Error while Packaging! Packaging failed

Hello

i`m totally new in Unreal 4.24 and I´m trying to package my first project for windows 64 bit.
It do not find the file …\PF19_Stage_01ModuleRules.dll" but the file is in the folder where it should be. Maybe the error is because I ´m using a NAS system and the folder is not on my local machine?

the Log:

LogPlatformFile: Not using cached read wrapper
LogTaskGraph: Started task graph with 5 named threads and 47 total threads with 3 sets of task threads.
LogStats: Stats thread started at 0.076780
LogD3D11RHI: Loaded GFSDK_Aftermath_Lib.x64.dll
LogICUInternationalization: ICU TimeZone Detection - Raw Offset: +1:00, 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 PlasticSourceControl
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 CurveEditorTools
LogPluginManager: Mounting plugin DataValidation
LogPluginManager: Mounting plugin EditorScriptingUtilities
LogPluginManager: Mounting plugin FacialAnimation
LogPluginManager: Mounting plugin GameplayTagsEditor
LogPluginManager: Mounting plugin GLTFImporter
LogPluginManager: Mounting plugin MacGraphicsSwitching
LogPluginManager: Mounting plugin MaterialAnalyzer
LogPluginManager: Mounting plugin MeshEditor
LogPluginManager: Mounting plugin MobileLauncherProfileWizard
LogPluginManager: Mounting plugin PluginBrowser
LogPluginManager: Mounting plugin SpeedTreeImporter
LogPluginManager: Mounting plugin AxFImporter
LogPluginManager: Mounting plugin DatasmithC4DImporter
LogPluginManager: Mounting plugin DatasmithCADImporter
LogPluginManager: Mounting plugin DatasmithContent
LogPluginManager: Mounting plugin DatasmithGLTFImporter
LogPluginManager: Mounting plugin DatasmithIFCImporter
LogPluginManager: Mounting plugin DatasmithImporter
LogPluginManager: Mounting plugin StaticMeshEditorExtension
LogPluginManager: Mounting plugin VariantManager
LogPluginManager: Mounting plugin VariantManagerContent
LogPluginManager: Mounting plugin AlembicImporter
LogPluginManager: Mounting plugin AutomationUtils
LogPluginManager: Mounting plugin BackChannel
LogPluginManager: Mounting plugin BlastPlugin
LogPluginManager: Mounting plugin ChaosSolverPlugin
LogPluginManager: Mounting plugin CharacterAI
LogPluginManager: Mounting plugin DataPrepEditor
LogPluginManager: Mounting plugin GeometryCache
LogPluginManager: Mounting plugin GeometryCollectionPlugin
LogPluginManager: Mounting plugin PlatformCrypto
LogPluginManager: Mounting plugin ProxyLODPlugin
LogPluginManager: Mounting plugin PythonScriptPlugin
LogPluginManager: Mounting plugin SkeletalReduction
LogPluginManager: Mounting plugin MagicLeap
LogPluginManager: Mounting plugin MagicLeapMedia
LogPluginManager: Mounting plugin MLSDK
LogPluginManager: Mounting plugin AndroidMedia
LogPluginManager: Mounting plugin AvfMedia
LogPluginManager: Mounting plugin ImgMedia
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 AppleImageUtils
LogPluginManager: Mounting plugin AppleMoviePlayer
LogPluginManager: Mounting plugin ArchVisCharacter
LogPluginManager: Mounting plugin AssetTags
LogPluginManager: Mounting plugin AudioCapture
LogPluginManager: Mounting plugin CableComponent
LogPluginManager: Mounting plugin CustomMeshComponent
LogPluginManager: Mounting plugin EditableMesh
LogPluginManager: Mounting plugin ExampleDeviceProfileSelector
LogPluginManager: Mounting plugin GoogleCloudMessaging
LogPluginManager: Mounting plugin HDRIBackdrop
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 PostSplashScreen
LogPluginManager: Mounting plugin ProceduralMeshComponent
LogPluginManager: Mounting plugin RuntimePhysXCooking
LogPluginManager: Mounting plugin SignificanceManager
LogPluginManager: Mounting plugin SteamVR
LogPluginManager: Mounting plugin SunPosition
LogPluginManager: Mounting plugin WebMMoviePlayer
LogPluginManager: Mounting plugin WindowsMoviePlayer
LogPluginManager: Mounting plugin ScreenshotTools
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
LogOnline: OSS: Creating online subsystem instance for: NULL
LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
LogOnline: OSS: TryLoadSubsystemAndSetDefault: Loaded subsystem for module [NULL]
LogInit: Build: ++UE4+Release-4.24-CL-10757647
LogInit: Engine Version: 4.24.1-10757647+++UE4+Release-4.24
LogInit: Compatible Engine Version: 4.24.0-10570792+++UE4+Release-4.24
LogInit: Net CL: 10570792
LogInit: OS: Windows 10 (Release 1809) (), CPU: Intel(R) Core™ i9-9900K CPU @ 3.60GHz, GPU: NVIDIA GeForce RTX 2070
LogInit: Compiled (64-bit): Dec 17 2019 02:08:03
LogInit: Compiled with Visual C++: 19.16.27032.01
LogInit: Build Configuration: Development
LogInit: Branch Name: ++UE4+Release-4.24
LogInit: Command Line:
LogInit: Base Directory: C:/Program Files/Epic Games/UE_4.24/Engine/Binaries/Win64/
LogInit: Installed Engine Build: 1
LogDevObjectVersion: Number of dev versions registered: 25
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): 37
LogDevObjectVersion: Dev-Framework (CFFC743F-43B0-4480-9391-14DF171D2073): 36
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): 2
LogDevObjectVersion: Dev-Platform (6631380F-2D4D-43E0-8009-CF276956A95A): 0
LogDevObjectVersion: Dev-Rendering (12F88B9F-8875-4AFC-A67C-D90C383ABD29): 36
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): 31
LogDevObjectVersion: Dev-Enterprise (9DFFBCD6-494F-0158-E221-12823C92A888): 8
LogDevObjectVersion: Dev-Niagara (F2AED0AC-9AFE-416F-8664-AA7FFA26D6FC): 1
LogDevObjectVersion: Dev-Destruction (174F1F0B-B4C6-45A5-B13F-2EE8D0FB917D): 9
LogDevObjectVersion: Dev-Physics-Ext (35F94A83-E258-406C-A318-09F59610247C): 8
LogDevObjectVersion: Dev-CineCamera (B2E18506-4273-CFC2-A54E-F4BB758BBA07): 1
LogInit: Presizing for max 25165824 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]]
LogConfig: Setting CVar [r.VSync:0]]
LogConfig: Setting CVar [r.RHICmdBypass:0]]
LogConfig: Applying CVar settings from Section [/Script/Engine.RendererSettings] File [K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/Saved/Config/Windows/Engine.ini]
LogConfig: Setting CVar [r.GPUCrashDebugging:0]]
LogConfig: Setting CVar [r.Tonemapper.Sharpen:2]]
LogConfig: Setting CVar [r.TemporalAA.Upsampling:1]]
LogConfig: Setting CVar [r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange:1]]
LogConfig: Setting CVar [r.LightPropagationVolume:0]]
LogConfig: Setting CVar [r.ReflectionCaptureResolution:2048]]
LogConfig: Setting CVar [r.AllowStaticLighting:0]]
LogConfig: Setting CVar [r.HighResScreenshotDelay:8]]
LogConfig: Setting CVar [r.DefaultBackBufferPixelFormat:4]]
LogConfig: Setting CVar [r.AllowGlobalClipPlane:0]]
LogConfig: Setting CVar [r.SupportSkyAtmosphereAffectsHeightFog:1]]
LogConfig: Setting CVar [r.DefaultFeature.LensFlare:1]]
LogConfig: Setting CVar [r.ClearCoatNormal:0]]
LogConfig: Setting CVar [r.NormalMapsForStaticLighting:0]]
LogConfig: Setting CVar [r.GenerateMeshDistanceFields:0]]
LogConfig: Setting CVar [r.GenerateLandscapeGIData:0]]
LogConfig: Setting CVar [r.SSGI.Enable:1]]
LogConfig: Applying CVar settings from Section [/Script/Engine.RendererOverrideSettings] File [K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/Saved/Config/Windows/Engine.ini]
LogConfig: Applying CVar settings from Section [/Script/Engine.StreamingSettings] File [K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/Saved/Config/Windows/Engine.ini]
LogConfig: Setting CVar [s.MinBulkDataSizeForAsyncLoading:131072]]
LogConfig: Setting CVar [s.AsyncLoadingThreadEnabled:0]]
LogConfig: Setting CVar [s.EventDrivenLoaderEnabled:1]]
LogConfig: Setting CVar [s.WarnIfTimeLimitExceeded:0]]
LogConfig: Setting CVar [s.TimeLimitExceededMultiplier:1.5]]
LogConfig: Setting CVar [s.TimeLimitExceededMinTime:0.005]]
LogConfig: Setting CVar [s.UseBackgroundLevelStreaming:1]]
LogConfig: Setting CVar [s.PriorityAsyncLoadingExtraTime:15.0]]
LogConfig: Setting CVar [s.LevelStreamingActorsUpdateTimeLimit:5.0]]
LogConfig: Setting CVar [s.PriorityLevelStreamingActorsUpdateExtraTime:5.0]]
LogConfig: Setting CVar [s.LevelStreamingComponentsRegistrationGranularity:10]]
LogConfig: Setting CVar [s.UnregisterComponentsTimeLimit:1.0]]
LogConfig: Setting CVar [s.LevelStreamingComponentsUnregistrationGranularity:5]]
LogConfig: Setting CVar [s.FlushStreamingOnExit:1]]
LogConfig: Applying CVar settings from Section [/Script/Engine.GarbageCollectionSettings] File [K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/Saved/Config/Windows/Engine.ini]
LogConfig: Setting CVar [gc.MaxObjectsNotConsideredByGC:1]]
LogConfig: Setting CVar [gc.SizeOfPermanentObjectPool:0]]
LogConfig: Setting CVar [gc.FlushStreamingOnGC:0]]
LogConfig: Setting CVar [gc.NumRetriesBeforeForcingGC:10]]
LogConfig: Setting CVar [gc.AllowParallelGC:1]]
LogConfig: Setting CVar [gc.TimeBetweenPurgingPendingKillObjects:61.1]]
LogConfig: Setting CVar [gc.MaxObjectsInEditor:25165824]]
LogConfig: Setting CVar [gc.IncrementalBeginDestroyEnabled:1]]
LogConfig: Setting CVar [gc.CreateGCClusters:1]]
LogConfig: Setting CVar [gc.MinGCClusterSize:5]]
LogConfig: Setting CVar [gc.ActorClusteringEnabled:0]]
LogConfig: Setting CVar [gc.BlueprintClusteringEnabled:0]]
LogConfig: Setting CVar [gc.UseDisregardForGCOnDedicatedServers:0]]
LogConfig: Applying CVar settings from Section [/Script/Engine.NetworkSettings] File [K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/Saved/Config/Windows/Engine.ini]
LogConfig: Applying CVar settings from Section [/Script/UnrealEd.CookerSettings] File [K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/Saved/Config/Windows/Engine.ini]
LogConfig: Applying CVar settings from Section [ViewDistanceQuality@3] File [K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/Saved/Config/Windows/Scalability.ini]
LogConfig: Setting CVar [r.SkeletalMeshLODBias:0]]
LogConfig: Setting CVar [r.ViewDistanceScale:1.0]]
LogConfig: Applying CVar settings from Section [AntiAliasingQuality@3] File [K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/Saved/Config/Windows/Scalability.ini]
LogConfig: Setting CVar [r.PostProcessAAQuality:4]]
LogConfig: Applying CVar settings from Section [ShadowQuality@3] File [K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/Saved/Config/Windows/Scalability.ini]
LogConfig: Setting CVar [r.LightFunctionQuality:1]]
LogConfig: Setting CVar [r.ShadowQuality:5]]
LogConfig: Setting CVar [r.Shadow.CSM.MaxCascades:10]]
LogConfig: Setting CVar [r.Shadow.MaxResolution:2048]]
LogConfig: Setting CVar [r.Shadow.MaxCSMResolution:2048]]
LogConfig: Setting CVar [r.Shadow.RadiusThreshold:0.01]]
LogConfig: Setting CVar [r.Shadow.DistanceScale:1.0]]
LogConfig: Setting CVar [r.Shadow.CSM.TransitionScale:1.0]]
LogConfig: Setting CVar [r.Shadow.PreShadowResolutionFactor:1.0]]
LogConfig: Setting CVar [r.DistanceFieldShadowing:1]]
LogConfig: Setting CVar [r.DistanceFieldAO:1]]
LogConfig: Setting CVar [r.AOQuality:2]]
LogConfig: Setting CVar [r.VolumetricFog:1]]
LogConfig: Setting CVar [r.VolumetricFog.GridPixelSize:8]]
LogConfig: Setting CVar [r.VolumetricFog.GridSizeZ:128]]
LogConfig: Setting CVar [r.VolumetricFog.HistoryMissSupersampleCount:4]]
LogConfig: Setting CVar [r.LightMaxDrawDistanceScale:1]]
LogConfig: Setting CVar [r.CapsuleShadows:1]]
LogConfig: Applying CVar settings from Section [PostProcessQuality@3] File [K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/Saved/Config/Windows/Scalability.ini]
LogConfig: Setting CVar [r.MotionBlurQuality:4]]
LogConfig: Setting CVar [r.AmbientOcclusionMipLevelFactor:0.4]]
LogConfig: Setting CVar [r.AmbientOcclusionMaxQuality:100]]
LogConfig: Setting CVar [r.AmbientOcclusionLevels:-1]]
LogConfig: Setting CVar [r.AmbientOcclusionRadiusScale:1.0]]
LogConfig: Setting CVar [r.DepthOfFieldQuality:2]]
LogConfig: Setting CVar [r.RenderTargetPoolMin:400]]
LogConfig: Setting CVar [r.LensFlareQuality:2]]
LogConfig: Setting CVar [r.SceneColorFringeQuality:1]]
LogConfig: Setting CVar [r.EyeAdaptationQuality:2]]
LogConfig: Setting CVar [r.BloomQuality:5]]
LogConfig: Setting CVar [r.FastBlurThreshold:100]]
LogConfig: Setting CVar [r.Upscale.Quality:3]]
LogConfig: Setting CVar [r.Tonemapper.GrainQuantization:1]]
LogConfig: Setting CVar [r.LightShaftQuality:1]]
LogConfig: Setting CVar [r.Filter.SizeScale:1]]
LogConfig: Setting CVar [r.Tonemapper.Quality:5]]
LogConfig: Setting CVar [r.DOF.Gather.AccumulatorQuality:1 ; higher gathering accumulator quality]]
LogConfig: Setting CVar [r.DOF.Gather.PostfilterMethod:1 ; Median3x3 postfilering method]]
LogConfig: Setting CVar [r.DOF.Gather.EnableBokehSettings:0 ; no bokeh simulation when gathering]]
LogConfig: Setting CVar [r.DOF.Gather.RingCount:4 ; medium number of samples when gathering]]
LogConfig: Setting CVar [r.DOF.Scatter.ForegroundCompositing:1 ; additive foreground scattering]]
LogConfig: Setting CVar [r.DOF.Scatter.BackgroundCompositing:2 ; additive background scattering]]
LogConfig: Setting CVar [r.DOF.Scatter.EnableBokehSettings:1 ; bokeh simulation when scattering]]
LogConfig: Setting CVar [r.DOF.Scatter.MaxSpriteRatio:0.1 ; only a maximum of 10% of scattered bokeh]]
LogConfig: Setting CVar [r.DOF.Recombine.Quality:1 ; cheap slight out of focus]]
LogConfig: Setting CVar [r.DOF.Recombine.EnableBokehSettings:0 ; no bokeh simulation on slight out of focus]]
LogConfig: Setting CVar [r.DOF.TemporalAAQuality:1 ; more stable temporal accumulation]]
LogConfig: Setting CVar [r.DOF.Kernel.MaxForegroundRadius:0.025]]
LogConfig: Setting CVar [r.DOF.Kernel.MaxBackgroundRadius:0.025]]
LogConfig: Applying CVar settings from Section [TextureQuality@3] File [K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/Saved/Config/Windows/Scalability.ini]
LogConfig: Setting CVar [r.Streaming.MipBias:0]]
LogConfig: Setting CVar [r.Streaming.AmortizeCPUToGPUCopy:0]]
LogConfig: Setting CVar [r.Streaming.MaxNumTexturesToStreamPerFrame:0]]
LogConfig: Setting CVar [r.Streaming.Boost:1]]
LogConfig: Setting CVar [r.MaxAnisotropy:8]]
LogConfig: Setting CVar [r.VT.MaxAnisotropy:8]]
LogConfig: Setting CVar [r.Streaming.LimitPoolSizeToVRAM:0]]
LogConfig: Setting CVar [r.Streaming.PoolSize:1000]]
LogConfig: Setting CVar [r.Streaming.MaxEffectiveScreenSize:0]]
LogConfig: Applying CVar settings from Section [EffectsQuality@3] File [K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/Saved/Config/Windows/Scalability.ini]
LogConfig: Setting CVar [r.TranslucencyLightingVolumeDim:64]]
LogConfig: Setting CVar [r.RefractionQuality:2]]
LogConfig: Setting CVar [r.SSR.Quality:3]]
LogConfig: Setting CVar [r.SSR.HalfResSceneColor:0]]
LogConfig: Setting CVar [r.SceneColorFormat:4]]
LogConfig: Setting CVar [r.DetailMode:2]]
LogConfig: Setting CVar [r.TranslucencyVolumeBlur:1]]
LogConfig: Setting CVar [r.MaterialQualityLevel:1 ; High quality]]
LogConfig: Setting CVar [r.SSS.Scale:1]]
LogConfig: Setting CVar [r.SSS.SampleSet:2]]
LogConfig: Setting CVar [r.SSS.Quality:1]]
LogConfig: Setting CVar [r.SSS.HalfRes:1]]
LogConfig: Setting CVar [r.SSGI.Quality:3]]
LogConfig: Setting CVar [r.EmitterSpawnRateScale:1.0]]
LogConfig: Setting CVar [r.ParticleLightQuality:2]]
LogConfig: Setting CVar [r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque:1 ; Always have FastSkyLUT 1 in this case to avoid wrong sky]]
LogConfig: Setting CVar [r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountPerSlice:1]]
LogConfig: Setting CVar [r.SkyAtmosphere.AerialPerspectiveLUT.DepthResolution:16.0]]
LogConfig: Setting CVar [r.SkyAtmosphere.FastSkyLUT:1]]
LogConfig: Setting CVar [r.SkyAtmosphere.FastSkyLUT.SampleCountMin:4.0]]
LogConfig: Setting CVar [r.SkyAtmosphere.FastSkyLUT.SampleCountMax:32.0]]
LogConfig: Setting CVar [r.SkyAtmosphere.SampleCountMin:4.0]]
LogConfig: Setting CVar [r.SkyAtmosphere.SampleCountMax:32.0]]
LogConfig: Setting CVar [r.SkyAtmosphere.TransmittanceLUT.UseSmallFormat:0]]
LogConfig: Setting CVar [r.SkyAtmosphere.TransmittanceLUT.SampleCount:10.0]]
LogConfig: Setting CVar [r.SkyAtmosphere.MultiScatteringLUT.SampleCount:15.0]]
LogConfig: Applying CVar settings from Section [FoliageQuality@3] File [K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/Saved/Config/Windows/Scalability.ini]
LogConfig: Setting CVar [foliage.DensityScale:1.0]]
LogConfig: Setting CVar [grass.DensityScale:1.0]]
LogConfig: Applying CVar settings from Section [ShadingQuality@3] File [K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/Saved/Config/Windows/Scalability.ini]
LogConfig: Setting CVar [r.HairStrands.SkyLighting.SampleCount:16]]
LogConfig: Setting CVar [r.HairStrands.SkyLighting.JitterIntegration:0]]
LogConfig: Setting CVar [r.HairStrands.SkyAO.SampleCount:16]]
LogInit: Selected Device Profile: [Windows]
LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
LogHAL: Display: Platform has ~ 64 GB [68552998912 / 68719476736 / 64], which maps to Largest [LargestMinGB=32, LargerMinGB=12, DefaultMinGB=8, SmallerMinGB=6, SmallestMinGB=0)
LogInit: Going up to parent DeviceProfile []
LogConfig: Applying CVar settings from Section [ViewDistanceQuality@Cine] File [K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/Saved/Config/Windows/Scalability.ini]
LogConfig: Setting CVar [r.SkeletalMeshLODBias:0]]
LogConfig: Setting CVar [r.ViewDistanceScale:10.0]]
LogConfig: Applying CVar settings from Section [AntiAliasingQuality@Cine] File [K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/Saved/Config/Windows/Scalability.ini]
LogConfig: Setting CVar [r.PostProcessAAQuality:6]]
LogConfig: Applying CVar settings from Section [ShadowQuality@Cine] File [K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/Saved/Config/Windows/Scalability.ini]
LogConfig: Setting CVar [r.LightFunctionQuality:1]]
LogConfig: Setting CVar [r.ShadowQuality:5]]
LogConfig: Setting CVar [r.Shadow.CSM.MaxCascades:10]]
LogConfig: Setting CVar [r.Shadow.MaxResolution:4096]]
LogConfig: Setting CVar [r.Shadow.MaxCSMResolution:4096]]
LogConfig: Setting CVar [r.Shadow.RadiusThreshold:0]]
LogConfig: Setting CVar [r.Shadow.DistanceScale:1.0]]
LogConfig: Setting CVar [r.Shadow.CSM.TransitionScale:1.0]]
LogConfig: Setting CVar [r.Shadow.PreShadowResolutionFactor:1.0]]
LogConfig: Setting CVar [r.DistanceFieldShadowing:1]]
LogConfig: Setting CVar [r.DistanceFieldAO:1]]
LogConfig: Setting CVar [r.AOQuality:2]]
LogConfig: Setting CVar [r.VolumetricFog:1]]
LogConfig: Setting CVar [r.VolumetricFog.GridPixelSize:4]]
LogConfig: Setting CVar [r.VolumetricFog.GridSizeZ:128]]
LogConfig: Setting CVar [r.VolumetricFog.HistoryMissSupersampleCount:16]]
LogConfig: Setting CVar [r.LightMaxDrawDistanceScale:1]]
LogConfig: Setting CVar [r.CapsuleShadows:1]]
LogConfig: Applying CVar settings from Section [PostProcessQuality@Cine] File [K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/Saved/Config/Windows/Scalability.ini]
LogConfig: Setting CVar [r.MotionBlurQuality:4]]
LogConfig: Setting CVar [r.AmbientOcclusionMipLevelFactor:0.4]]
LogConfig: Setting CVar [r.AmbientOcclusionMaxQuality:100]]
LogConfig: Setting CVar [r.AmbientOcclusionLevels:-1]]
LogConfig: Setting CVar [r.AmbientOcclusionRadiusScale:1.0]]
LogConfig: Setting CVar [r.DepthOfFieldQuality:4]]
LogConfig: Setting CVar [r.RenderTargetPoolMin:1000]]
LogConfig: Setting CVar [r.LensFlareQuality:3]]
LogConfig: Setting CVar [r.SceneColorFringeQuality:1]]
LogConfig: Setting CVar [r.EyeAdaptationQuality:2]]
LogConfig: Setting CVar [r.BloomQuality:5]]
LogConfig: Setting CVar [r.FastBlurThreshold:100]]
LogConfig: Setting CVar [r.Upscale.Quality:3]]
LogConfig: Setting CVar [r.Tonemapper.GrainQuantization:1]]
LogConfig: Setting CVar [r.LightShaftQuality:1]]
LogConfig: Setting CVar [r.Filter.SizeScale:1]]
LogConfig: Setting CVar [r.Tonemapper.Quality:5]]
LogConfig: Setting CVar [r.DOF.Gather.AccumulatorQuality:1 ; higher gathering accumulator quality]]
LogConfig: Setting CVar [r.DOF.Gather.PostfilterMethod:1 ; Median3x3 postfilering method]]
LogConfig: Setting CVar [r.DOF.Gather.EnableBokehSettings:1 ; bokeh simulation when gathering]]
LogConfig: Setting CVar [r.DOF.Gather.RingCount:5 ; high number of samples when gathering]]
LogConfig: Setting CVar [r.DOF.Scatter.ForegroundCompositing:1 ; additive foreground scattering]]
LogConfig: Setting CVar [r.DOF.Scatter.BackgroundCompositing:2 ; background scattering occlusion]]
LogConfig: Setting CVar [r.DOF.Scatter.EnableBokehSettings:1 ; no bokeh simulation when scattering]]
LogConfig: Setting CVar [r.DOF.Scatter.MaxSpriteRatio:0.25 ; only a maximum of 10% of scattered bokeh]]
LogConfig: Setting CVar [r.DOF.Recombine.Quality:2 ; highest slight out of focus]]
LogConfig: Setting CVar [r.DOF.Recombine.EnableBokehSettings:1 ; bokeh simulation on slight out of focus]]
LogConfig: Setting CVar [r.DOF.TemporalAAQuality:1 ; more stable temporal accumulation]]
LogConfig: Setting CVar [r.DOF.Kernel.MaxForegroundRadius:0.025]]
LogConfig: Setting CVar [r.DOF.Kernel.MaxBackgroundRadius:0.025]]
LogConfig: Applying CVar settings from Section [TextureQuality@Cine] File [K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/Saved/Config/Windows/Scalability.ini]
LogConfig: Setting CVar [r.Streaming.MipBias:0]]
LogConfig: Setting CVar [r.Streaming.AmortizeCPUToGPUCopy:0]]
LogConfig: Setting CVar [r.Streaming.MaxNumTexturesToStreamPerFrame:0]]
LogConfig: Setting CVar [r.Streaming.Boost:1]]
LogConfig: Setting CVar [r.MaxAnisotropy:8]]
LogConfig: Setting CVar [r.VT.MaxAnisotropy:8]]
LogConfig: Setting CVar [r.Streaming.LimitPoolSizeToVRAM:0]]
LogConfig: Setting CVar [r.Streaming.PoolSize:3000]]
LogConfig: Setting CVar [r.Streaming.MaxEffectiveScreenSize:0]]
LogConfig: Applying CVar settings from Section [EffectsQuality@Cine] File [K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/Saved/Config/Windows/Scalability.ini]
LogConfig: Setting CVar [r.TranslucencyLightingVolumeDim:64]]
LogConfig: Setting CVar [r.RefractionQuality:2]]
LogConfig: Setting CVar [r.SSR.Quality:4]]
LogConfig: Setting CVar [r.SSR.HalfResSceneColor:0]]
LogConfig: Setting CVar [r.SceneColorFormat:4]]
LogConfig: Setting CVar [r.DetailMode:2]]
LogConfig: Setting CVar [r.TranslucencyVolumeBlur:1]]
LogConfig: Setting CVar [r.MaterialQualityLevel:1 ; High quality]]
LogConfig: Setting CVar [r.SSS.Scale:1]]
LogConfig: Setting CVar [r.SSS.SampleSet:2]]
LogConfig: Setting CVar [r.SSS.Quality:1]]
LogConfig: Setting CVar [r.SSS.HalfRes:0]]
LogConfig: Setting CVar [r.SSGI.Quality:4]]
LogConfig: Setting CVar [r.EmitterSpawnRateScale:1.0]]
LogConfig: Setting CVar [r.ParticleLightQuality:2]]
LogConfig: Setting CVar [r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque:0]]
LogConfig: Setting CVar [r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountPerSlice:2]]
LogConfig: Setting CVar [r.SkyAtmosphere.AerialPerspectiveLUT.DepthResolution:32.0]]
LogConfig: Setting CVar [r.SkyAtmosphere.FastSkyLUT:0]]
LogConfig: Setting CVar [r.SkyAtmosphere.FastSkyLUT.SampleCountMin:4.0]]
LogConfig: Setting CVar [r.SkyAtmosphere.FastSkyLUT.SampleCountMax:32.0]]
LogConfig: Setting CVar [r.SkyAtmosphere.SampleCountMin:8.0]]
LogConfig: Setting CVar [r.SkyAtmosphere.SampleCountMax:32.0]]
LogConfig: Setting CVar [r.SkyAtmosphere.TransmittanceLUT.UseSmallFormat:0]]
LogConfig: Setting CVar [r.SkyAtmosphere.TransmittanceLUT.SampleCount:30.0]]
LogConfig: Setting CVar [r.SkyAtmosphere.MultiScatteringLUT.SampleCount:20.0]]
LogConfig: Applying CVar settings from Section [FoliageQuality@Cine] File [K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/Saved/Config/Windows/Scalability.ini]
LogConfig: Setting CVar [foliage.DensityScale:1.0]]
LogConfig: Setting CVar [grass.DensityScale:1.0]]
LogConfig: Applying CVar settings from Section [ShadingQuality@Cine] File [K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/Saved/Config/Windows/Scalability.ini]
LogConfig: Setting CVar [r.HairStrands.SkyLighting.SampleCount:64]]
LogConfig: Setting CVar [r.HairStrands.SkyLighting.JitterIntegration:1]]
LogConfig: Setting CVar [r.HairStrands.SkyAO.SampleCount:32]]
LogConfig: Applying CVar settings from Section [Startup] File …/…/…/Engine/Config/ConsoleVariables.ini]
LogConfig: Setting CVar [net.UseAdaptiveNetUpdateFrequency:0]]
LogConfig: Setting CVar [p.chaos.AllowCreatePhysxBodies:1]]
LogConfig: Applying CVar settings from Section [ConsoleVariables] File [K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/Saved/Config/Windows/Engine.ini]
LogInit: Computer: STORMTROOPER
LogInit: User: Flo
LogInit: CPU Page size=4096, Cores=8
LogInit: High frequency timer resolution =10.000000 MHz
LogMemory: Memory total: Physical=63.8GB (64GB approx)
LogMemory: Platform Memory Stats for Windows
LogMemory: Process Physical Memory: 106.70 MB used, 106.70 MB peak
LogMemory: Process Virtual Memory: 103.23 MB used, 103.23 MB peak
LogMemory: Physical Memory: 26278.17 MB used, 39099.07 MB free, 65377.23 MB total
LogMemory: Virtual Memory: 5198.30 MB used, 134212528.00 MB free, 134217728.00 MB total
LogWindows: WindowsPlatformFeatures enabled
LogInit: Using OS detected language (de-DE).
LogInit: Using OS detected locale (de-AT).
LogTextLocalizationManager: No specific localization for ‘de-DE’ exists, so the ‘de’ localization will be used.
LogTextLocalizationResource: LocRes ‘…/…/…/Engine/Content/Localization/Editor/de/Editor.locres’ could not be opened for reading!
LogTextLocalizationResource: LocRes ‘…/…/…/Engine/Content/Localization/EditorTutorials/de/EditorTutorials.locres’ could not be opened for reading!
LogTextLocalizationResource: LocRes ‘…/…/…/Engine/Content/Localization/Keywords/de/Keywords.locres’ could not be opened for reading!
LogTextLocalizationResource: LocRes ‘…/…/…/Engine/Content/Localization/Category/de/Category.locres’ could not be opened for reading!
LogTextLocalizationResource: LocRes ‘…/…/…/Engine/Content/Localization/ToolTips/de/ToolTips.locres’ could not be opened for reading!
LogTextLocalizationResource: LocRes ‘…/…/…/Engine/Content/Localization/PropertyNames/de/PropertyNames.locres’ could not be opened for reading!
LogTextLocalizationResource: LocRes ‘…/…/…/Engine/Content/Localization/Engine/de/Engine.locres’ could not be opened for reading!
LogInit: Setting process to per monitor DPI aware
LogSlate: New Slate User Created. User Index 0, Is Virtual User: 0
LogSlate: Slate User Registered. User Index 0, Is Virtual User: 0
LogHMD: Failed to initialize OpenVR with code 110
LogD3D11RHI: D3D11 min allowed feature level: 11_0
LogD3D11RHI: D3D11 max allowed feature level: 11_0
LogD3D11RHI: D3D11 adapters:
LogD3D11RHI: 0. ‘NVIDIA GeForce RTX 2070’ (Feature Level 11_0)
LogD3D11RHI: 8031/0/32688 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:2, VendorId:0x10de
LogD3D11RHI: 1. ‘Microsoft Basic Render Driver’ (Feature Level 11_0)
LogD3D11RHI: 0/0/32688 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:0, VendorId:0x1414
LogD3D11RHI: Chosen D3D11 Adapter: 0
LogD3D11RHI: Creating new Direct3DDevice
LogD3D11RHI: GPU DeviceId: 0x1f02 (for the marketing name, search the web for “GPU Device Id”)
LogWindows: EnumDisplayDevices:
LogWindows: 0. ‘NVIDIA GeForce RTX 2070’ (P:0 D:1)
LogWindows: 1. ‘NVIDIA GeForce RTX 2070’ (P:1 D:1)
LogWindows: 2. ‘NVIDIA GeForce RTX 2070’ (P:0 D:0)
LogWindows: 3. ‘NVIDIA GeForce RTX 2070’ (P:0 D:0)
LogWindows: DebugString: FoundDriverCount:4
LogD3D11RHI: Adapter Name: NVIDIA GeForce RTX 2070
LogD3D11RHI: Driver Version: 430.86 (internal:26.21.14.3086, unified:430.86)
LogD3D11RHI: Driver Date: 5-22-2019
LogRHI: Texture pool is 5621 MB (70% of 8031 MB)
LogD3D11RHI: RHI has support for 64 bit atomics
LogD3D11RHI: Async texture creation enabled
LogD3D11RHI: GPU Timing Frequency: 1000.000000 (Debug: 2 1)
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘AllDesktop’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Android’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Android_ASTC’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Android_ATC’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Android_DXT’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Android_ETC1’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Android_ETC1a’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Android_ETC2’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Android_PVRTC’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘AndroidClient’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Android_ASTCClient’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Android_ATCClient’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Android_DXTClient’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Android_ETC1Client’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Android_ETC1aClient’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Android_ETC2Client’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Android_PVRTCClient’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Android_Multi’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Android_MultiClient’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘IOSClient’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘IOS’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘LinuxNoEditor’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘LinuxClient’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘LinuxServer’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘LinuxAArch64NoEditor’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘LinuxAArch64Client’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘LinuxAArch64Server’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Lumin’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘LuminClient’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘TVOSClient’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘TVOS’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘WindowsNoEditor’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Windows’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘WindowsClient’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘WindowsServer’
LogTargetPlatformManager: Display: Building Assets For Windows
LogAudioDebug: Display: Lib vorbis DLL was dynamically loaded.
LogShaderCompilers: Guid format shader working directory is -19 characters bigger than the processId version (K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/Intermediate/Shaders/WorkingDirectory/18552/).
LogShaderCompilers: Cleaned the shader compiler working directory ‘C:/Users/Flo/AppData/Local/Temp/UnrealShaderWorkingDir/BD6B6BA141B7F234FB0EBBA55452C352/’.
LogXGEController: Cleaning working directory: C:/Users/Flo/AppData/Local/Temp/UnrealXGEWorkingDir/
LogXGEController: Cannot use XGE Controller as Incredibuild is not installed on this machine.
LogShaderCompilers: Cannot use XGE Shader Compiler as Incredibuild is not installed on this machine.
LogShaderCompilers: Display: Using Local Shader Compiler.
LogDerivedDataCache: Display: Max Cache Size: 512 MB
LogDerivedDataCache: Loaded boot cache 0.05s 97MB C:/Users/Flo/AppData/Local/UnrealEngine/4.24/DerivedDataCache/Boot.ddc.
LogDerivedDataCache: Display: Loaded Boot cache: C:/Users/Flo/AppData/Local/UnrealEngine/4.24/DerivedDataCache/Boot.ddc
LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
LogDerivedDataCache: FDerivedDataBackendGraph: CompressedPak pak cache file K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/DerivedDataCache/Compressed.ddp not found, will not use a pak cache.
LogDerivedDataCache: Unable to find inner node CompressedPak for hierarchical cache Hierarchy.
LogDerivedDataCache: Display: Pak cache opened for reading …/…/…/Engine/DerivedDataCache/Compressed.ddp.
LogDerivedDataCache: FDerivedDataBackendGraph: EnterprisePak pak cache file …/…/…/Enterprise/DerivedDataCache/Compressed.ddp not found, will not use a pak cache.
LogDerivedDataCache: Unable to find inner node EnterprisePak for hierarchical cache Hierarchy.
LogDerivedDataCache: Using Local data cache path C:/Users/Flo/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable
LogDerivedDataCache: Shared data cache path not found in *engine.ini, will not use an Shared cache.
LogDerivedDataCache: Unable to find inner node Shared for hierarchical cache Hierarchy.
LogMaterial: Verifying Global Shaders for PCD3D_SM5
LogSlate: Using FreeType 2.10.0
LogSlate: SlateFontServices - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
LogAssetRegistry: FAssetRegistry took 0.0022 seconds to start up
LogInit: Selected Device Profile: [Windows]
LogMeshReduction: Using QuadricMeshReduction for automatic static mesh reduction
LogMeshReduction: Using SimplygonMeshReduction for automatic skeletal mesh reduction
LogMeshReduction: Using ProxyLODMeshReduction for automatic mesh merging
LogMeshReduction: No distributed automatic mesh merging module available
LogMeshMerging: No distributed automatic mesh merging module available
LogNetVersion: PF19_Stage_01 1.0.0, NetCL: 10570792, EngineNetVer: 13, GameNetVer: 0 (Checksum: 3497394891)
LogPackageLocalizationCache: Processed 19 localized package path(s) for 1 prioritized culture(s) in 0.337515 seconds
LogUObjectArray: 46744 objects as part of root set at end of initial load.
LogUObjectAllocator: 8134920 out of 0 bytes used by permanent object pool.
LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool
LogPython: Using Python 2.7.14
LogTcpMessaging: Initializing TcpMessaging bridge
LogUdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
LogDirectoryWatcher: A directory notification failed for ‘K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/Content/’ because it was empty or there was a buffer overflow. Attemping another request…
LogDirectoryWatcher: A directory notification failed for ‘K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/Content/’ because it was empty or there was a buffer overflow. Attemping another request…
SourceControl: Source control is disabled
SourceControl: Source control is disabled
SourceControl: Source control is disabled
SourceControl: Source control is disabled
SourceControl: Source control is disabled
LogVSAccessor: Display: Unable to create Visual Studio setup instance: 80040154
LogVSAccessor: Display: Unable to create Visual Studio setup instance: 80040154
LogAndroidPermission: UAndroidPermissionCallbackProxy::GetInstance
LogAudioCaptureCore: Display: No Audio Capture implementations found. Audio input will be silent.
LogAudioCaptureCore: Display: No Audio Capture implementations found. Audio input will be silent.
LogOcInput: OculusInput pre-init called
LogWindows: Failed to load ‘OVRPlugin.dll’ (GetLastError=126)
LogWindows: File ‘OVRPlugin.dll’ does not exist
LogEngine: Initializing Engine…
LogHMD: Failed to initialize OpenVR with code 110
LogStats: UGameplayTagsManager::InitializeManager - 0.001 s
LogInit: Initializing FReadOnlyCVARCache
LogAIModule: Creating AISystem for world Untitled
LogAudioMixer: Display: Audio Mixer Platform Settings:
LogAudioMixer: Display: Sample Rate: 48000
LogAudioMixer: Display: Callback Buffer Frame Size Requested: 1024
LogAudioMixer: Display: Callback Buffer Frame Size To Use: 1024
LogAudioMixer: Display: Number of buffers to queue: 2
LogAudioMixer: Display: Max Channels (voices): 32
LogAudioMixer: Display: Number of Async Source Workers: 0
LogAudio: Display: AudioDevice MaxSources: 32
LogAudio: Display: Using built-in audio occlusion.
LogAudioMixer: Display: Initializing audio mixer.
LogAudioMixer: Display: Audio Device Output Speaker Info:
LogAudioMixer: Display: Name: Lautsprecher (3- High Definition Audio-Gerät)
LogAudioMixer: Display: Is Default: Yes
LogAudioMixer: Display: Sample Rate: 48000
LogAudioMixer: Display: Channel Count Used: 2
LogAudioMixer: Display: Device Channel Count: 2
LogAudioMixer: Display: Channel Order:
LogAudioMixer: Display: 0: FrontLeft
LogAudioMixer: Display: 1: FrontRight
LogAudioMixer: Display: Using Audio Device Lautsprecher (3- High Definition Audio-Gerät)
LogInit: FAudioDevice initialized.
LogNetVersion: Set ProjectVersion to 1.0.0.0. Version Checksum will be recalculated on next use.
LogDerivedDataCache: Saved boot cache 0.05s 97MB C:/Users/Flo/AppData/Local/UnrealEngine/4.24/DerivedDataCache/Boot.ddc.
LogInit: Texture streaming: Enabled
LogEngineSessionManager: EngineSessionManager initialized
LogEditorSessionSummary: Verbose: Initializing EditorSessionSummaryWriter for editor session tracking
LogEditorSessionSummary: EditorSessionSummaryWriter initialized
LogInit: Transaction tracking system initialized
BlueprintLog: New page: Editor Load
LocalizationService: Localization service is disabled
LogVSAccessor: Display: Unable to create Visual Studio setup instance: 80040154
LogVSAccessor: Display: Unable to create Visual Studio setup instance: 80040154
LogCook: Display: Max memory allowance for cook 16384mb min free memory 0mb
LogCook: Display: Mobile HDR setting 1
LogFileCache: Scanning file cache for directory ‘K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/Content/’ took 0.04s
SourceControl: Source control is disabled
Cmd: MAP LOAD FILE=“K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/Content/Main.umap” TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3
LightingResults: New page: Lighting Build
LogWorld: UWorld::CleanupWorld for Untitled, bSessionEnded=true, bCleanupResources=true
LogSlate: InvalidateAllWidgets triggered. All widgets were invalidated
MapCheck: New page: Map Check
LightingResults: New page: Lighting Build
LogUObjectHash: Compacting FUObjectHashTables data took 1.68ms
LogMaterial: Display: Missing cached shader map for material 03_NewMediaPlayer_Video_Mat, compiling.
LogMaterial: Warning: K:\Intern\Phizz\08-Unreal\01-Stage\02-Work-Files\PF19_Stage_01\Content\01_Models\PF19_Stage_v03_U4\Materials\03_NewMediaPlayer_Video_Mat.uasset: Failed to compile Material for platform PCD3D_SM5, Default Material will be used in game.
LogMaterial: Display: (Node TextureSample) Texture Sample> Missing input texture
LogAIModule: Creating AISystem for world Main
LogEditorServer: Finished looking for orphan Actors (0.000 secs)
LogUObjectHash: Compacting FUObjectHashTables data took 2.42ms
Cmd: MAP CHECKDEP NOCLEARLOG
MapCheck: Map check complete: 0 Error(s), 0 Warning(s), took 0,484ms to complete.
LogFileHelpers: Loading map ‘Main’ took 0.545
LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
LogCollectionManager: Loaded 0 collections in 0.002900 seconds
LogFileCache: Scanning file cache for directory ‘K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/Saved/Collections/’ took 0.00s
LogFileCache: Scanning file cache for directory ‘K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/Content/Developers/Flo/Collections/’ took 0.00s
LogFileCache: Scanning file cache for directory ‘K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/Content/Collections/’ took 0.00s
LogContentBrowser: Native class hierarchy populated in 0.0086 seconds. Added 3225 classes and 805 folders.
LogContentBrowser: Native class hierarchy updated for ‘WidgetCarousel’ in 0.0004 seconds. Added 0 classes and 0 folders.
LogContentBrowser: Native class hierarchy updated for ‘AddContentDialog’ in 0.0004 seconds. Added 0 classes and 0 folders.
LogContentBrowser: Native class hierarchy updated for ‘SceneOutliner’ in 0.0003 seconds. Added 2 classes and 0 folders.
LogSlate: Took 0.000171 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Slate/Fonts/Roboto-Regular.ttf’ (155K)
LogSlate: Took 0.000148 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Slate/Fonts/Roboto-Bold.ttf’ (160K)
LogSlate: Took 0.000090 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Editor/Slate/Fonts/FontAwesome.ttf’ (139K)
LogRenderer: Reallocating scene render targets to support 1296x800 Format 10 NumSamples 1 (Frame:1).
LogContentBrowser: Native class hierarchy updated for ‘HierarchicalLODOutliner’ in 0.0005 seconds. Added 0 classes and 0 folders.
LogLoad: (Engine Initialization) Total time: 10.54 seconds
LogLoad: (Engine Initialization) Total Blueprint compile time: 0.00 seconds
LogDirectoryWatcher: A directory notification failed for ‘K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/Content/’ because it was empty or there was a buffer overflow. Attemping another request…
LogDirectoryWatcher: A directory notification failed for ‘K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/Content/’, and we were unable to create a new request.
LogDirectoryWatcher: A directory notification failed for ‘K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/Content/’ because it was empty or there was a buffer overflow. Attemping another request…
LogDirectoryWatcher: A directory notification failed for ‘K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/Content/’, and we were unable to create a new request.
LogDirectoryWatcher: A directory notification failed for ‘K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/Intermediate/DataprepTemp/’ because it was empty or there was a buffer overflow. Attemping another request…
LogDirectoryWatcher: A directory notification failed for ‘K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/Saved/Collections/’ because it was empty or there was a buffer overflow. Attemping another request…
LogDirectoryWatcher: A directory notification failed for ‘K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/Content/Developers/Flo/Collections/’ because it was empty or there was a buffer overflow. Attemping another request…
LogDirectoryWatcher: A directory notification failed for ‘K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/Content/Collections/’ because it was empty or there was a buffer overflow. Attemping another request…
LogDirectoryWatcher: A directory notification failed for ‘K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/Intermediate/DataprepTemp/’ because it was empty or there was a buffer overflow. Attemping another request…
LogDirectoryWatcher: A directory notification failed for ‘K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/Intermediate/DataprepTemp/’, and we were unable to create a new request.
LogDirectoryWatcher: A directory notification failed for ‘K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/Saved/Collections/’ because it was empty or there was a buffer overflow. Attemping another request…
LogDirectoryWatcher: A directory notification failed for ‘K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/Saved/Collections/’, and we were unable to create a new request.
LogDirectoryWatcher: A directory notification failed for ‘K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/Content/Developers/Flo/Collections/’ because it was empty or there was a buffer overflow. Attemping another request…
LogDirectoryWatcher: A directory notification failed for ‘K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/Content/Developers/Flo/Collections/’, and we were unable to create a new request.
LogDirectoryWatcher: A directory notification failed for ‘K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/Content/Collections/’ because it was empty or there was a buffer overflow. Attemping another request…
LogDirectoryWatcher: A directory notification failed for ‘K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/Content/Collections/’, and we were unable to create a new request.
LogContentStreaming: Texture pool size now 3000 MB
LogAssetRegistry: Asset discovery search completed in 7.5107 seconds
LogCollectionManager: Fixed up redirectors for 0 collections in 0.000006 seconds (updated 0 objects)
LogTemp: Repeating last play command: Selected Viewport
LogBlueprintUserMessages: Early PlayInEditor Detection: Level ‘/Game/Main.Main:PersistentLevel’ has LevelScriptBlueprint ‘/Game/Main.Main:PersistentLevel.Main’ with GeneratedClass ‘/Game/Main.Main_C’ with ClassGeneratedBy ‘/Game/Main.Main:PersistentLevel.Main’
LogPlayLevel: PlayLevel: No blueprints needed recompiling
PIE: New page: PIE session: Main (13.01.2020, 18:33:28)
LogOnline: OSS: Creating online subsystem instance for: NULL
LogOnline: OSS: TryLoadSubsystemAndSetDefault: Loaded subsystem for module [NULL]
LogPlayLevel: Creating play world package: /Game/UEDPIE_0_Main
LogPlayLevel: PIE: StaticDuplicateObject took: (0.005737s)
LogAIModule: Creating AISystem for world Main
LogPlayLevel: PIE: World Init took: (0.001089s)
LogPlayLevel: PIE: Created PIE world by copying editor world from /Game/Main.Main to /Game/UEDPIE_0_Main.Main (0.007372s)
LogUObjectHash: Compacting FUObjectHashTables data took 1.29ms
LogAudioMixer: Display: Audio Mixer Platform Settings:
LogAudioMixer: Display: Sample Rate: 48000
LogAudioMixer: Display: Callback Buffer Frame Size Requested: 1024
LogAudioMixer: Display: Callback Buffer Frame Size To Use: 1024
LogAudioMixer: Display: Number of buffers to queue: 2
LogAudioMixer: Display: Max Channels (voices): 32
LogAudioMixer: Display: Number of Async Source Workers: 0
LogAudio: Display: AudioDevice MaxSources: 32
LogAudio: Display: Using built-in audio occlusion.
LogAudioMixer: Display: Initializing audio mixer.
LogAudioMixer: Display: Audio Device Output Speaker Info:
LogAudioMixer: Display: Name: Lautsprecher (3- High Definition Audio-Gerät)
LogAudioMixer: Display: Is Default: Yes
LogAudioMixer: Display: Sample Rate: 48000
LogAudioMixer: Display: Channel Count Used: 2
LogAudioMixer: Display: Device Channel Count: 2
LogAudioMixer: Display: Channel Order:
LogAudioMixer: Display: 0: FrontLeft
LogAudioMixer: Display: 1: FrontRight
LogAudioMixer: Display: Using Audio Device Lautsprecher (3- High Definition Audio-Gerät)
LogInit: FAudioDevice initialized.
LogLoad: Game class is ‘GameModeBase’
LogWorld: Bringing World /Game/UEDPIE_0_Main.Main up for play (max tick rate 0) at 2020.01.13-17.33.28
LogWorld: Bringing up level for play took: 0.001053
LogOnline: OSS: Creating online subsystem instance for: :Context_2
LogContentBrowser: Native class hierarchy updated for ‘MovieSceneCapture’ in 0.0005 seconds. Added 20 classes and 0 folders.
PIE: Play in editor start time for /Game/UEDPIE_0_Main 0,029
LogBlueprintUserMessages: Late PlayInEditor Detection: Level ‘/Game/Main.Main:PersistentLevel’ has LevelScriptBlueprint ‘/Game/Main.Main:PersistentLevel.Main’ with GeneratedClass ‘/Game/Main.Main_C’ with ClassGeneratedBy ‘/Game/Main.Main:PersistentLevel.Main’
LogAudioMixer: Display: No commands were queued while flushing the source manager.
LogAudioMixer: Display: No commands were queued while flushing the source manager.
LogBlueprintUserMessages: Early EndPlayMap Detection: Level ‘/Game/Main.Main:PersistentLevel’ has LevelScriptBlueprint ‘/Game/Main.Main:PersistentLevel.Main’ with GeneratedClass ‘/Game/Main.Main_C’ with ClassGeneratedBy ‘/Game/Main.Main:PersistentLevel.Main’
LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
LogWorld: BeginTearingDown for /Game/UEDPIE_0_Main
LogAudioMixer: Display: No commands were queued while flushing the source manager.
LogWorld: UWorld::CleanupWorld for Main, bSessionEnded=true, bCleanupResources=true
LogSlate: InvalidateAllWidgets triggered. All widgets were invalidated
LogPlayLevel: Display: Shutting down PIE online subsystems
LogBlueprintUserMessages: Late EndPlayMap Detection: Level ‘/Game/Main.Main:PersistentLevel’ has LevelScriptBlueprint ‘/Game/Main.Main:PersistentLevel.Main’ with GeneratedClass ‘/Game/Main.Main_C’ with ClassGeneratedBy ‘/Game/Main.Main:PersistentLevel.Main’
LogSlate: InvalidateAllWidgets triggered. All widgets were invalidated
LogAudioMixer: Display: No commands were queued while flushing the source manager.
LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
LogUObjectHash: Compacting FUObjectHashTables data took 1.37ms
LogPlayLevel: Display: Destroying online subsystem :Context_2
LogUObjectHash: Compacting FUObjectHashTables data took 1.22ms
UATHelper: Packaging (Windows (64-bit)): Running AutomationTool…
UATHelper: Packaging (Windows (64-bit)): Parsing command line: -ScriptsForProject=K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/PF19_Stage_01.uproject BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project=K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/PF19_Stage_01.uproject -cook -stage -archive -archivedirectory
=K:/Intern/Phizz/08-Unreal/01-Stage/03-Export -package -ue4exe=“C:\Program Files\Epic Games\UE_4.24\Engine\Binaries\Win64\UE4Editor-Cmd.exe” -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -clientconfig=Shipping -utf8output
UATHelper: Packaging (Windows (64-bit)): Setting up ProjectParams for K:\Intern\Phizz\08-Unreal\01-Stage\02-Work-Files\PF19_Stage_01\PF19_Stage_01.uproject
UATHelper: Packaging (Windows (64-bit)): PF19_Stage_01.uproject requires a temporary target.cs to be generated (SunPosition plugin is enabled)
UATHelper: Packaging (Windows (64-bit)): ********** BUILD COMMAND STARTED **********
UATHelper: Packaging (Windows (64-bit)): Running: C:\Program Files\Epic Games\UE_4.24\Engine\Binaries\DotNET\UnrealBuildTool.exe PF19_Stage_01 Win64 Shipping -Project=K:\Intern\Phizz\08-Unreal\01-Stage\02-Work-Files\PF19_Stage_01\PF19_Stage_01.uproject K:\Intern\Phizz\08-Unreal\01-Stage\02-Work-Files\PF19_Stage_01\PF19_Stage_01.uproject -NoUBTMakefiles -re
moteini=“K:\Intern\Phizz\08-Unreal\01-Stage\02-Work-Files\PF19_Stage_01” -skipdeploy -Manifest=K:\Intern\Phizz\08-Unreal\01-Stage\02-Work-Files\PF19_Stage_01\Intermediate\Build\Manifest.xml -NoHotReload -log=“C:\Users\Flo\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.24\UBT-PF19_Stage_01-Win64-Shipping.txt”
UATHelper: Packaging (Windows (64-bit)): WARNING: Trying to build an enterprise target but the enterprise directory is missing. Falling back on engine components only.
PackagingResults: Warning: Trying to build an enterprise target but the enterprise directory is missing. Falling back on engine components only.
UATHelper: Packaging (Windows (64-bit)): bei UnrealBuildTool.UnrealBuildTool.Main(String] ArgumentsArray) in D:\Build++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:Zeile 517.
UATHelper: Packaging (Windows (64-bit)): Dateiname: “file:///K:\Intern\Phizz\08-Unreal\01-Stage\02-Work-Files\PF19_Stage_01\Intermediate\Build\BuildRules\PF19_Stage_01ModuleRules.dll” —> System.NotSupportedException: Es wurde versucht, eine Assembly von einer Netzwerkadresse zu laden, was in früheren Versionen von .NET Framework zum Ausführen der
Assembly als Sandkastenassembly geführt hätte. In dieser Version von .NET Framework wird die CAS-Richtlinie standardmäßig nicht aktiviert, dieser Ladevorgang kann daher gefährlich sein. Wenn Sie nicht beabsichtigen, durch diesen Ladevorgang eine Sandkastenassembly zu erstellen, aktivieren Sie den loadFromRemoteSources-Schalter. Weitere Informationen finden S
ie unter “<loadFromRemoteSources> Element | Microsoft Docs”.
UATHelper: Packaging (Windows (64-bit)): bei System.Reflection.RuntimeAssembly._nLoad(AssemblyName fileName, String codeBase, Evidence assemblySecurity, RuntimeAssembly locationHint, StackCrawlMark& stackMark, IntPtr pPrivHostBinder, Boolean throwOnFileNotFound, Boolean forIntrospection, Boolean suppressSecurityChecks)
UATHelper: Packaging (Windows (64-bit)): bei System.Reflection.RuntimeAssembly.InternalLoadAssemblyName(AssemblyName assemblyRef, Evidence assemblySecurity, RuntimeAssembly reqAssembly, StackCrawlMark& stackMark, IntPtr pPrivHostBinder, Boolean throwOnFileNotFound, Boolean forIntrospection, Boolean suppressSecurityChecks)
UATHelper: Packaging (Windows (64-bit)): bei System.Reflection.Assembly.Load(AssemblyName assemblyRef, Evidence assemblySecurity)
UATHelper: Packaging (Windows (64-bit)): bei System.CodeDom.Compiler.CompilerResults.get_CompiledAssembly()
UATHelper: Packaging (Windows (64-bit)): bei UnrealBuildTool.DynamicCompilation.CompileAssembly(FileReference OutputAssemblyPath, HashSet1 SourceFileNames, List1 ReferencedAssembies, List1 PreprocessorDefines, Boolean TreatWarningsAsErrors) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\DynamicCompila tion.cs:Zeile 372. UATHelper: Packaging (Windows (64-bit)): bei UnrealBuildTool.DynamicCompilation.CompileAndLoadAssembly(FileReference OutputAssemblyPath, HashSet1 SourceFileNames, List1 ReferencedAssembies, List1 PreprocessorDefines, Boolean DoNotCompile, Boolean TreatWarningsAsErrors) in D:\Build++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBu
ildTool\System\DynamicCompilation.cs:Zeile 442.
UATHelper: Packaging (Windows (64-bit)): bei UnrealBuildTool.RulesAssembly…ctor(RulesScope Scope, DirectoryReference BaseDir, IReadOnlyList1 Plugins, Dictionary2 ModuleFileToContext, List1 TargetFiles, FileReference AssemblyFileName, Boolean bContainsEngineModules, Nullable1 DefaultBuildSettings, Boolean bReadOnly, Boolean bSkipCompile, Rule
sAssembly Parent) in D:\Build++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\RulesAssembly.cs:Zeile 115.
UATHelper: Packaging (Windows (64-bit)): bei UnrealBuildTool.RulesCompiler.CreateProjectRulesAssembly(FileReference ProjectFileName, Boolean bUsePrecompiled, Boolean bSkipCompile) in D:\Build++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\RulesCompiler.cs:Zeile 592.
UATHelper: Packaging (Windows (64-bit)): bei UnrealBuildTool.RulesCompiler.CreateTargetRulesAssembly(FileReference ProjectFile, String TargetName, Boolean bSkipRulesCompile, Boolean bUsePrecompiled, FileReference ForeignPlugin) in D:\Build++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\RulesCompiler.cs:Zeile 654.
UATHelper: Packaging (Windows (64-bit)): bei UnrealBuildTool.UEBuildTarget.Create(TargetDescriptor Descriptor, Boolean bSkipRulesCompile, Boolean bUsePrecompiled) in D:\Build++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:Zeile 604.
UATHelper: Packaging (Windows (64-bit)): bei UnrealBuildTool.BuildMode.CreateMakefile(BuildConfiguration BuildConfiguration, TargetDescriptor TargetDescriptor, ISourceFileWorkingSet WorkingSet) in D:\Build++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:Zeile 433.
UATHelper: Packaging (Windows (64-bit)): bei UnrealBuildTool.BuildMode.Build(List1 TargetDescriptors, BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, BuildOptions Options, FileReference WriteOutdatedActionsFile) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:Zeile 22 0. UATHelper: Packaging (Windows (64-bit)): bei UnrealBuildTool.BuildMode.Execute(CommandLineArguments Arguments) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:Zeile 192. PackagingResults: Error: Unhandled exception: System.IO.FileLoadException: Die Datei oder Assembly "file:///K:\Intern\Phizz\08-Unreal\01-Stage\02-Work-Files\PF19_Stage_01\Intermediate\Build\BuildRules\PF19_Stage_01ModuleRules.dll" oder eine Abhängigkeit davon wurde nicht gefunden. Der Vorgang wird nicht unterstützt. (Ausnahme von HRESULT: 0x80131515) UATHelper: Packaging (Windows (64-bit)): bei UnrealBuildTool.UnrealBuildTool.Main(String] ArgumentsArray) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:Zeile 517. UATHelper: Packaging (Windows (64-bit)): Took 0,8135023s to run UnrealBuildTool.exe, ExitCode=5 UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool failed. See log for more details. (C:\Users\Flo\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.24\UBT-PF19_Stage_01-Win64-Shipping.txt) UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=5 (5) UATHelper: Packaging (Windows (64-bit)): BUILD FAILED PackagingResults: Error: Unknown Error LogSlate: Took 0.000100 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/DroidSansMono.ttf' (77K) LogSlate: Took 0.000133 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Light.ttf' (167K) LogSlate: Window 'Output Log' being destroyed LogSlate: Window 'Output Log' being destroyed LogUProjectInfo: Found projects: LogSlate: WidgetSwitcher ('None') active index changed to -1 LogSlate: WidgetSwitcher ('None') active index changed to 1 LogSlate: Took 0.000128 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-BoldCondensed.ttf' (158K) LogSlate: Window 'Open Project' being destroyed LogUObjectHash: Compacting FUObjectHashTables data took 1.42ms UATHelper: Packaging (Windows (64-bit)): Running AutomationTool... UATHelper: Packaging (Windows (64-bit)): Parsing command line: -ScriptsForProject=K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/PF19_Stage_01.uproject BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project=K:/Intern/Phizz/08-Unreal/01-Stage/02-Work-Files/PF19_Stage_01/PF19_Stage_01.uproject -cook -stage -archive -archivedirectory =K:/Intern/Phizz/08-Unreal/01-Stage/03-Export -package -ue4exe="C:\Program Files\Epic Games\UE_4.24\Engine\Binaries\Win64\UE4Editor-Cmd.exe" -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -clientconfig=Shipping -utf8output UATHelper: Packaging (Windows (64-bit)): Setting up ProjectParams for K:\Intern\Phizz\08-Unreal\01-Stage\02-Work-Files\PF19_Stage_01\PF19_Stage_01.uproject UATHelper: Packaging (Windows (64-bit)): PF19_Stage_01.uproject requires a temporary target.cs to be generated (SunPosition plugin is enabled) UATHelper: Packaging (Windows (64-bit)): ********** BUILD COMMAND STARTED ********** UATHelper: Packaging (Windows (64-bit)): Running: C:\Program Files\Epic Games\UE_4.24\Engine\Binaries\DotNET\UnrealBuildTool.exe PF19_Stage_01 Win64 Shipping -Project=K:\Intern\Phizz\08-Unreal\01-Stage\02-Work-Files\PF19_Stage_01\PF19_Stage_01.uproject K:\Intern\Phizz\08-Unreal\01-Stage\02-Work-Files\PF19_Stage_01\PF19_Stage_01.uproject -NoUBTMakefiles -re moteini="K:\Intern\Phizz\08-Unreal\01-Stage\02-Work-Files\PF19_Stage_01" -skipdeploy -Manifest=K:\Intern\Phizz\08-Unreal\01-Stage\02-Work-Files\PF19_Stage_01\Intermediate\Build\Manifest.xml -NoHotReload -log="C:\Users\Flo\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.24\UBT-PF19_Stage_01-Win64-Shipping.txt" UATHelper: Packaging (Windows (64-bit)): WARNING: Trying to build an enterprise target but the enterprise directory is missing. Falling back on engine components only. PackagingResults: Warning: Trying to build an enterprise target but the enterprise directory is missing. Falling back on engine components only. UATHelper: Packaging (Windows (64-bit)): ERROR: Unhandled exception: System.IO.FileLoadException: Die Datei oder Assembly "file:///K:\Intern\Phizz\08-Unreal\01-Stage\02-Work-Files\PF19_Stage_01\Intermediate\Build\BuildRules\PF19_Stage_01ModuleRules.dll" oder eine Abhängigkeit davon wurde nicht gefunden. Der Vorgang wird nicht unterstützt. (Ausnahme von HRE SULT: 0x80131515) UATHelper: Packaging (Windows (64-bit)): Dateiname: "file:///K:\Intern\Phizz\08-Unreal\01-Stage\02-Work-Files\PF19_Stage_01\Intermediate\Build\BuildRules\PF19_Stage_01ModuleRules.dll" ---&gt; System.NotSupportedException: Es wurde versucht, eine Assembly von einer Netzwerkadresse zu laden, was in früheren Versionen von .NET Framework zum Ausführen der Assembly als Sandkastenassembly geführt hätte. In dieser Version von .NET Framework wird die CAS-Richtlinie standardmäßig nicht aktiviert, dieser Ladevorgang kann daher gefährlich sein. Wenn Sie nicht beabsichtigen, durch diesen Ladevorgang eine Sandkastenassembly zu erstellen, aktivieren Sie den loadFromRemoteSources-Schalter. Weitere Informationen finden S ie unter "http://go.microsoft.com/fwlink/?LinkId=155569". UATHelper: Packaging (Windows (64-bit)): bei System.Reflection.RuntimeAssembly._nLoad(AssemblyName fileName, String codeBase, Evidence assemblySecurity, RuntimeAssembly locationHint, StackCrawlMark& stackMark, IntPtr pPrivHostBinder, Boolean throwOnFileNotFound, Boolean forIntrospection, Boolean suppressSecurityChecks) UATHelper: Packaging (Windows (64-bit)): bei System.Reflection.RuntimeAssembly.InternalLoadAssemblyName(AssemblyName assemblyRef, Evidence assemblySecurity, RuntimeAssembly reqAssembly, StackCrawlMark& stackMark, IntPtr pPrivHostBinder, Boolean throwOnFileNotFound, Boolean forIntrospection, Boolean suppressSecurityChecks) UATHelper: Packaging (Windows (64-bit)): bei System.Reflection.Assembly.Load(AssemblyName assemblyRef, Evidence assemblySecurity) UATHelper: Packaging (Windows (64-bit)): bei System.CodeDom.Compiler.CompilerResults.get_CompiledAssembly() UATHelper: Packaging (Windows (64-bit)): bei UnrealBuildTool.DynamicCompilation.CompileAssembly(FileReference OutputAssemblyPath, HashSet1 SourceFileNames, List1 ReferencedAssembies, List1 PreprocessorDefines, Boolean TreatWarningsAsErrors) in D:\Build++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\DynamicCompila
tion.cs:Zeile 372.
UATHelper: Packaging (Windows (64-bit)): bei UnrealBuildTool.DynamicCompilation.CompileAndLoadAssembly(FileReference OutputAssemblyPath, HashSet1 SourceFileNames, List1 ReferencedAssembies, List1 PreprocessorDefines, Boolean DoNotCompile, Boolean TreatWarningsAsErrors) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBu ildTool\System\DynamicCompilation.cs:Zeile 442. UATHelper: Packaging (Windows (64-bit)): bei UnrealBuildTool.RulesAssembly..ctor(RulesScope Scope, DirectoryReference BaseDir, IReadOnlyList1 Plugins, Dictionary2 ModuleFileToContext, List1 TargetFiles, FileReference AssemblyFileName, Boolean bContainsEngineModules, Nullable1 DefaultBuildSettings, Boolean bReadOnly, Boolean bSkipCompile, Rule sAssembly Parent) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\RulesAssembly.cs:Zeile 115. UATHelper: Packaging (Windows (64-bit)): bei UnrealBuildTool.RulesCompiler.CreateProjectRulesAssembly(FileReference ProjectFileName, Boolean bUsePrecompiled, Boolean bSkipCompile) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\RulesCompiler.cs:Zeile 592. UATHelper: Packaging (Windows (64-bit)): bei UnrealBuildTool.RulesCompiler.CreateTargetRulesAssembly(FileReference ProjectFile, String TargetName, Boolean bSkipRulesCompile, Boolean bUsePrecompiled, FileReference ForeignPlugin) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\RulesCompiler.cs:Zeile 654. UATHelper: Packaging (Windows (64-bit)): bei UnrealBuildTool.UEBuildTarget.Create(TargetDescriptor Descriptor, Boolean bSkipRulesCompile, Boolean bUsePrecompiled) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:Zeile 604. UATHelper: Packaging (Windows (64-bit)): bei UnrealBuildTool.BuildMode.CreateMakefile(BuildConfiguration BuildConfiguration, TargetDescriptor TargetDescriptor, ISourceFileWorkingSet WorkingSet) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:Zeile 433. UATHelper: Packaging (Windows (64-bit)): bei UnrealBuildTool.BuildMode.Build(List1 TargetDescriptors, BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, BuildOptions Options, FileReference WriteOutdatedActionsFile) in D:\Build++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:Zeile 22
0.
UATHelper: Packaging (Windows (64-bit)): bei UnrealBuildTool.BuildMode.Execute(CommandLineArguments Arguments) in D:\Build++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:Zeile 192.
UATHelper: Packaging (Windows (64-bit)): bei UnrealBuildTool.UnrealBuildTool.Main(String] ArgumentsArray) in D:\Build++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:Zeile 517.
PackagingResults: Error: Unhandled exception: System.IO.FileLoadException: Die Datei oder Assembly “file:///K:\Intern\Phizz\08-Unreal\01-Stage\02-Work-Files\PF19_Stage_01\Intermediate\Build\BuildRules\PF19_Stage_01ModuleRules.dll” oder eine Abhängigkeit davon wurde nicht gefunden. Der Vorgang wird nicht unterstützt. (Ausnahme von HRESULT: 0x80131515)
UATHelper: Packaging (Windows (64-bit)): Took 0,6532007s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool failed. See log for more details. (C:\Users\Flo\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.24\UBT-PF19_Stage_01-Win64-Shipping.txt)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=5 (5)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error

I have no Idea what i should do. Thank you for your help.