataCache: Shared data cache path not found in *engine.ini, will not use an Shared cache.
          [2019.08.01-06.26.14:193][ 0]LogDerivedDataCache: Unable to find inner node Shared for hierarchical cache Hierarchy.
          [2019.08.01-06.26.14:218][ 0]LogMaterial: Verifying Global Shaders for PCD3D_SM5
          [2019.08.01-06.26.14:219][ 0]LogSlate: Using FreeType 2.6.0
          [2019.08.01-06.26.14:220][ 0]LogSlate: SlateFontServices - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
          [2019.08.01-06.26.14:307][ 0]LogAssetRegistry: FAssetRegistry took 0.0337 seconds to start up
          [2019.08.01-06.26.14:671][ 0]LogInit: Selected Device Profile: [Windows]
          [2019.08.01-06.26.14:808][ 0]LogMeshReduction: Using QuadricMeshReduction for automatic static mesh reduction
          [2019.08.01-06.26.14:808][ 0]LogMeshReduction: Using SimplygonMeshReduction for automatic skeletal mesh reduction
          [2019.08.01-06.26.14:808][ 0]LogMeshReduction: Using ProxyLODMeshReduction for automatic mesh merging
          [2019.08.01-06.26.14:808][ 0]LogMeshReduction: No distributed automatic mesh merging module available
          [2019.08.01-06.26.14:808][ 0]LogMeshMerging: No distributed automatic mesh merging module available
          [2019.08.01-06.26.14:820][ 0]LogNetVersion: BuildingEscape 1.0.0, NetCL: 5660361, EngineNetVer: 10, GameNetVer: 0 (Checksum: 1788021529)
          [2019.08.01-06.26.15:246][ 0]LogPackageLocalizationCache: Processed 10 localized package path(s) for 1 prioritized culture(s) in 0.029202 seconds
          [2019.08.01-06.26.15:253][ 0]LogUObjectArray: 42205 objects as part of root set at end of initial load.
          [2019.08.01-06.26.15:253][ 0]LogUObjectAllocator: 7325032 out of 0 bytes used by permanent object pool.
          [2019.08.01-06.26.15:253][ 0]LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool
          [2019.08.01-06.26.16:067][ 0]LogTcpMessaging: Initializing TcpMessaging bridge
          [2019.08.01-06.26.16:081][ 0]LogUdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
          [2019.08.01-06.26.16:182][ 0]SourceControl: Source control is disabled
          [2019.08.01-06.26.16:182][ 0]SourceControl: Source control is disabled
          [2019.08.01-06.26.16:183][ 0]SourceControl: Source control is disabled
          [2019.08.01-06.26.16:184][ 0]SourceControl: Source control is disabled
          [2019.08.01-06.26.16:246][ 0]LogAndroidPermission: UAndroidPermissionCallbackProxy::GetInstance
          [2019.08.01-06.26.16:313][ 0]LogOcInput: OculusInput pre-init called
          [2019.08.01-06.26.17:015][ 0]LogEngine: Initializing Engine...
          [2019.08.01-06.26.17:016][ 0]LogHMD: Failed to initialize OpenVR with code 110
          [2019.08.01-06.26.17:017][ 0]LogStats: UGameplayTagsManager::InitializeManager - 0.000 s
          [2019.08.01-06.26.17:244][ 0]LogInit: Initializing FReadOnlyCVARCache
          [2019.08.01-06.26.17:255][ 0]LogAIModule: Creating AISystem for world Untitled
          [2019.08.01-06.26.17:280][ 0]LogInit: XAudio2 using 'Speaker/Headphone (Realtek High Definition Audio)' : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3)
          [2019.08.01-06.26.17:383][ 0]LogInit: FAudioDevice initialized.
          [2019.08.01-06.26.17:383][ 0]LogNetVersion: Set ProjectVersion to 1.0.0.0. Version Checksum will be recalculated on next use.
          [2019.08.01-06.26.17:579][ 0]LogDerivedDataCache: Saved boot cache 0.20s 71MB C:/Users/gudak/AppData/Local/UnrealEngine/4.22/DerivedDataCache/Boot.ddc.
          [2019.08.01-06.26.17:588][ 0]LogInit: Texture streaming: Enabled
          [2019.08.01-06.26.17:604][ 0]LogEngineSessionManager: EngineSessionManager initialized
          [2019.08.01-06.26.17:618][ 0]LogInit: Transaction tracking system initialized
          [2019.08.01-06.26.17:635][ 0]BlueprintLog: New page: Editor Load
          [2019.08.01-06.26.17:693][ 0]LocalizationService: Localization service is disabled
          [2019.08.01-06.26.18:470][ 0]LogFileCache: Scanning file cache for directory 'E:/Documents/Unreal Projects/BuildingEscape03/BuildingEscape/Content/' took 0.01s
          [2019.08.01-06.26.18:470][ 0]LogCook: Display: Max memory allowance for cook 16384mb min free memory 0mb
          [2019.08.01-06.26.18:470][ 0]LogCook: Display: Mobile HDR setting 1
          [2019.08.01-06.26.18:623][ 0]SourceControl: Source control is disabled
          [2019.08.01-06.26.18:623][ 0]Cmd: MAP LOAD FILE="../../../../../../Documents/Unreal Projects/BuildingEscape03/BuildingEscape/Content/Room1.umap" TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3
          [2019.08.01-06.26.18:623][ 0]LightingResults: New page: Lighting Build
          [2019.08.01-06.26.18:625][ 0]MapCheck: New page: Map Check
          [2019.08.01-06.26.18:625][ 0]LightingResults: New page: Lighting Build
          [2019.08.01-06.26.18:646][ 0]LogUObjectHash: Compacting FUObjectHashTables data took 1.61ms
          [2019.08.01-06.26.19:180][ 0]LogAIModule: Creating AISystem for world Room1
          [2019.08.01-06.26.19:188][ 0]LogEditorServer: Finished looking for orphan Actors (0.000 secs)
          [2019.08.01-06.26.19:215][ 0]LogUObjectHash: Compacting FUObjectHashTables data took 2.03ms
          [2019.08.01-06.26.19:215][ 0]Cmd: MAP CHECKDEP NOCLEARLOG
          [2019.08.01-06.26.19:216][ 0]MapCheck: Map check complete: 0 Error(s), 0 Warning(s), took 0.133ms to complete.
          [2019.08.01-06.26.19:216][ 0]LogFileHelpers: Loading map 'Room1' took 0.594
          [2019.08.01-06.26.19:320][ 0]LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
          [2019.08.01-06.26.19:329][ 0]LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
          [2019.08.01-06.26.19:339][ 0]LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
          [2019.08.01-06.26.19:349][ 0]LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
          [2019.08.01-06.26.19:353][ 0]LogCollectionManager: Loaded 0 collections in 0.000810 seconds
          [2019.08.01-06.26.19:368][ 0]LogFileCache: Scanning file cache for directory 'E:/Documents/Unreal Projects/BuildingEscape03/BuildingEscape/Saved/Collections/' took 0.01s
          [2019.08.01-06.26.19:368][ 0]LogFileCache: Scanning file cache for directory 'E:/Documents/Unreal Projects/BuildingEscape03/BuildingEscape/Content/Developers/gudak/Collections/' took 0.00s
          [2019.08.01-06.26.19:368][ 0]LogFileCache: Scanning file cache for directory 'E:/Documents/Unreal Projects/BuildingEscape03/BuildingEscape/Content/Collections/' took 0.00s
          [2019.08.01-06.26.19:369][ 0]LogCollectionManager: Rebuilt the GUID cache for 0 collections in 0.000000 seconds
          [2019.08.01-06.26.19:378][ 0]LogContentBrowser: Native class hierarchy populated in 0.0090 seconds. Added 2735 classes and 661 folders.
          [2019.08.01-06.26.19:383][ 0]LogContentBrowser: Native class hierarchy updated for 'WidgetCarousel' in 0.0003 seconds. Added 0 classes and 0 folders.
          [2019.08.01-06.26.19:384][ 0]LogPakFile: Registered encryption key '00000000000000000000000000000000': 0 pak files mounted, 0 remain pending
          [2019.08.01-06.26.19:384][ 0]LogPakFile: Registered encryption key '00000000000000000000000000000000': 0 pak files mounted, 0 remain pending
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          [2019.08.01-06.26.19:387][ 0]LogPakFile: Registered encryption key '00000000000000000000000000000000': 0 pak files mounted, 0 remain pending
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          [2019.08.01-06.26.19:390][ 0]LogPakFile: Registered encryption key '00000000000000000000000000000000': 0 pak files mounted, 0 remain pending
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          [2019.08.01-06.26.19:391][ 0]LogPakFile: Registered encryption key '00000000000000000000000000000000': 0 pak files mounted, 0 remain pending
          [2019.08.01-06.26.19:391][ 0]LogPakFile: Registered encryption key '00000000000000000000000000000000': 0 pak files mounted, 0 remain pending
          [2019.08.01-06.26.19:391][ 0]LogPakFile: Registered encryption key '00000000000000000000000000000000': 0 pak files mounted, 0 remain pending
          [2019.08.01-06.26.19:392][ 0]LogPakFile: Registered encryption key '00000000000000000000000000000000': 0 pak files mounted, 0 remain pending
          [2019.08.01-06.26.19:392][ 0]LogPakFile: Registered encryption key '00000000000000000000000000000000': 0 pak files mounted, 0 remain pending
          [2019.08.01-06.26.19:393][ 0]LogPakFile: Registered encryption key '00000000000000000000000000000000': 0 pak files mounted, 0 remain pending
          [2019.08.01-06.26.19:393][ 0]LogPakFile: Registered encryption key '00000000000000000000000000000000': 0 pak files mounted, 0 remain pending
          [2019.08.01-06.26.19:393][ 0]LogPakFile: Registered encryption key '00000000000000000000000000000000': 0 pak files mounted, 0 remain pending
          [2019.08.01-06.26.19:394][ 0]LogPakFile: Registered encryption key '00000000000000000000000000000000': 0 pak files mounted, 0 remain pending
          [2019.08.01-06.26.19:394][ 0]LogPakFile: Registered encryption key '00000000000000000000000000000000': 0 pak files mounted, 0 remain pending
          [2019.08.01-06.26.19:506][ 0]LogContentBrowser: Native class hierarchy updated for 'AddContentDialog' in 0.0003 seconds. Added 0 classes and 0 folders.
          [2019.08.01-06.26.19:512][ 0]LogContentBrowser: Native class hierarchy updated for 'SceneOutliner' in 0.0003 seconds. Added 1 classes and 2 folders.
          [2019.08.01-06.26.19:528][ 0]LogSlate: Took 0.000177 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Regular.ttf' (155K)
          [2019.08.01-06.26.19:531][ 0]LogSlate: Took 0.000215 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Bold.ttf' (160K)
          [2019.08.01-06.26.19:543][ 0]LogSlate: Took 0.000224 seconds to synchronously load lazily loaded font '../../../Engine/Content/Editor/Slate/Fonts/FontAwesome.ttf' (139K)
          [2019.08.01-06.26.19:544][ 0]LogSlate: Took 0.000205 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/DroidSansMono.ttf' (77K)
          [2019.08.01-06.26.19:668][ 0]LogRenderer: Reallocating scene render targets to support 1208x600 Format 9 NumSamples 1 (Frame:1).
          [2019.08.01-06.26.19:963][ 0]LogContentBrowser: Native class hierarchy updated for 'HierarchicalLODOutliner' in 0.0003 seconds. Added 0 classes and 0 folders.
          [2019.08.01-06.26.19:963][ 0]LogLoad: (Engine Initialization) Total time: 9.31 seconds
          [2019.08.01-06.26.19:963][ 0]LogLoad: (Engine Initialization) Total Blueprint compile time: 0.00 seconds
          [2019.08.01-06.26.19:998][ 0]LogAssetRegistry: Asset discovery search completed in 5.7139 seconds
          [2019.08.01-06.26.20:001][ 0]LogCollectionManager: Rebuilt the object cache for 0 collections in 0.000001 seconds (found 0 objects)
          [2019.08.01-06.26.20:001][ 0]LogCollectionManager: Fixed up redirectors for 0 collections in 0.000215 seconds (updated 0 objects)
          [2019.08.01-06.26.20:002][ 0]LogContentStreaming: Texture pool size now 600 MB
          [2019.08.01-06.26.21:022][ 46]LogSlate: Took 0.000266 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Light.ttf' (167K)
          [2019.08.01-06.26.27:760][375]LogSlate: FSceneViewport::OnFocusLost() reason 0
          [2019.08.01-06.26.29:924][486]LogSlate: FSceneViewport::OnFocusLost() reason 0
          [2019.08.01-06.26.29:942][486]LogSlate: Took 0.000169 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Light.ttf' (167K)
          [2019.08.01-06.26.31:696][576]LogAssetEditorManager: Opening Asset editor for Blueprint /Game/DefaultPawn_BP.DefaultPawn_BP
          [2019.08.01-06.26.32:113][576]LogContentBrowser: Native class hierarchy updated for 'BlueprintGraph' in 0.0008 seconds. Added 121 classes and 0 folders.
          [2019.08.01-06.26.33:044][576]LogSlate: Took 0.004515 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-BoldCondensed.ttf' (158K)
          [2019.08.01-06.26.34:079][613]LogSlate: Took 0.002788 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Italic.ttf' (157K)
          [2019.08.01-06.26.49:301][857]LogVSAccessor: Warning: Visual Studio is open but could not be queried - it may be blocked by a modal operation
          [2019.08.01-06.27.31:412][972]LogHttp: Warning: 000002032BADC680: request failed, libcurl error: 6 (Couldn't resolve host name)
          [2019.08.01-06.27.31:413][972]LogHttp: Warning: 000002032BADC680: libcurl info message cache 0 (Could not resolve host: datarouter.ol.epicgames.com)
          [2019.08.01-06.27.31:413][972]LogHttp: Warning: 000002032BADC680: libcurl info message cache 1 (Closing connection 0)
          [2019.08.01-06.27.31:413][972]LogHttp: Warning: Retry exhausted on https://datarouter.ol.epicgames.com/...=eteventstream
          [2019.08.01-06.31.36:486][703]LogHotReload: New module detected: UE4Editor-BuildingEscape-0004.dll
          [2019.08.01-06.31.41:194][718]LogHotReload: Starting Hot-Reload from IDE
          [2019.08.01-06.31.41:321][718]LogUObjectHash: Compacting FUObjectHashTables data took 4.08ms
          [2019.08.01-06.31.41:321][718]LogBlueprintActionDatabase: Requesting refresh due to module change: BuildingEscape (unloaded)
          [2019.08.01-06.31.41:333][718]LogBlueprintActionDatabase: Requesting refresh due to module change: BuildingEscape (loaded)
          [2019.08.01-06.31.41:333][718]LogContentBrowser: Native class hierarchy updated for 'BuildingEscape' in 0.0004 seconds. Added 3 classes and 2 folders.
          [2019.08.01-06.31.41:338][718]Display: HotReload successful (0 functions remapped 0 scriptstructs remapped)
          [2019.08.01-06.31.41:488][718]LogUObjectHash: Compacting FUObjectHashTables data took 2.37ms
          [2019.08.01-06.31.41:488][718]LogBlueprintActionDatabase: Requesting refresh due to hot reload
          [2019.08.01-06.31.41:510][718]LogContentBrowser: Native class hierarchy populated in 0.0112 seconds. Added 2736 classes and 663 folders.
          [2019.08.01-06.31.41:514][718]Display: HotReload took 0.3s.
          [2019.08.01-06.31.53:271][919]LogTemp: Repeating last play command: Selected Viewport
          [2019.08.01-06.31.53:296][919]LogBlueprintUserMessages: Early PlayInEditor Detection: Level '/Game/Room1.Room1:PersistentLevel' has LevelScriptBlueprint '/Game/Room1.Room1:PersistentLevel.Room1' with GeneratedClass '/Game/Room1.Room1_C' with ClassGeneratedBy '/Game/Room1.Room1:PersistentLevel.Room1'
          [2019.08.01-06.31.53:296][919]LogPlayLevel: PlayLevel: No blueprints needed recompiling
          [2019.08.01-06.31.53:345][919]PIE: New page: PIE session: Room1 (01-Aug-2019 5:31:53 pm)
          [2019.08.01-06.31.53:357][919]LogPlayLevel: Creating play world package: /Game/UEDPIE_0_Room1
          [2019.08.01-06.31.53:365][919]LogPlayLevel: PIE: StaticDuplicateObject took: (0.007932s)
          [2019.08.01-06.31.53:366][919]LogAIModule: Creating AISystem for world Room1
          [2019.08.01-06.31.53:366][919]LogPlayLevel: PIE: World Init took: (0.001317s)
          [2019.08.01-06.31.53:367][919]LogPlayLevel: PIE: Created PIE world by copying editor world from /Game/Room1.Room1 to /Game/UEDPIE_0_Room1.Room1 (0.010024s)
          [2019.08.01-06.31.53:421][919]LogUObjectHash: Compacting FUObjectHashTables data took 4.44ms
          [2019.08.01-06.31.53:425][919]LogInit: XAudio2 using 'Speaker/Headphone (Realtek High Definition Audio)' : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3)
          [2019.08.01-06.31.53:441][919]LogInit: FAudioDevice initialized.
          [2019.08.01-06.31.53:516][919]LogLoad: Game class is 'BuildingEscapeGameModeBase_BP_C'
          [2019.08.01-06.31.53:518][919]LogWorld: Bringing World /Game/UEDPIE_0_Room1.Room1 up for play (max tick rate 0) at 2019.08.01-12.01.53
          [2019.08.01-06.31.53:519][919]LogWorld: Bringing up level for play took: 0.001391
          [2019.08.01-06.31.53:547][919]LogBlueprintActionDatabase: Requesting refresh due to module change: Voice (loaded)
          [2019.08.01-06.31.53:569][919]LogBlueprintActionDatabase: Requesting refresh due to module change: MovieSceneCapture (loaded)
          [2019.08.01-06.31.53:569][919]LogContentBrowser: Native class hierarchy updated for 'MovieSceneCapture' in 0.0004 seconds. Added 20 classes and 0 folders.
          [2019.08.01-06.31.53:571][919]LogTemp: Warning: DefaultPawn_BP_C_0 physics handle component
          [2019.08.01-06.31.53:571][919]LogTemp: Warning: Input Component available
          [2019.08.01-06.31.53:571][919]PIE: Play in editor start time for /Game/UEDPIE_0_Room1 0.843
          [2019.08.01-06.31.53:571][919]LogBlueprintUserMessages: Late PlayInEditor Detection: Level '/Game/Room1.Room1:PersistentLevel' has LevelScriptBlueprint '/Game/Room1.Room1:PersistentLevel.Room1' with GeneratedClass '/Game/Room1.Room1_C' with ClassGeneratedBy '/Game/Room1.Room1:PersistentLevel.Room1'
          [2019.08.01-06.32.01:353][400]LogBlueprintUserMessages: Early EndPlayMap Detection: Level '/Game/Room1.Room1:PersistentLevel' has LevelScriptBlueprint '/Game/Room1.Room1:PersistentLevel.Room1' with GeneratedClass '/Game/Room1.Room1_C' with ClassGeneratedBy '/Game/Room1.Room1:PersistentLevel.Room1'
          [2019.08.01-06.32.01:353][400]LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
          [2019.08.01-06.32.01:397][400]LogPlayLevel: Display: Shutting down PIE online subsystems
          [2019.08.01-06.32.01:397][400]LogBlueprintUserMessages: Late EndPlayMap Detection: Level '/Game/Room1.Room1:PersistentLevel' has LevelScriptBlueprint '/Game/Room1.Room1:PersistentLevel.Room1' with GeneratedClass '/Game/Room1.Room1_C' with ClassGeneratedBy '/Game/Room1.Room1:PersistentLevel.Room1'
          [2019.08.01-06.32.01:446][400]LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
          [2019.08.01-06.32.01:477][400]LogUObjectHash: Compacting FUObjectHashTables data took 5.16ms
          [2019.08.01-06.32.01:544][401]LogPlayLevel: Display: Destroying online subsystem :Context_3
          [2019.08.01-06.32.03:056][472]LogSlate: FSceneViewport::OnFocusLost() reason 0
          [2019.08.01-06.32.05:337][589]LogTemp: Repeating last play command: Selected Viewport
          [2019.08.01-06.32.05:355][589]LogBlueprintUserMessages: Early PlayInEditor Detection: Level '/Game/Room1.Room1:PersistentLevel' has LevelScriptBlueprint '/Game/Room1.Room1:PersistentLevel.Room1' with GeneratedClass '/Game/Room1.Room1_C' with ClassGeneratedBy '/Game/Room1.Room1:PersistentLevel.Room1'
          [2019.08.01-06.32.05:356][589]LogPlayLevel: PlayLevel: No blueprints needed recompiling
          [2019.08.01-06.32.05:356][589]PIE: New page: PIE session: Room1 (01-Aug-2019 5:32:05 pm)
          [2019.08.01-06.32.05:356][589]LogPlayLevel: Creating play world package: /Game/UEDPIE_0_Room1
          [2019.08.01-06.32.05:368][589]LogPlayLevel: PIE: StaticDuplicateObject took: (0.011397s)
          [2019.08.01-06.32.05:369][589]LogAIModule: Creating AISystem for world Room1
          [2019.08.01-06.32.05:369][589]LogPlayLevel: PIE: World Init took: (0.000777s)
          [2019.08.01-06.32.05:369][589]LogPlayLevel: PIE: Created PIE world by copying editor world from /Game/Room1.Room1 to /Game/UEDPIE_0_Room1.Room1 (0.013041s)
          [2019.08.01-06.32.05:411][589]LogUObjectHash: Compacting FUObjectHashTables data took 3.45ms
          [2019.08.01-06.32.05:415][589]LogInit: XAudio2 using 'Speaker/Headphone (Realtek High Definition Audio)' : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3)
          [2019.08.01-06.32.05:430][589]LogInit: FAudioDevice initialized.
          [2019.08.01-06.32.05:461][589]LogLoad: Game class is 'BuildingEscapeGameModeBase_BP_C'
          [2019.08.01-06.32.05:463][589]LogWorld: Bringing World /Game/UEDPIE_0_Room1.Room1 up for play (max tick rate 0) at 2019.08.01-12.02.05
          [2019.08.01-06.32.05:463][589]LogWorld: Bringing up level for play took: 0.001434
          [2019.08.01-06.32.05:476][589]LogTemp: Warning: DefaultPawn_BP_C_0 physics handle component
          [2019.08.01-06.32.05:477][589]LogTemp: Warning: Input Component available
          [2019.08.01-06.32.05:477][589]PIE: Play in editor start time for /Game/UEDPIE_0_Room1 0.749
          [2019.08.01-06.32.05:477][589]LogBlueprintUserMessages: Late PlayInEditor Detection: Level '/Game/Room1.Room1:PersistentLevel' has LevelScriptBlueprint '/Game/Room1.Room1:PersistentLevel.Room1' with GeneratedClass '/Game/Room1.Room1_C' with ClassGeneratedBy '/Game/Room1.Room1:PersistentLevel.Room1'
          [2019.08.01-06.32.11:805][996]LogTemp: Warning: Grab Pressed
          [2019.08.01-06.32.11:805][996]LogTemp: Warning: Line Trace Hit : SM_TableRound_2


          Last line suggest that my line trace is working, If you'd look at the 7th line from below in the error log then it can be confirmed that physics handle is attached. I modified the code as suggested by you and now there is no error in the error log but the engine still crashes. Please help me figure this out :|

          Comment


            #6
            Any one knows the answer guys?? Please help me fix this issue

            Comment


              #7
              Run with the debugger attached, so you see exactly where the issue is.

              Comment


                #8
                where is the debugger located and how do i use it? I hope i am not annoying you, i am new to all this stuff.

                Comment


                  #9
                  After you start the game, in Visual Studio, Debug->Attach To Process. Then, once it's attached, do whatever is needed to break the game, and the debugger should go directly to the line causing the error, along with a description of what exactly is wrong.

                  Comment


                    #10
                    the debugger is saying :

                    Exception thrown at 0x00007FFADFA03343 (UE4Editor-BuildingEscape.dll) in UE4Editor.exe: 0xC0000005: Access violation reading location 0x0000000000000170. occurred

                    on this line:

                    PhysicsHandle->GrabComponentAtLocationWithRotation

                    i am attaching a screenshot too just in case it helps. I would also like to thank you for consistently helping me figure this out, It really means a lot to me. Click image for larger version

Name:	PhysicsHandleException.PNG
Views:	52
Size:	165.8 KB
ID:	1648754

                    Comment


                      #11
                      Access Violation definitely means you've got a null pointer that you're trying to use. You've got a check that it isn't the PhysicsHandle or ActorHit, so now check the ActorHit's Owner. Try this...

                      auto HitOwner = ActorHit->GetOwner();
                      if (HitOwner) {
                      // the GrabComponentAtLocationWithRotation() call
                      }

                      You can also hover over variables while in the debugger to have a popup appear with what that variable's current value is, which is a quick way to see what could be null. You could also split each part of that into separate lines, so you can get a better idea of what's breaking.

                      auto HitLocaiton = ActorHit->GetOwner()->GetActorLocation();
                      auto HitRotation = ActorHit->GetOwner()->GetActorRotation();
                      PhysicsHandle->GrabComponentAtLocationWithRotation(ComponentToGrab, NAME_None, HitLocation, HitRotation);

                      That way, there's only one object access per line.

                      Comment


                        #12
                        The Problem was that i was using ActorHit->GetOwner()->GetActorLocation()/Rotation() where ActorHit->GetOwner() Was returning nullptr as that doesnot have an owner. Instead what i did now was i included "Runtime/Engine/Classes/Components/PrimitiveComponent.h" and then used GetcomponentLocation() instead and that solved my problem. Once again thank you very much for helping me out so far. you are awesome. I am attaching a screenshot just in case someone else face the same problem in future. Once again Thank you very much for investing your time in helping me. Click image for larger version

Name:	PhysicsHandleSolved.PNG
Views:	37
Size:	28.5 KB
ID:	1648880

                        Comment


                          #13
                          You'll likely have many errors along the way. What's important is learning how to work through them, so I'm glad you got it working

                          Comment


                            #14
                            Originally posted by nilamo View Post
                            You'll likely have many errors along the way. What's important is learning how to work through them, so I'm glad you got it working
                            I agree, it's just that learning it all is kind of hectic and scary too. It get's frustrating when even after hours of looking on web the solution is nowhere to be found. Its kinda scary too. There aren't a lot of people in community too that are willing to or experienced enough to help. So it all starts to add up in those times. I'll keep your advice in mind and will stick to coding. I would also love to discuss issues with you in future too if i encounter them. Also, if there is something that i can do to return the favor then do let me know. Cheers

                            Comment

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