Hello,
I’m becoming crazy trying to build my fps game… I got always a fatal error that I don’t know where it comes from. I try checking all blueprints and making sure that they compile correctly.
I’m using Wwise on the project and it’s UE 4.23.1.
Any ideas where it comes from and what I could try?? I’m still a bit new with UE4…
Thanks
I put all the error attached.
LogTaskGraph: Started task graph with 5 named threads and 20 total threads with 3 sets of task threads.
LogStats: Stats thread started at 5.134105
LogD3D11RHI: Loaded GFSDK_Aftermath_Lib.x64.dll
LogICUInternationalization: ICU TimeZone Detection - Raw Offset: -5:00, 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 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 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 AutomationUtils
LogPluginManager: Mounting plugin BackChannel
LogPluginManager: Mounting plugin CharacterAI
LogPluginManager: Mounting plugin GeometryCache
LogPluginManager: Mounting plugin HTML5Networking
LogPluginManager: Mounting plugin PlatformCrypto
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 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 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 ProceduralMeshComponent
LogPluginManager: Mounting plugin RuntimePhysXCooking
LogPluginManager: Mounting plugin SignificanceManager
LogPluginManager: Mounting plugin WebMMoviePlayer
LogPluginManager: Mounting plugin WindowsMoviePlayer
LogPluginManager: Mounting plugin ScreenshotTools
LogPluginManager: Mounting plugin Wwise
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
LogInit: Build: ++UE4+Release-4.23-CL-9631420
LogInit: Engine Version: 4.23.1-9631420+++UE4+Release-4.23
LogInit: Compatible Engine Version: 4.23.0-8386587+++UE4+Release-4.23
LogInit: Net CL: 8386587
LogInit: OS: Windows 10 (Release 1909) (), CPU: Intel(R) Core(TM) i5-9600KF CPU @ 3.70GHz, GPU: NVIDIA GeForce GTX 1660 Ti
LogInit: Compiled (64-bit): Oct 18 2019 02:07:44
LogInit: Compiled with Visual C++: 19.16.27030.01
LogInit: Build Configuration: Development
LogInit: Branch Name: ++UE4+Release-4.23
LogInit: Command Line:
LogInit: Base Directory: C:/Program Files/Epic Games/UE_4.23/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): 34
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): 31
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): 27
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): 9
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]]
LogConfig: Setting CVar [r.VSync:0]]
LogConfig: Setting CVar [r.RHICmdBypass:0]]
LogConfig: Applying CVar settings from Section [/Script/Engine.RendererSettings] File [D:/projectas Unreal 4/SHOOTING_GAME/Saved/Config/Windows/Engine.ini]
LogConfig: Setting CVar [r.GPUCrashDebugging:0]]
LogConfig: Applying CVar settings from Section [/Script/Engine.RendererOverrideSettings] File [D:/projectas Unreal 4/SHOOTING_GAME/Saved/Config/Windows/Engine.ini]
LogConfig: Applying CVar settings from Section [/Script/Engine.StreamingSettings] File [D:/projectas Unreal 4/SHOOTING_GAME/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: Applying CVar settings from Section [/Script/Engine.GarbageCollectionSettings] File [D:/projectas Unreal 4/SHOOTING_GAME/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:16777216]]
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 [D:/projectas Unreal 4/SHOOTING_GAME/Saved/Config/Windows/Engine.ini]
LogConfig: Applying CVar settings from Section [/Script/UnrealEd.CookerSettings] File [D:/projectas Unreal 4/SHOOTING_GAME/Saved/Config/Windows/Engine.ini]
LogConfig: Applying CVar settings from Section [ViewDistanceQuality@3] File [D:/projectas Unreal 4/SHOOTING_GAME/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 [D:/projectas Unreal 4/SHOOTING_GAME/Saved/Config/Windows/Scalability.ini]
LogConfig: Setting CVar [r.PostProcessAAQuality:4]]
LogConfig: Applying CVar settings from Section [ShadowQuality@3] File [D:/projectas Unreal 4/SHOOTING_GAME/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 [D:/projectas Unreal 4/SHOOTING_GAME/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 [D:/projectas Unreal 4/SHOOTING_GAME/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.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 [D:/projectas Unreal 4/SHOOTING_GAME/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.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.EmitterSpawnRateScale:1.0]]
LogConfig: Setting CVar [r.ParticleLightQuality:2]]
LogConfig: Applying CVar settings from Section [FoliageQuality@3] File [D:/projectas Unreal 4/SHOOTING_GAME/Saved/Config/Windows/Scalability.ini]
LogConfig: Setting CVar [foliage.DensityScale:1.0]]
LogConfig: Setting CVar [grass.DensityScale:1.0]]
LogInit: Selected Device Profile: [Windows]
LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
LogHAL: Display: Platform has ~ 16 GB [17109393408 / 17179869184 / 16], which maps to Larger [LargestMinGB=32, LargerMinGB=12, DefaultMinGB=8, SmallerMinGB=6, SmallestMinGB=0)
LogInit: Going up to parent DeviceProfile []
LogConfig: Applying CVar settings from Section [ViewDistanceQuality@3] File [D:/projectas Unreal 4/SHOOTING_GAME/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 [D:/projectas Unreal 4/SHOOTING_GAME/Saved/Config/Windows/Scalability.ini]
LogConfig: Setting CVar [r.PostProcessAAQuality:4]]
LogConfig: Applying CVar settings from Section [ShadowQuality@3] File [D:/projectas Unreal 4/SHOOTING_GAME/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 [D:/projectas Unreal 4/SHOOTING_GAME/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 [D:/projectas Unreal 4/SHOOTING_GAME/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.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 [D:/projectas Unreal 4/SHOOTING_GAME/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.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.EmitterSpawnRateScale:1.0]]
LogConfig: Setting CVar [r.ParticleLightQuality:2]]
LogConfig: Applying CVar settings from Section [FoliageQuality@3] File [D:/projectas Unreal 4/SHOOTING_GAME/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 [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 [D:/projectas Unreal 4/SHOOTING_GAME/Saved/Config/Windows/Engine.ini]
LogInit: Computer: PC_NICE
LogInit: User: m14fo
LogInit: CPU Page size=4096, Cores=6
LogInit: High frequency timer resolution =10.000000 MHz
LogMemory: Memory total: Physical=15.9GB (16GB approx)
LogMemory: Platform Memory Stats for Windows
LogMemory: Process Physical Memory: 100.91 MB used, 100.92 MB peak
LogMemory: Process Virtual Memory: 100.32 MB used, 100.32 MB peak
LogMemory: Physical Memory: 6019.22 MB used, 10297.57 MB free, 16316.79 MB total
LogMemory: Virtual Memory: 4663.01 MB used, 134213064.00 MB free, 134217728.00 MB total
LogWindows: WindowsPlatformFeatures enabled
LogInit: Using OS detected language (en-US).
LogInit: Using OS detected locale (en-US).
LogTextLocalizationManager: No specific localization for 'en-US' exists, so the 'en' localization will be used.
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
LogD3D11RHI: D3D11 adapters:
LogD3D11RHI: 0. 'NVIDIA GeForce GTX 1660 Ti' (Feature Level 11_0)
LogD3D11RHI: 5991/0/8158 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:4, VendorId:0x10de
LogD3D11RHI: 1. 'Microsoft Basic Render Driver' (Feature Level 11_0)
LogD3D11RHI: 0/0/8158 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:0, VendorId:0x1414
LogD3D11RHI: Chosen D3D11 Adapter: 0
LogD3D11RHI: Creating new Direct3DDevice
LogD3D11RHI: GPU DeviceId: 0x2182 (for the marketing name, search the web for "GPU Device Id")
LogWindows: EnumDisplayDevices:
LogWindows: 0. 'NVIDIA GeForce GTX 1660 Ti' (P:1 D:1)
LogWindows: 1. 'NVIDIA GeForce GTX 1660 Ti' (P:0 D:1)
LogWindows: 2. 'NVIDIA GeForce GTX 1660 Ti' (P:0 D:1)
LogWindows: 3. 'NVIDIA GeForce GTX 1660 Ti' (P:0 D:1)
LogWindows: DebugString: FoundDriverCount:4
LogD3D11RHI: Adapter Name: NVIDIA GeForce GTX 1660 Ti
LogD3D11RHI: Driver Version: 457.30 (internal:27.21.14.5730, unified:457.30)
LogD3D11RHI: Driver Date: 11-6-2020
LogRHI: Texture pool is 4193 MB (70% of 5991 MB)
LogD3D11RHI: Async texture creation enabled
LogD3D11RHI: GPU Timing Frequency: 1000.000000 (Debug: 2 1)
LogD3D11RHI: HDR output is supported on display 0 (NvId: 0x80061086).
LogTemp: Display: Module 'AllDesktopTargetPlatform' loaded TargetPlatform 'AllDesktop'
LogTemp: Display: Module 'MacClientTargetPlatform' loaded TargetPlatform 'MacClient'
LogTemp: Display: Module 'MacNoEditorTargetPlatform' loaded TargetPlatform 'MacNoEditor'
LogTemp: Display: Module 'MacServerTargetPlatform' loaded TargetPlatform 'MacServer'
LogTemp: Display: Module 'MacTargetPlatform' loaded TargetPlatform 'Mac'
LogTemp: Display: Module 'WindowsClientTargetPlatform' loaded TargetPlatform 'WindowsClient'
LogTemp: Display: Module 'WindowsNoEditorTargetPlatform' loaded TargetPlatform 'WindowsNoEditor'
LogTemp: Display: Module 'WindowsServerTargetPlatform' loaded TargetPlatform 'WindowsServer'
LogTemp: Display: Module 'WindowsTargetPlatform' loaded TargetPlatform 'Windows'
LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android'
LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android_ASTC'
LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android_ATC'
LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android_DXT'
LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android_ETC1'
LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android_ETC1a'
LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android_ETC2'
LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android_PVRTC'
LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'AndroidClient'
LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android_ASTCClient'
LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android_ATCClient'
LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android_DXTClient'
LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android_ETC1Client'
LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android_ETC1aClient'
LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android_ETC2Client'
LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android_PVRTCClient'
LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android_Multi'
LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android_MultiClient'
LogTemp: Display: Module 'HTML5TargetPlatform' loaded TargetPlatform 'HTML5'
LogTemp: Display: Module 'IOSTargetPlatform' loaded TargetPlatform 'IOSClient'
LogTemp: Display: Module 'IOSTargetPlatform' loaded TargetPlatform 'IOS'
LogTemp: Display: Module 'TVOSTargetPlatform' loaded TargetPlatform 'TVOSClient'
LogTemp: Display: Module 'TVOSTargetPlatform' loaded TargetPlatform 'TVOS'
LogTemp: Display: Module 'LinuxClientTargetPlatform' loaded TargetPlatform 'LinuxClient'
LogTemp: Display: Module 'LinuxNoEditorTargetPlatform' loaded TargetPlatform 'LinuxNoEditor'
LogTemp: Display: Module 'LinuxServerTargetPlatform' loaded TargetPlatform 'LinuxServer'
LogTemp: Display: Module 'LinuxTargetPlatform' loaded TargetPlatform 'Linux'
LogTemp: Display: Module 'LuminTargetPlatform' loaded TargetPlatform 'Lumin'
LogTemp: Display: Module 'LuminTargetPlatform' loaded TargetPlatform 'LuminClient'
LogTargetPlatformManager: Display: Building Assets For Windows
LogAudioDebug: Display: Lib vorbis DLL was dynamically loaded.
LogShaderCompilers: Guid format shader working directory is 10 characters bigger than the processId version (D:/projectas Unreal 4/SHOOTING_GAME/Intermediate/Shaders/WorkingDirectory/30192/).
LogShaderCompilers: Cleaned the shader compiler working directory 'C:/Users/m14fo/AppData/Local/Temp/UnrealShaderWorkingDir/D83BEB384674974B3EC98C92AF4AA232/'.
LogXGEController: Cleaning working directory: C:/Users/m14fo/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 0.21s 73MB C:/Users/m14fo/AppData/Local/UnrealEngine/4.23/DerivedDataCache/Boot.ddc.
LogDerivedDataCache: Display: Loaded Boot cache: C:/Users/m14fo/AppData/Local/UnrealEngine/4.23/DerivedDataCache/Boot.ddc
LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file D:/projectas Unreal 4/SHOOTING_GAME/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 D:/projectas Unreal 4/SHOOTING_GAME/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/m14fo/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 2.6.0
LogSlate: SlateFontServices - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
LogAssetRegistry: FAssetRegistry took 0.0050 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: SHOOTING_GAME 1.0.0, NetCL: 8386587, EngineNetVer: 11, GameNetVer: 0 (Checksum: 3603473502)
LogPackageLocalizationCache: Processed 13 localized package path(s) for 1 prioritized culture(s) in 0.094536 seconds
LogUObjectArray: 43197 objects as part of root set at end of initial load.
LogUObjectAllocator: 7508232 out of 0 bytes used by permanent object pool.
LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool
LogTcpMessaging: Initializing TcpMessaging bridge
LogUdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
LogTexture: Display: Building textures: S_AkSpotReflector (BGRA8, 340X395)
LogAkAudio: Wwise(R) SDK Version 2019.2.0 Build 7216. Copyright (c) 2006-2019 Audiokinetic Inc.
LogAkAudio: Wwise plug-in DLL path: D:/projectas Unreal 4/SHOOTING_GAME/Plugins/Wwise/ThirdParty/x64_vc150/Profile/bin/
LogAkAudio: Wwise remote connection application name: SHOOTING_GAME (Editor)
LogAkAudio: Wwise successfully initialized.
LogInit: Audiokinetic Audio Device setting bank directory to D:/projectas Unreal 4/SHOOTING_GAME/Content/WwiseAudio/Windows.
LogAkAudio: Initialization complete.
LogInit: Audiokinetic Audio Device initialized.
SourceControl: Source control is disabled
SourceControl: Source control is disabled
SourceControl: Source control is disabled
SourceControl: Source control is disabled
LogAndroidPermission: UAndroidPermissionCallbackProxy::GetInstance
LogOcInput: OculusInput pre-init called
LogWindows: Failed to load 'OVRPlugin.dll' (GetLastError=126)
LogWindows: File 'OVRPlugin.dll' does not exist
LogEngine: Initializing Engine...
LogStats: UGameplayTagsManager::InitializeManager - 0.014 s
LogInit: Initializing FReadOnlyCVARCache
LogAIModule: Creating AISystem for world Untitled
LogInit: XAudio2 using 'Speakers (M-Audio Fast Track)' : 2 channels at 44.1 kHz using 32 bits per sample (channel mask 0x3)
LogInit: FAudioDevice initialized.
LogNetVersion: Set ProjectVersion to 1.0.0.0. Version Checksum will be recalculated on next use.
LogDerivedDataCache: Saved boot cache 0.07s 74MB C:/Users/m14fo/AppData/Local/UnrealEngine/4.23/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
LogCook: Display: Max memory allowance for cook 16384mb min free memory 0mb
LogCook: Display: Mobile HDR setting 1
LogFileCache: Scanning file cache for directory 'D:/projectas Unreal 4/SHOOTING_GAME/Content/' took 0.17s
LogTexture: Display: Building textures: approaching_storm_4k (RGBA16F, 4096X2048)
LogMaterial: Display: Missing cached shader map for material HDRI_Projection, compiling.
LogShaderCompilers: Display: Worker (1/3): shaders left to compile 31
LogShaderCompilers: Display: Worker (2/3): shaders left to compile 21
LogShaderCompilers: Display: Worker (3/3): shaders left to compile 11
LogMaterial: Display: Missing cached shader map for material HDRI_Projection, compiling.
LogMaterial: Display: Missing cached shader map for material HDRI_Projection, compiling.
SourceControl: Source control is disabled
Cmd: MAP LOAD FILE="D:/projectas Unreal 4/SHOOTING_GAME/Content/ThirdPersonBP/Maps/MainMap.umap" TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3
LightingResults: New page: Lighting Build
LogWorld: UWorld::CleanupWorld for Untitled, bSessionEnded=true, bCleanupResources=true
MapCheck: New page: Map Check
LightingResults: New page: Lighting Build
LogUObjectHash: Compacting FUObjectHashTables data took 1.69ms
LogShaderCompilers: Display: Worker (1/3): shaders left to compile 63
LogShaderCompilers: Display: Worker (3/3): shaders left to compile 53
LogShaderCompilers: Display: Worker (2/3): shaders left to compile 43
LogShaderCompilers: Display: Worker (1/3): shaders left to compile 33
LogShaderCompilers: Display: Worker (1/3): shaders left to compile 23
LogShaderCompilers: Display: Worker (3/3): shaders left to compile 15
LogShaderCompilers: Display: Worker (2/3): shaders left to compile 9
LogShaderCompilers: Display: Worker (2/3): shaders left to compile 5
LogShaderCompilers: Display: Worker (1/3): shaders left to compile 3
LogShaderCompilers: Display: Worker (3/3): shaders left to compile 1
LogTexture: Display: Building textures: T_Black_32 (AutoDXT, 32X32)
LogTexture: Display: Building textures: ThumbnailTexture (DXT1, 512X512)
LogTexture: Display: Building textures: third_mat_Metallic (AutoDXT, 1024X1024)
LogTexture: Display: Building textures: T_Fire_subUV_6X6 (AutoDXT, 1024X1024)
LogTexture: Display: Building textures: third_mat_Normal_OpenGL (BC5, 1024X1024)
LogTexture: Display: Building textures: third_mat_Base_Color (AutoDXT, 1024X1024)
LogTexture: Display: Building textures: second_mat_Normal_OpenGL (BC5, 1024X1024)
LogTexture: Display: Building textures: second_mat_Metallic (AutoDXT, 1024X1024)
LogTexture: Display: Building textures: second_mat_Base_Color (AutoDXT, 1024X1024)
LogTexture: Display: Building textures: main_mat_Normal_OpenGL (BC5, 1024X1024)
LogTexture: Display: Building textures: main_mat_Metallic (AutoDXT, 1024X1024)
LogTexture: Display: Building textures: main_mat_Base_Color (AutoDXT, 1024X1024)
LogTexture: Display: Building textures: sniperspecular (AutoDXT, 2048X2048)
LogTexture: Display: Building textures: sniperNormal (BC5, 2048X2048)
LogTexture: Display: Building textures: snipercolor (AutoDXT, 2048X2048)
LogTexture: Display: Building textures: Unreal4_MK2_OcclusionRoughnessMetallic (AutoDXT, 2048X2048)
LogMaterial: Display: Missing cached shader map for material M_Add_Trail_2Sided_Pan_Master, compiling.
LogTexture: Display: Building textures: T_FireBlastTile (AutoDXT, 256X256)
LogShaderCompilers: Display: Worker (1/3): shaders left to compile 54
LogShaderCompilers: Display: Worker (2/3): shaders left to compile 44
LogShaderCompilers: Display: Worker (3/3): shaders left to compile 34
LogMaterial: Display: Missing cached shader map for material M_Add_Trail_2Sided_Pan_Master, compiling.
LogMaterial: Display: Missing cached shader map for material M_Add_Sprite_SubUV_Master, compiling.
LogTexture: Display: Building textures: T_Sparks_03_SubUV_1_4 (AutoDXT, 512X512)
LogMaterial: Display: Missing cached shader map for material M_Add_Sprite_Master, compiling.
LogTexture: Display: Building textures: T_starFlare_03 (AutoDXT, 256X256)
LogStaticMesh: Building static mesh SM_FireBlastMesh...
LogStaticMesh: Built static mesh [0.03s] /Game/InfinityBladeEffects/Effects/FX_Meshes/Skills/SM_FireBlastMesh.SM_FireBlastMesh
LogStaticMesh: Building static mesh Bomb...
LogTexture: Display: Building textures: Unreal4_MK2_Normal (BC5, 2048X2048)
LogStaticMesh: Built static mesh [0.02s] /Game/ThirdPersonBP/Blueprints/Character/Weapons/supergrenade/Bomb.Bomb
LogMaterial: Display: Missing cached shader map for material third_mat_005, compiling.
LogMaterial: Display: Missing cached shader map for material second_mat_005, compiling.
LogMaterial: Display: Missing cached shader map for material main_mat_005, compiling.
LogStaticMesh: Building static mesh grenade...
LogStaticMesh: Built static mesh [0.05s] /Game/ThirdPersonBP/Blueprints/Character/Weapons/smokegrenade/grenade.grenade
LogTexture: Display: Building textures: Unreal4_MK2_BaseColor (AutoDXT, 2048X2048)
LogTexture: Display: Building textures: Killfeed_Back (BGRA8, 194X28)
LogTexture: Display: Building textures: HitMarker (AutoDXT, 32X32)
LogTexture: Display: Building textures: M4A1_Diffuse (AutoDXT, 2048X2048)
LogMaterial: Display: Missing cached shader map for material sniper, compiling.
LogSkeletalMesh: Building Skeletal Mesh sniper_witsk_base...
LogSkeletalMesh: Built Skeletal Mesh [0.01s] /Game/ThirdPersonBP/Blueprints/Character/Weapons/SNIPER/sniperimport/sniper_witsk.sniper_witsk_base
LogSkeletalMesh: Building Skeletal Mesh sniper_witsk_boltrear...
LogTexture: Display: Building textures: T_Splash_N (BGRA8, 1522X885)
LogSkeletalMesh: Built Skeletal Mesh [0.00s] /Game/ThirdPersonBP/Blueprints/Character/Weapons/SNIPER/sniperimport/sniper_witsk.sniper_witsk_boltrear
LogSkeletalMesh: Building Skeletal Mesh sniper_witsk_clip...
LogSkeletalMesh: Built Skeletal Mesh [0.00s] /Game/ThirdPersonBP/Blueprints/Character/Weapons/SNIPER/sniperimport/sniper_witsk.sniper_witsk_clip
LogSkeletalMesh: Building Skeletal Mesh sniper_witsk_scope...
LogSkeletalMesh: Built Skeletal Mesh [0.00s] /Game/ThirdPersonBP/Blueprints/Character/Weapons/SNIPER/sniperimport/sniper_witsk.sniper_witsk_scope
LogSkeletalMesh: Building Skeletal Mesh sniper_witsk_trigger...
LogSkeletalMesh: Built Skeletal Mesh [0.00s] /Game/ThirdPersonBP/Blueprints/Character/Weapons/SNIPER/sniperimport/sniper_witsk.sniper_witsk_trigger
LogTexture: Display: Building textures: T_Splash_H (BGRA8, 1522X885)
LogTexture: Display: Building textures: T_StretchSpark_01 (AutoDXT, 128X512)
LogTexture: Display: Building textures: T_TankMoteNoise (AutoDXT, 512X512)
LogTexture: Display: Building textures: T_Glow_Sphere_Soft (AutoDXT, 512X512)
LogTexture: Display: Building textures: T_SmokeTile_Strip_03B_N_TILE (BC5, 2048X256)
LogTexture: Display: Building textures: T_SmokeTile_Strip_03_TILE (AutoDXT, 2048X256)
LogTexture: Display: Building textures: T_SmokeTile_Strip_03_Soft_N_TILE (BC5, 2048X256)
LogTexture: Display: Building textures: T_SmokeTile_Strip_03_Soft (AutoDXT, 2048X256)
LogTexture: Display: Building textures: T_SmokeTile_Strip_03_Height_TILE (AutoDXT, 2048X256)
LogTexture: Display: Building textures: T_Explosion_Test_v1_Normal (BC5, 2048X2048)
LogMaterial: Display: Missing cached shader map for material GrenadeBody_lowMat, compiling.
LogTexture: Display: Building textures: T_SmokeTrailCoord1_Mask (AutoDXT, 256X256)
LogShaderCompilers: Display: Worker (1/3): shaders left to compile 368
LogTexture: Display: Building textures: T_Explosion_Test_v1_Depth (AutoDXT, 2048X2048)
LogTexture: Display: Building textures: T_Explosion_Test_v1 (AutoDXT, 2048X2048)
LogStaticMesh: Building static mesh MK2_grenade...
LogTexture: Display: Building textures: T_TilingNoise16 (AutoDXT, 1024X1024)
LogStaticMesh: Built static mesh [0.68s] /Game/ThirdPersonBP/Blueprints/Character/Weapons/MK2_grenade.MK2_grenade
LogTexture: Display: Building textures: T_FireBall (AutoDXT, 512X512)
LogTexture: Display: Building textures: T_SoftSmoke_04 (AutoDXT, 2048X2048)
LogTexture: Display: Building textures: T_noise_flamy_Tile_NRM (BC5, 2048X2048)
LogMaterial: Display: Missing cached shader map for material silencer001Mat, compiling.
LogTexture: Display: Building textures: T_Muzzle_Flash (AutoDXT, 256X512)
LogTexture: Display: Building textures: T_Sphere_N (BC5, 512X512)
LogMaterial: Display: Missing cached shader map for material M4A1_Diffuse_Mat, compiling.
LogTexture: Display: Building textures: ThumbnailTexture (DXT1, 512X512)
LogTexture: Display: Building textures: T_blood01_N (BC5, 1024X1024)
LogTexture: Display: Building textures: T_blood01 (AutoDXT, 1024X1024)
LogTexture: Display: Building textures: T_Sphere_A (AutoDXT, 512X512)
LogSkeletalMesh: Building Skeletal Mesh M4A1_silencer001...
LogSkeletalMesh: Built Skeletal Mesh [1.69s] /Game/ThirdPersonBP/Blueprints/Character/Weapons/M4A1/M4A1.M4A1_silencer001
LogTexture: Display: Building textures: ThumbnailTexture (DXT1, 512X512)
LogTexture: Display: Building textures: FuzZombie__diffuse (AutoDXT, 2048X2048)
LogTexture: Display: Building textures: T_AtmosphericCloudNoise03 (BGRA8, 2048X2048)
LogTexture: Display: Building textures: FuzZombie__normal (BC5, 2048X2048)
LogSkeletalMesh: Building Skeletal Mesh M4A1_weapon002...
LogSkeletalMesh: Built Skeletal Mesh [4.17s] /Game/ThirdPersonBP/Blueprints/Character/Weapons/M4A1/M4A1.M4A1_weapon002
LogMaterial: Display: Missing cached shader map for material M_Blood, compiling.
LogTexture: Display: Building textures: FuzZombie__normal (BC5, 2048X2048)
LogTexture: Display: Building textures: FuzZombie__specular (AutoDXT, 2048X2048)
LogTexture: Display: Building textures: FuzZombie__diffuse (AutoDXT, 2048X2048)
LogStaticMesh: Building static mesh SM_Plasma_Mesh...
LogStaticMesh: Built static mesh [0.00s] /Game/ParagonTwinblast/FX/Meshes/Smoke/SM_Plasma_Mesh.SM_Plasma_Mesh
LogStaticMesh: Building static mesh SM_PlasmaShot_Shell...
LogStaticMesh: Built static mesh [0.01s] /Game/ParagonTwinblast/FX/Meshes/Shells/SM_PlasmaShot_Shell.SM_PlasmaShot_Shell
LogStaticMesh: Building static mesh SM_Muzzle_Flash...
LogStaticMesh: Built static mesh [0.02s] /Game/ParagonTwinblast/FX/Meshes/MuzzleFlashes/SM_Muzzle_Flash.SM_Muzzle_Flash
LogStaticMesh: Building static mesh SM_MuzzleCore_02...
LogStaticMesh: Built static mesh [0.00s] /Game/ParagonTwinblast/FX/Meshes/Heroes/Twinblast/SM_MuzzleCore_02.SM_MuzzleCore_02
LogMaterial: Display: Missing cached shader map for material M_Spark_VelocityLerp_WorldColor, compiling.
LogMaterial: Display: Missing cached shader map for material M_TrailSmoke_Cine, compiling.
LogShaderCompilers: Display: Worker (1/3): shaders left to compile 663
LogMaterial: Display: Missing cached shader map for material M_Directional_Lit_Depth_Smoke_SubUV_8X8, compiling.
LogTexture: Display: Building textures: Soldier_head_specular (AutoDXT, 1024X1024)
LogMaterial: Display: Missing cached shader map for material M_Plasma_Shot_Shell, compiling.
LogMaterial: Display: Missing cached shader map for material M_TwinBlast_Muzzle, compiling.
LogMaterial: Display: Missing cached shader map for material M_Twinblast_Muzzle_Flash, compiling.
LogMaterial: Display: Missing cached shader map for material M_Shockwave_Refract, compiling.
LogStaticMesh: Building static mesh partsz_SM_Leg_Right...
LogStaticMesh: Built static mesh [0.03s] /Game/Zombies/PARTS/partsz_SM_Leg_Right.partsz_SM_Leg_Right
LogMaterial: Display: Missing cached shader map for material Blood, compiling.
LogStaticMesh: Building static mesh partsz_SM_Leg_Left...
LogStaticMesh: Built static mesh [0.01s] /Game/Zombies/PARTS/partsz_SM_Leg_Left.partsz_SM_Leg_Left
LogTexture: Display: Building textures: Soldier_head_normal (BC5, 2048X2048)
LogShaderCompilers: Display: Worker (3/3): shaders left to compile 1205
LogMaterial: Display: Missing cached shader map for material glass_hair_M_ncl1_1, compiling.
LogMaterial: Display: Missing cached shader map for material glass_hair_M, compiling.
LogShaderCompilers: Display: Worker (2/3): shaders left to compile 1275
LogStaticMesh: Building static mesh partsz_SM_Head...
LogStaticMesh: Built static mesh [0.08s] /Game/Zombies/PARTS/partsz_SM_Head.partsz_SM_Head
LogStaticMesh: Building static mesh partsz_SM_Arm_Right...
LogStaticMesh: Built static mesh [0.02s] /Game/Zombies/PARTS/partsz_SM_Arm_Right.partsz_SM_Arm_Right
LogMaterial: Display: Missing cached shader map for material body_M, compiling.
LogStaticMesh: Building static mesh partsz_SM_Arm_Left...
LogStaticMesh: Built static mesh [0.01s] /Game/Zombies/PARTS/partsz_SM_Arm_Left.partsz_SM_Arm_Left
LogMaterial: Display: Missing cached shader map for material Blood_splashGore, compiling.
LogStaticMesh: Building static mesh SM_SpinSpiral...
LogStaticMesh: Built static mesh [0.00s] /Game/InfinityBladeEffects/Effects/FX_Meshes/Skills/SM_SpinSpiral.SM_SpinSpiral
LogMaterial: Display: Missing cached shader map for material M_Add_Sprite_Master_DepthFade, compiling.
LogTexture: Display: Building textures: T_SoftFallOff (AutoDXT, 256X256)
LogTexture: Display: Building textures: T_GlowNoise_01 (AutoDXT, 256X256)
LogMaterial: Display: Missing cached shader map for material M_Add_Sprite_2Sided_Master, compiling.
LogTexture: Display: Building textures: T_SwipeTrail (AutoDXT, 512X512)
LogTexture: Display: Building textures: Soldier_head_diffuse (AutoDXT, 2048X2048)
LogTexture: Display: Building textures: DragonJawPortal_Spec (AutoDXT, 2048X2048)
LogTexture: Display: Building textures: DragonJawPortal_Normal (BC5, 2048X2048)
LogTexture: Display: Building textures: DragonJawPortal_Diffuse (AutoDXT, 2048X2048)
LogTexture: Display: Building textures: Soldier_Body_diffuse (AutoDXT, 2048X2048)
LogTexture: Display: Building textures: T_starFlare_01 (AutoDXT, 256X256)
LogTexture: Display: Building textures: T_FireTrail (AutoDXT, 1024X1024)
LogMaterial: Display: Missing cached shader map for material glass_hair_M_ncl1_1, compiling.
LogTexture: Display: Building textures: ThumbnailTexture (DXT1, 512X512)
LogMaterial: Display: Missing cached shader map for material glass_hair_M, compiling.
LogMaterial: Display: Missing cached shader map for material body_M, compiling.
LogSkeletalMesh: Building Skeletal Mesh Zombie_Character...
LogSkeletalMesh: Built Skeletal Mesh [0.01s] /Game/Zombies/Zombie_Character.Zombie_Character
LogMaterial: Display: Missing cached shader map for material Soldier_head6, compiling.
LogTexture: Display: Building textures: Timer_Backing (BGRA8, 47X19)
LogTexture: Display: Building textures: stamina_icone (AutoDXT, 512X512)
LogTexture: Display: Building textures: Stamina_Border (BGRA8, 38X12)
LogTexture: Display: Building textures: Shooting-Rifle-icon (AutoDXT, 256X256)
LogTexture: Display: Building textures: Minimap_Border (BGRA8, 110X33)
LogTexture: Display: Building textures: Minimap_Arrow (BGRA8, 16X18)
LogTexture: Display: Building textures: M4AI_Icon (BGRA8, 106X36)
LogTexture: Display: Building textures: Killfeed_Border (BGRA8, 110X33)
LogTexture: Display: Building textures: Health_Icon (AutoDXT, 20X20)
LogTexture: Display: Building textures: Health_Border (BGRA8, 38X12)
LogTexture: Display: Building textures: Grenade2_Icon (AutoDXT, 20X20)
LogTexture: Display: Building textures: Grenade1_Icon (BGRA8, 24X23)
LogTexture: Display: Building textures: Bar_NoFill (BGRA8, 291X6)
LogTexture: Display: Building textures: Bar_Fill (BGRA8, 291X6)
LogTexture: Display: Building textures: Armor_Icon (BGRA8, 20X21)
LogTexture: Display: Building textures: Armor_Border (BGRA8, 38X12)
LogTexture: Display: Building textures: T_Spark_2_2_01 (AutoDXT, 1024X1024)
LogTexture: Display: Building textures: T_BlastHalf (AutoDXT, 256X256)
LogMaterial: Display: Missing cached shader map for material DragonJawPortal_Material, compiling.
LogTexture: Display: Building textures: T_SmokeBall_01_8_8 (AutoDXT, 1024X1024)
LogStaticMesh: Building static mesh DragonJawPortal...
LogTexture: Display: Building textures: AK-47_Icon (AutoDXT, 96X36)
LogTexture: Display: Building textures: death-sign-png-2-original (BGRA8, 2400X2177)
LogTexture: Display: Building textures: XboxOne_Y (AutoDXT, 100X100)
LogTexture: Display: Building textures: XboxOne_X (AutoDXT, 100X100)
LogTexture: Display: Building textures: XboxOne_RT (AutoDXT, 100X100)
LogTexture: Display: Building textures: XboxOne_RB (AutoDXT, 100X100)
LogTexture: Display: Building textures: XboxOne_Menu (AutoDXT, 100X100)
LogTexture: Display: Building textures: XboxOne_LT (AutoDXT, 100X100)
LogTexture: Display: Building textures: XboxOne_Left_Stick (AutoDXT, 100X100)
LogTexture: Display: Building textures: XboxOne_LB (AutoDXT, 100X100)
LogTexture: Display: Building textures: XboxOne_Dpad_Up (AutoDXT, 100X100)
LogTexture: Display: Building textures: XboxOne_Dpad_Down (AutoDXT, 100X100)
LogTexture: Display: Building textures: XboxOne_A (AutoDXT, 100X100)
LogTexture: Display: Building textures: XboxOne_B (AutoDXT, 100X100)
LogTexture: Display: Building textures: PS4_Square (AutoDXT, 100X100)
LogTexture: Display: Building textures: PS4_Triangle (AutoDXT, 100X100)
LogTexture: Display: Building textures: PS4_R1 (AutoDXT, 100X100)
LogTexture: Display: Building textures: PS4_R2 (AutoDXT, 100X100)
LogTexture: Display: Building textures: PS4_Options (AutoDXT, 100X100)
LogTexture: Display: Building textures: PS4_Left_Stick (AutoDXT, 100X100)
LogTexture: Display: Building textures: PS4_L2 (AutoDXT, 100X100)
LogTexture: Display: Building textures: PS4_L1 (AutoDXT, 100X100)
LogTexture: Display: Building textures: PS4_Dpad_Up (AutoDXT, 100X100)
LogTexture: Display: Building textures: PS4_Dpad_Down (AutoDXT, 100X100)
LogTexture: Display: Building textures: PS4_Cross (AutoDXT, 100X100)
LogTexture: Display: Building textures: PS4_Circle (AutoDXT, 100X100)
LogTexture: Display: Building textures: Keyboard_White_W (AutoDXT, 100X100)
LogTexture: Display: Building textures: Keyboard_White_Space (AutoDXT, 100X100)
LogTexture: Display: Building textures: Keyboard_White_Shift (AutoDXT, 100X100)
LogTexture: Display: Building textures: Keyboard_White_S (AutoDXT, 100X100)
LogTexture: Display: Building textures: Keyboard_White_R (AutoDXT, 100X100)
LogTexture: Display: Building textures: Keyboard_White_P (AutoDXT, 100X100)
LogTexture: Display: Building textures: Keyboard_White_Mouse_Right (AutoDXT, 100X100)
LogTexture: Display: Building textures: Keyboard_White_Mouse_Middle (AutoDXT, 100X100)
LogTexture: Display: Building textures: Keyboard_White_Mouse_Left (AutoDXT, 100X100)
LogTexture: Display: Building textures: Keyboard_White_G (AutoDXT, 100X100)
LogTexture: Display: Building textures: Keyboard_White_F (AutoDXT, 100X100)
LogTexture: Display: Building textures: Keyboard_White_D (AutoDXT, 100X100)
LogTexture: Display: Building textures: Keyboard_White_Ctrl (AutoDXT, 100X100)
LogTexture: Display: Building textures: Keyboard_White_A (AutoDXT, 100X100)
LogTexture: Display: Building textures: Keyboard_White_3 (AutoDXT, 100X100)
LogTexture: Display: Building textures: Keyboard_White_2 (AutoDXT, 100X100)
LogTexture: Display: Building textures: Keyboard_White_1 (AutoDXT, 100X100)
LogTexture: Display: Building textures: blood-295734_1920 (BGRA8, 1920X1026)
LogTexture: Display: Building textures: Buttons (BGRA8, 798X356)
LogStaticMesh: Built static mesh [0.50s] /Game/ThirdPersonBP/Blueprints/Volumsobjective/portal/DragonJawPortal.DragonJawPortal
LogTexture: Display: Building textures: RedVignette (AutoDXT, 960X540)
LogStaticMesh: Building static mesh Floor_400x400...
LogStaticMesh: Built static mesh [0.00s] /Game/StarterContent/Architecture/Floor_400x400.Floor_400x400
LogTexture: Display: Building textures: background-blood-colourful-fun-1366542 (BGRA8, 4326X3013)
LogTexture: Display: Building textures: 5e4f14bc14e70 (AutoDXT, 1024X1024)
LogTexture: Display: Building textures: Rough (AutoDXT, 1024X1024)
LogTexture: Display: Building textures: Normal (BC5, 1024X1024)
LogTexture: Display: Building textures: Metal (AutoDXT, 1024X1024)
LogTexture: Display: Building textures: Albedo (AutoDXT, 1024X1024)
LogTexture: Display: Building textures: ThumbnailTexture (DXT1, 512X512)
LogTexture: Display: Building textures: ThumbnailTexture (DXT1, 512X512)
LogTexture: Display: Building textures: sniperspecular (AutoDXT, 2048X2048)
LogTexture: Display: Building textures: ThumbnailTexture (DXT1, 512X512)
LogTexture: Display: Building textures: HQ_Lightmap0_4 (AutoDXT, 64X64)
LogTexture: Display: Building textures: HQ_Lightmap1_1 (AutoDXT, 512X512)
LogTexture: Display: Building textures: T_HealHeart_02 (AutoDXT, 512X512)
LogTexture: Display: Building textures: HQ_Lightmap1_2 (AutoDXT, 512X512)
LogTexture: Display: Building textures: HQ_Lightmap1_3 (AutoDXT, 256X256)
LogTexture: Display: Building textures: LQ_Lightmap_0_4 (DXT1, 64X64)
LogTexture: Display: Building textures: LQ_Lightmap_1_1 (DXT1, 512X512)
LogTexture: Display: Building textures: LQ_Lightmap_1_2 (DXT1, 512X512)
LogTexture: Display: Building textures: LQ_Lightmap_1_3 (DXT1, 256X256)
LogTexture: Display: Building textures: SkyOcclusion0_4 (AutoDXT, 64X32)
LogTexture: Display: Building textures: SkyOcclusion1_1 (AutoDXT, 512X256)
LogTexture: Display: Building textures: SkyOcclusion1_2 (AutoDXT, 512X256)
LogTexture: Display: Building textures: SkyOcclusion1_3 (AutoDXT, 256X128)
LogTexture: Display: Building textures: ShadowMapTexture2D_0 (G8, 512X128)
LogTexture: Display: Building textures: ShadowMapTexture2D_2 (G8, 512X64)
LogTexture: Display: Building textures: ShadowMapTexture2D_1 (G8, 64X256)
LogTexture: Display: Building textures: ShadowMapTexture2D_3 (G8, 32X32)
LogTexture: Display: Building textures: T_LightCone (AutoDXT, 256X256)
LogTexture: Display: Building textures: Soldier_Body_specular (AutoDXT, 1024X1024)
LogShaderCompilers: Display: Worker (3/3): shaders left to compile 1851
LogShaderCompilers: Display: Worker (1/3): shaders left to compile 1841
LogTexture: Display: Building textures: Soldier_Body_normal (BC5, 2048X2048)
LogTexture: Display: Building textures: Aset_wood_root_M_rkswd_8K_Fuzz (AutoDXT, 8192X8192)
LogTexture: Display: Building textures: Aset_wood_root_M_rkswd_8K_Roughness (AutoDXT, 8192X8192)
LogMaterial: Display: Missing cached shader map for material Soldier_body1, compiling.
LogSkeletalMesh: Building Skeletal Mesh Swat...
LogSkeletalMesh: Built Skeletal Mesh [0.02s] /Game/ThirdPersonBP/Blueprints/Character/Swat.Swat
LogMaterial: Display: Missing cached shader map for material M_Trans_Trail_2Sided_Pan_Base_Emis_Master, compiling.
LogStaticMesh: Building static mesh SM_FireSpiral...
LogStaticMesh: Built static mesh [0.00s] /Game/InfinityBladeEffects/Effects/FX_Meshes/Fire/SM_FireSpiral.SM_FireSpiral
LogMaterial: Display: Missing cached shader map for material Minimap_material, compiling.
LogAudioDerivedData: Display: Building compressed audio format OGG hash OGG wave 442161_button-low-robotic...
LogAudioDerivedData: Display: Updated SoundWave->RawPCMDataSize from 0 to 128016 while cooking SoundWave /Game/SOUND/mysounds/buttons/442161_button-low-robotic.442161_button-low-robotic.
LogAudioDerivedData: Display: Building compressed audio format OGG hash OGG wave 191753__leszek-szary__button-6...
LogShaderCompilers: Display: Worker (2/3): shaders left to compile 1976
LogAudioDerivedData: Display: Updated SoundWave->RawPCMDataSize from 0 to 46528 while cooking SoundWave /Game/SOUND/mysounds/buttons/191753__leszek-szary__button-6.191753__leszek-szary__button-6.
LogAudioDerivedData: Display: Building compressed audio format OGG hash OGG wave 338062__geronimogeronimo__deep-hit...
LogAudioDerivedData: Display: Updated SoundWave->RawPCMDataSize from 0 to 723456 while cooking SoundWave /Game/SOUND/mysounds/338062__geronimogeronimo__deep-hit.338062__geronimogeronimo__deep-hit.
LogStaticMesh: Building static mesh SM_BlastWave...
LogStaticMesh: Built static mesh [0.00s] /Game/InfinityBladeEffects/Effects/FX_Meshes/Skills/SM_BlastWave.SM_BlastWave
LogMaterial: Display: Missing cached shader map for material Scoope_Mat, compiling.
LogMaterial: Display: Missing cached shader map for material Metal1, compiling.
LogMaterial: Display: Missing cached shader map for material Fuze, compiling.
LogStaticMesh: Building static mesh M4A1_weapon002...
LogStaticMesh: Built static mesh [0.43s] /Game/ThirdPersonBP/Blueprints/Character/Weapons/M4A1/M4A1_weapon002.M4A1_weapon002
LogTexture: Display: Building textures: T_starFlare_02 (AutoDXT, 256X256)
LogStaticMesh: Building static mesh SM_Spiral_Swirl_01...
LogStaticMesh: Built static mesh [0.00s] /Game/InfinityBladeEffects/Effects/FX_Meshes/Skills/SM_Spiral_Swirl_01.SM_Spiral_Swirl_01
LogMaterial: Display: Missing cached shader map for material polymsh1Mat, compiling.
LogStaticMesh: Building static mesh PirateFlag...
LogStaticMesh: Built static mesh [0.01s] /Game/ThirdPersonBP/Blueprints/Volumsobjective/PirateFlag.PirateFlag
LogMaterial: Display: Missing cached shader map for material M_Trans_Sprite_Master, compiling.
LogTexture: Display: Building textures: T_BlastWave (AutoDXT, 1024X1024)
LogTexture: Display: Building textures: Aset_wood_root_M_rkswd_8K_Normal_LOD0 (BC5, 8192X8192)
LogTexture: Display: Building textures: Aset_wood_root_M_rkswd_8K_Albedo (AutoDXT, 8192X8192)
LogTexture: Display: Building textures: sniperNormal (BC5, 2048X2048)
LogTexture: Display: Building textures: snipercolor (AutoDXT, 2048X2048)
LogTexture: Display: Building textures: ammo_healthboxColor (AutoDXT, 2048X2048)
LogTexture: Display: Building textures: AK_specular (AutoDXT, 2048X2048)
LogTexture: Display: Building textures: AK_normal (BC5, 2048X2048)
LogTexture: Display: Building textures: AK_diffuse (AutoDXT, 2048X2048)
LogTexture: Display: Building textures: Candle_M_Candle_Normal (BC5, 1024X1024)
LogTexture: Display: Building textures: Candle_M_Candle_BaseColor (AutoDXT, 1024X1024)
LogTexture: Display: Building textures: pikrepo_com (AutoDXT, 1920X1080)
LogTexture: Display: Building textures: Candle_M_Candle_OcclusionRoughnessMetallic (AutoDXT, 1024X1024)
LogShaderCompilers: Display: Worker (1/3): shaders left to compile 2132
LogShaderCompilers: Display: Worker (3/3): shaders left to compile 2122
LogShaderCompilers: Display: Worker (2/3): shaders left to compile 2112
LogMaterial: Display: Missing cached shader map for material M_Deadwood, compiling.
LogStaticMesh: Building static mesh Aset_wood_root_M_rkswd_LOD0...
LogShaderCompilers: Display: Worker (3/3): shaders left to compile 2163
LogShaderCompilers: Display: Worker (2/3): shaders left to compile 2153
LogShaderCompilers: Display: Worker (1/3): shaders left to compile 2143
LogStaticMesh: Built static mesh [2.55s] /Game/Terrain/Wood/Aset_wood_root_M_rkswd_LOD0.Aset_wood_root_M_rkswd_LOD0
LogShaderCompilers: Display: Worker (3/3): shaders left to compile 2133
LogMaterial: Display: Missing cached shader map for material sniper1, compiling.
LogStaticMesh: Building static mesh sniper...
LogShaderCompilers: Display: Worker (2/3): shaders left to compile 2145
LogStaticMesh: Built static mesh [0.16s] /Game/ThirdPersonBP/Blueprints/Character/Weapons/SNIPER/sniper.sniper
LogStaticMesh: Building static mesh ammo_healthbox_healthbox...
LogStaticMesh: Built static mesh [0.03s] /Game/ThirdPersonBP/Blueprints/Character/Weapons/AK47/bullet/cartidge/ammo_healthbox_healthbox.ammo_healthbox_healthbox
LogMaterial: Display: Missing cached shader map for material ammohealth, compiling.
LogMaterial: Display: Missing cached shader map for material AK47_mat, compiling.
LogSkeletalMesh: Building Skeletal Mesh AK...
LogSkeletalMesh: Built Skeletal Mesh [0.06s] /Game/ThirdPersonBP/Blueprints/Character/Weapons/AK47/AK.AK
LogShaderCompilers: Display: Worker (1/3): shaders left to compile 2217
LogAnimationCompression: Building Anim DDC data for AnimSequence /Game/ThirdPersonBP/Blueprints/Character/animations/walk_right_inPlace.walk_right_inPlace
LogAnimationCompression: Recompressing (AnimSequence /Game/ThirdPersonBP/Blueprints/Character/animations/walk_right_inPlace.walk_right_inPlace) using current/default (AnimCompress_BitwiseCompressOnly_0) bFirstRecompressUsingCurrentOrDefault(1) bTryAlternateCompressor(0) IsCompressedDataValid(0)
LogAnimationCompression: Building Anim DDC data for AnimSequence /Game/ThirdPersonBP/Blueprints/Character/animations/walk_left_inPlace.walk_left_inPlace
LogAnimationCompression: Recompressing (AnimSequence /Game/ThirdPersonBP/Blueprints/Character/animations/walk_left_inPlace.walk_left_inPlace) using current/default (AnimCompress_BitwiseCompressOnly_0) bFirstRecompressUsingCurrentOrDefault(1) bTryAlternateCompressor(0) IsCompressedDataValid(0)
LogShaderCompilers: Display: Worker (3/3): shaders left to compile 2207
LogAnimationCompression: Building Anim DDC data for AnimSequence /Game/ThirdPersonBP/Blueprints/Character/animations/walk_forward_inPlace.walk_forward_inPlace
LogAnimationCompression: Recompressing (AnimSequence /Game/ThirdPersonBP/Blueprints/Character/animations/walk_forward_inPlace.walk_forward_inPlace) using current/default (AnimCompress_BitwiseCompressOnly_0) bFirstRecompressUsingCurrentOrDefault(1) bTryAlternateCompressor(0) IsCompressedDataValid(0)
LogAnimationCompression: Building Anim DDC data for AnimSequence /Game/ThirdPersonBP/Blueprints/Character/animations/walk_backward_inPlace.walk_backward_inPlace
LogAnimationCompression: Recompressing (AnimSequence /Game/ThirdPersonBP/Blueprints/Character/animations/walk_backward_inPlace.walk_backward_inPlace) using current/default (AnimCompress_BitwiseCompressOnly_0) bFirstRecompressUsingCurrentOrDefault(1) bTryAlternateCompressor(0) IsCompressedDataValid(0)
LogAnimationCompression: Building Anim DDC data for AnimSequence /Game/ThirdPersonBP/Blueprints/Character/animations/sprint_right_inPlace.sprint_right_inPlace
LogAnimationCompression: Recompressing (AnimSequence /Game/ThirdPersonBP/Blueprints/Character/animations/sprint_right_inPlace.sprint_right_inPlace) using current/default (AnimCompress_BitwiseCompressOnly_0) bFirstRecompressUsingCurrentOrDefault(1) bTryAlternateCompressor(0) IsCompressedDataValid(0)
LogAnimationCompression: Building Anim DDC data for AnimSequence /Game/ThirdPersonBP/Blueprints/Character/animations/sprint_left_inPlace.sprint_left_inPlace
LogAnimationCompression: Recompressing (AnimSequence /Game/ThirdPersonBP/Blueprints/Character/animations/sprint_left_inPlace.sprint_left_inPlace) using current/default (AnimCompress_BitwiseCompressOnly_0) bFirstRecompressUsingCurrentOrDefault(1) bTryAlternateCompressor(0) IsCompressedDataValid(0)
LogAnimationCompression: Building Anim DDC data for AnimSequence /Game/ThirdPersonBP/Blueprints/Character/animations/sprint_forward_inPlace.sprint_forward_inPlace
LogAnimationCompression: Recompressing (AnimSequence /Game/ThirdPersonBP/Blueprints/Character/animations/sprint_forward_inPlace.sprint_forward_inPlace) using current/default (AnimCompress_BitwiseCompressOnly_0) bFirstRecompressUsingCurrentOrDefault(1) bTryAlternateCompressor(0) IsCompressedDataValid(0)
LogAnimationCompression: Building Anim DDC data for AnimSequence /Game/ThirdPersonBP/Blueprints/Character/animations/sprint_backward_inPlace.sprint_backward_inPlace
LogAnimationCompression: Recompressing (AnimSequence /Game/ThirdPersonBP/Blueprints/Character/animations/sprint_backward_inPlace.sprint_backward_inPlace) using current/default (AnimCompress_BitwiseCompressOnly_0) bFirstRecompressUsingCurrentOrDefault(1) bTryAlternateCompressor(0) IsCompressedDataValid(0)
LogAnimationCompression: Building Anim DDC data for AnimSequence /Game/ThirdPersonBP/Blueprints/Character/animations/run_right_inPlace.run_right_inPlace
LogAnimationCompression: Recompressing (AnimSequence /Game/ThirdPersonBP/Blueprints/Character/animations/run_right_inPlace.run_right_inPlace) using current/default (AnimCompress_BitwiseCompressOnly_0) bFirstRecompressUsingCurrentOrDefault(1) bTryAlternateCompressor(0) IsCompressedDataValid(0)
LogAnimationCompression: Building Anim DDC data for AnimSequence /Game/ThirdPersonBP/Blueprints/Character/animations/run_left_inPlace.run_left_inPlace
LogAnimationCompression: Recompressing (AnimSequence /Game/ThirdPersonBP/Blueprints/Character/animations/run_left_inPlace.run_left_inPlace) using current/default (AnimCompress_BitwiseCompressOnly_0) bFirstRecompressUsingCurrentOrDefault(1) bTryAlternateCompressor(0) IsCompressedDataValid(0)
LogAnimationCompression: Building Anim DDC data for AnimSequence /Game/ThirdPersonBP/Blueprints/Character/animations/run_forward_inPlace.run_forward_inPlace
LogAnimationCompression: Recompressing (AnimSequence /Game/ThirdPersonBP/Blueprints/Character/animations/run_forward_inPlace.run_forward_inPlace) using current/default (AnimCompress_BitwiseCompressOnly_0) bFirstRecompressUsingCurrentOrDefault(1) bTryAlternateCompressor(0) IsCompressedDataValid(0)
LogAnimationCompression: Building Anim DDC data for AnimSequence /Game/ThirdPersonBP/Blueprints/Character/animations/run_backward_left_inPlace.run_backward_left_inPlace
LogAnimationCompression: Recompressing (AnimSequence /Game/ThirdPersonBP/Blueprints/Character/animations/run_backward_left_inPlace.run_backward_left_inPlace) using current/default (AnimCompress_BitwiseCompressOnly_0) bFirstRecompressUsingCurrentOrDefault(1) bTryAlternateCompressor(0) IsCompressedDataValid(0)
LogAnimationCompression: Building Anim DDC data for AnimSequence /Game/ThirdPersonBP/Blueprints/Character/animations/run_backward_inPlace.run_backward_inPlace
LogAnimationCompression: Recompressing (AnimSequence /Game/ThirdPersonBP/Blueprints/Character/animations/run_backward_inPlace.run_backward_inPlace) using current/default (AnimCompress_BitwiseCompressOnly_0) bFirstRecompressUsingCurrentOrDefault(1) bTryAlternateCompressor(0) IsCompressedDataValid(0)
LogAnimationCompression: Building Anim DDC data for AnimSequence /Game/ThirdPersonBP/Blueprints/Character/animations/walk_crouching_forward_right_inPlace.walk_crouching_forward_right_inPlace
LogAnimationCompression: Recompressing (AnimSequence /Game/ThirdPersonBP/Blueprints/Character/animations/walk_crouching_forward_right_inPlace.walk_crouching_forward_right_inPlace) using current/default (AnimCompress_BitwiseCompressOnly_0) bFirstRecompressUsingCurrentOrDefault(1) bTryAlternateCompressor(0) IsCompressedDataValid(0)
LogAnimationCompression: Building Anim DDC data for AnimSequence /Game/ThirdPersonBP/Blueprints/Character/animations/walk_crouching_forward_left_inPlace.walk_crouching_forward_left_inPlace
LogAnimationCompression: Recompressing (AnimSequence /Game/ThirdPersonBP/Blueprints/Character/animations/walk_crouching_forward_left_inPlace.walk_crouching_forward_left_inPlace) using current/default (AnimCompress_BitwiseCompressOnly_0) bFirstRecompressUsingCurrentOrDefault(1) bTryAlternateCompressor(0) IsCompressedDataValid(0)
LogAnimationCompression: Building Anim DDC data for AnimSequence /Game/ThirdPersonBP/Blueprints/Character/animations/walk_crouching_forward_inPlace.walk_crouching_forward_inPlace
LogAnimationCompression: Recompressing (AnimSequence /Game/ThirdPersonBP/Blueprints/Character/animations/walk_crouching_forward_inPlace.walk_crouching_forward_inPlace) using current/default (AnimCompress_BitwiseCompressOnly_0) bFirstRecompressUsingCurrentOrDefault(1) bTryAlternateCompressor(0) IsCompressedDataValid(0)
LogAnimationCompression: Building Anim DDC data for AnimSequence /Game/ThirdPersonBP/Blueprints/Character/animations/walk_crouching_backward_inPlace.walk_crouching_backward_inPlace
LogAnimationCompression: Recompressing (AnimSequence /Game/ThirdPersonBP/Blueprints/Character/animations/walk_crouching_backward_inPlace.walk_crouching_backward_inPlace) using current/default (AnimCompress_BitwiseCompressOnly_0) bFirstRecompressUsingCurrentOrDefault(1) bTryAlternateCompressor(0) IsCompressedDataValid(0)
LogAnimationCompression: Building Anim DDC data for AnimSequence /Game/ThirdPersonBP/Blueprints/Character/animations/idle_crouching_aiming.idle_crouching_aiming
LogAnimationCompression: Recompressing (AnimSequence /Game/ThirdPersonBP/Blueprints/Character/animations/idle_crouching_aiming.idle_crouching_aiming) using current/default (AnimCompress_BitwiseCompressOnly_0) bFirstRecompressUsingCurrentOrDefault(1) bTryAlternateCompressor(0) IsCompressedDataValid(0)
LogAnimationCompression: Building Anim DDC data for AnimSequence /Game/ThirdPersonBP/Blueprints/Character/animations/reloading_inPlace.reloading_inPlace
LogAnimationCompression: Recompressing (AnimSequence /Game/ThirdPersonBP/Blueprints/Character/animations/reloading_inPlace.reloading_inPlace) using current/default (AnimCompress_BitwiseCompressOnly_0) bFirstRecompressUsingCurrentOrDefault(1) bTryAlternateCompressor(0) IsCompressedDataValid(0)
LogAnimationCompression: Building Anim DDC data for AnimSequence /Game/ThirdPersonBP/Blueprints/Character/animations/jump_up.jump_up
LogAnimationCompression: Recompressing (AnimSequence /Game/ThirdPersonBP/Blueprints/Character/animations/jump_up.jump_up) using current/default (AnimCompress_BitwiseCompressOnly_0) bFirstRecompressUsingCurrentOrDefault(1) bTryAlternateCompressor(0) IsCompressedDataValid(0)
LogAnimationCompression: Building Anim DDC data for AnimSequence /Game/ThirdPersonBP/Blueprints/Character/animations/jump_down.jump_down
LogAnimationCompression: Recompressing (AnimSequence /Game/ThirdPersonBP/Blueprints/Character/animations/jump_down.jump_down) using current/default (AnimCompress_BitwiseCompressOnly_0) bFirstRecompressUsingCurrentOrDefault(1) bTryAlternateCompressor(0) IsCompressedDataValid(0)
LogAnimationCompression: Building Anim DDC data for AnimSequence /Game/ThirdPersonBP/Blueprints/Character/animations/idle_aiming.idle_aiming
LogAnimationCompression: Recompressing (AnimSequence /Game/ThirdPersonBP/Blueprints/Character/animations/idle_aiming.idle_aiming) using current/default (AnimCompress_BitwiseCompressOnly_0) bFirstRecompressUsingCurrentOrDefault(1) bTryAlternateCompressor(0) IsCompressedDataValid(0)
LogAnimationCompression: Building Anim DDC data for AnimSequence /Game/Zombies/Zombie_Running.Zombie_Running
LogAnimationCompression: Recompressing (AnimSequence /Game/Zombies/Zombie_Running.Zombie_Running) using current/default (AnimCompress_BitwiseCompressOnly_0) bFirstRecompressUsingCurrentOrDefault(1) bTryAlternateCompressor(0) IsCompressedDataValid(0)
LogAnimationCompression: Building Anim DDC data for AnimSequence /Game/Zombies/Zombie_Idle.Zombie_Idle
LogAnimationCompression: Recompressing (AnimSequence /Game/Zombies/Zombie_Idle.Zombie_Idle) using current/default (AnimCompress_BitwiseCompressOnly_0) bFirstRecompressUsingCurrentOrDefault(1) bTryAlternateCompressor(0) IsCompressedDataValid(0)
LogAnimationCompression: Building Anim DDC data for AnimSequence /Game/Zombies/Zombie_Walking.Zombie_Walking
LogAnimationCompression: Recompressing (AnimSequence /Game/Zombies/Zombie_Walking.Zombie_Walking) using current/default (AnimCompress_BitwiseCompressOnly_0) bFirstRecompressUsingCurrentOrDefault(1) bTryAlternateCompressor(0) IsCompressedDataValid(0)
LogAnimationCompression: Building Anim DDC data for AnimSequence /Game/Zombies/Zombie_Attack.Zombie_Attack
LogAnimationCompression: Recompressing (AnimSequence /Game/Zombies/Zombie_Attack.Zombie_Attack) using current/default (AnimCompress_BitwiseCompressOnly_0) bFirstRecompressUsingCurrentOrDefault(1) bTryAlternateCompressor(0) IsCompressedDataValid(0)
LogMaterial: Display: Missing cached shader map for material M_Candle, compiling.
LogMaterial: Display: Missing cached shader map for material M_Candle_fire, compiling.
LogStaticMesh: Building static mesh Candle...
LogStaticMesh: Built static mesh [0.01s] /Game/Boss_Level/Object/Candle.Candle
LogStaticMesh: Building static mesh ammo_healthbox_ammobox...
LogStaticMesh: Built static mesh [0.02s] /Game/ThirdPersonBP/Blueprints/Character/Weapons/AK47/bullet/cartidge/ammo_healthbox_ammobox.ammo_healthbox_ammobox
LogShaderCompilers: Display: Worker (1/3): shaders left to compile 2288
LogShaderCompilers: Display: Worker (2/3): shaders left to compile 2278
LogShaderCompilers: Display: Worker (3/3): shaders left to compile 2268
LogShaderCompilers: Display: Worker (2/3): shaders left to compile 2258
LogShaderCompilers: Display: Worker (1/3): shaders left to compile 2248
LogShaderCompilers: Display: Worker (2/3): shaders left to compile 2238
LogShaderCompilers: Display: Worker (3/3): shaders left to compile 2228
LogShaderCompilers: Display: Worker (1/3): shaders left to compile 2218
LogShaderCompilers: Display: Worker (2/3): shaders left to compile 2208
LogAIModule: Creating AISystem for world MainMap
LogTexture: Display: Building textures: S_AkComponent (BGRA8, 340X395)
LogShaderCompilers: Display: Worker (1/3): shaders left to compile 2198
LogShaderCompilers: Display: Worker (3/3): shaders left to compile 2188
LogEditorServer: Finished looking for orphan Actors (0.000 secs)
LogUObjectHash: Compacting FUObjectHashTables data took 3.81ms
Cmd: MAP CHECKDEP NOCLEARLOG
MapCheck: Map check complete: 0 Error(s), 0 Warning(s), took 0.097ms to complete.
LogFileHelpers: Loading map 'MainMap' took 63.593
LogShaderCompilers: Display: Worker (2/3): shaders left to compile 2178
LogShaderCompilers: Display: Worker (1/3): shaders left to compile 2168
LogShaderCompilers: Display: Worker (3/3): shaders left to compile 2158
LogShaderCompilers: Display: Worker (2/3): shaders left to compile 2148
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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 0.015699 seconds
LogFileCache: Scanning file cache for directory 'D:/projectas Unreal 4/SHOOTING_GAME/Saved/Collections/' took 0.01s
LogFileCache: Scanning file cache for directory 'D:/projectas Unreal 4/SHOOTING_GAME/Content/Developers/m14fo/Collections/' took 0.00s
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LogCollectionManager: Rebuilt the GUID cache for 0 collections in 0.000003 seconds
LogContentBrowser: Native class hierarchy populated in 0.0199 seconds. Added 2958 classes and 707 folders.
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LogSlate: Took 0.051445 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Regular.ttf' (155K)
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LogSlate: Took 0.025493 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Bold.ttf' (160K)
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LogRenderer: Reallocating scene render targets to support 1472x808 Format 10 NumSamples 1 (Frame:1).
LogContentBrowser: Native class hierarchy updated for 'HierarchicalLODOutliner' in 0.0002 seconds. Added 0 classes and 0 folders.
LogLoad: (Engine Initialization) Total time: 143.46 seconds
LogLoad: (Engine Initialization) Total Blueprint compile time: 0.00 seconds
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LogContentStreaming: Texture pool size now 1000 MB
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LogAssetRegistry: Asset discovery search completed in 120.7445 seconds
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LogSlate: FSceneViewport::OnFocusLost() reason 0
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LogAssetEditorManager: Opening Asset editor for WidgetBlueprint /Game/ThirdPersonBP/Blueprints/DynamicCrossHair.WBCrosshair
LogContentBrowser: Native class hierarchy updated for 'BlueprintGraph' in 0.0004 seconds. Added 121 classes and 0 folders.
LogSlate: Took 0.021432 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-BoldCondensed.ttf' (158K)
LogSlate: Window 'WBCrosshair' being destroyed
LogWorld: UWorld::CleanupWorld for World_7, bSessionEnded=true, bCleanupResources=true
LogWorld: UWorld::CleanupWorld for World_6, bSessionEnded=true, bCleanupResources=true
LogTexture: Display: Building textures: Shell_texture2 (AutoDXT, 1024X1024)
LogTexture: Display: Building textures: Shell_texture (AutoDXT, 1024X1024)
LogMaterial: Display: Missing cached shader map for material Mat, compiling.
LogMaterial: Display: Missing cached shader map for material Bullet1, compiling.
LogShaderCompilers: Display: Worker (1/3): shaders left to compile 22
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LogStaticMesh: Building static mesh Bullet...
LogStaticMesh: Built static mesh [0.15s] /Game/ThirdPersonBP/Blueprints/Character/Weapons/AK47/bullet/Bullet.Bullet
LogAssetEditorManager: Opening Asset editor for StaticMesh /Game/ThirdPersonBP/Blueprints/Character/Weapons/AK47/bullet/Bullet.Bullet
LogShaderCompilers: Display: Worker (1/3): shaders left to compile 24
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LogRenderer: Reallocating scene render targets to support 1912x1284 Format 10 NumSamples 1 (Frame:1).
LogSlate: Took 0.015758 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Italic.ttf' (157K)
LogShaderCompilers: Display: Worker (2/3): shaders left to compile 2
LogSlate: Window 'Bullet' being destroyed
LogWorld: UWorld::CleanupWorld for World_14, bSessionEnded=true, bCleanupResources=true
LogAssetEditorManager: Opening Asset editor for Blueprint /Game/ThirdPersonBP/Blueprints/Character/Weapons/AK47/Weapon_Base.Weapon_Base
BlueprintLog: New page: Compile Weapon_Base
LogUObjectHash: Compacting FUObjectHashTables data took 5.26ms
BlueprintLog: New page: Compile Weapon_Base
LogUObjectHash: Compacting FUObjectHashTables data took 4.12ms
LogSlate: Window 'Weapon_Base' being destroyed
LogWorld: UWorld::CleanupWorld for World_15, bSessionEnded=true, bCleanupResources=true
LogAssetEditorManager: Opening Asset editor for StaticMesh /Game/ThirdPersonBP/Blueprints/Character/Weapons/AK47/bullet/Bullet.Bullet
LogSlate: Window 'Bullet' being destroyed
LogWorld: UWorld::CleanupWorld for World_16, bSessionEnded=true, bCleanupResources=true
LogAssetEditorManager: Opening Asset editor for World /Game/ThirdPersonBP/Maps/MainMap.MainMap
LogUObjectHash: Compacting FUObjectHashTables data took 3.58ms
LogSlate: Window 'Save Content' being destroyed
LogSavePackage: Moving 'D:/projectas Unreal 4/SHOOTING_GAME/Saved/Weapon_Base8284414D4EB82E72CE3FE49519DA44B1.tmp' to 'D:/projectas Unreal 4/SHOOTING_GAME/Content/ThirdPersonBP/Blueprints/Character/Weapons/AK47/Weapon_Base.uasset'
Cmd: OBJ SAVEPACKAGE PACKAGE="/Game/ThirdPersonBP/Maps/MainMap" FILE="D:/projectas Unreal 4/SHOOTING_GAME/Content/ThirdPersonBP/Maps/MainMap.umap" SILENT=true AUTOSAVING=false KEEPDIRTY=false
LogUObjectHash: Compacting FUObjectHashTables data took 2.19ms
LogSavePackage: Moving 'D:/projectas Unreal 4/SHOOTING_GAME/Saved/MainMap1E2228154E76F80B63C400B90E929698.tmp' to 'D:/projectas Unreal 4/SHOOTING_GAME/Content/ThirdPersonBP/Maps/MainMap.umap'
LogFileHelpers: Saving map 'MainMap' took 0.699
Cmd: MAP LOAD FILE="D:/projectas Unreal 4/SHOOTING_GAME/Content/ThirdPersonBP/Maps/MainMap.umap" TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3
LightingResults: New page: Lighting Build
LoadErrors: New page: Loading map: MainMap.umap
LogWorld: UWorld::CleanupWorld for MainMap, bSessionEnded=true, bCleanupResources=true
MapCheck: New page: Map Check
LightingResults: New page: Lighting Build
LogUObjectHash: Compacting FUObjectHashTables data took 2.80ms
LogAIModule: Creating AISystem for world MainMap
LogEditorServer: Finished looking for orphan Actors (0.000 secs)
LogUObjectHash: Compacting FUObjectHashTables data took 2.84ms
Cmd: MAP CHECKDEP NOCLEARLOG
MapCheck: Map check complete: 0 Error(s), 0 Warning(s), took 0.068ms to complete.
LogFileHelpers: Loading map 'MainMap' took 0.691
LogAssetEditorManager: Opening Asset editor for AkActivatedPlugins /Game/Wwise/EditorOnly/ActivatedPlugins.ActivatedPlugins
LogSlate: Window 'ActivatedPlugins' being destroyed
LogUObjectHash: Compacting FUObjectHashTables data took 0.79ms
UATHelper: Packaging (Windows (64-bit)): Running AutomationTool...
UATHelper: Packaging (Windows (64-bit)): Parsing command line: -ScriptsForProject="D:/projectas Unreal 4/SHOOTING_GAME/SHOOTING_GAME.uproject" BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project="D:/projectas Unreal 4/SHOOTING_GAME/SHOOTING_GAME.uproject" -cook -stage -archive -archivedirectory="D:/projectas Unreal 4/SHOOTING_GAME/Package" -pa
ckage -clientconfig=Shipping -ue4exe="C:\Program Files\Epic Games\UE_4.23\Engine\Binaries\Win64\UE4Editor-Cmd.exe" -compressed -pak -prereqs -distribution -nodebuginfo -targetplatform=Win64 -build -utf8output
UATHelper: Packaging (Windows (64-bit)): Setting up ProjectParams for D:\projectas Unreal 4\SHOOTING_GAME\SHOOTING_GAME.uproject
UATHelper: Packaging (Windows (64-bit)): SHOOTING_GAME.uproject requires a temporary target.cs to be generated (HDRIBackdrop plugin is enabled)
UATHelper: Packaging (Windows (64-bit)): ********** BUILD COMMAND STARTED **********
UATHelper: Packaging (Windows (64-bit)): Running: C:\Program Files\Epic Games\UE_4.23\Engine\Binaries\DotNET\UnrealBuildTool.exe SHOOTING_GAME Win64 Shipping -Project="D:\projectas Unreal 4\SHOOTING_GAME\SHOOTING_GAME.uproject" "D:\projectas Unreal 4\SHOOTING_GAME\SHOOTING_GAME.uproject" -NoUBTMakefiles -remoteini="D:\projectas Unreal 4\SHOOTING_GAME" -ski
pdeploy -distribution -Manifest="D:\projectas Unreal 4\SHOOTING_GAME\Intermediate\Build\Manifest.xml" -NoHotReload -log="C:\Users\m14fo\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.23\UBT-SHOOTING_GAME-Win64-Shipping.txt"
UATHelper: Packaging (Windows (64-bit)): Parsing headers for SHOOTING_GAME
UATHelper: Packaging (Windows (64-bit)): Running UnrealHeaderTool "D:\projectas Unreal 4\SHOOTING_GAME\SHOOTING_GAME.uproject" "D:\projectas Unreal 4\SHOOTING_GAME\Intermediate\Build\Win64\SHOOTING_GAME\Shipping\SHOOTING_GAME.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
LogSlate: Took 0.090316 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/DroidSansMono.ttf' (77K)
UATHelper: Packaging (Windows (64-bit)): Reflection code generated for SHOOTING_GAME in 19.1971444 seconds
UATHelper: Packaging (Windows (64-bit)): Writing manifest to D:\projectas Unreal 4\SHOOTING_GAME\Intermediate\Build\Manifest.xml
UATHelper: Packaging (Windows (64-bit)): Using Visual Studio 2019 14.25.28610 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.25.28610) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
UATHelper: Packaging (Windows (64-bit)): Building 1 action with 6 processes...
UATHelper: Packaging (Windows (64-bit)): [1/1] Executing post build script (PostBuild-1.bat)
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.11:777] 0]LogTemp: Display: Module 'AllDesktopTargetPlatform' loaded TargetPlatform 'AllDesktop'
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.11:785] 0]LogTemp: Display: Module 'MacClientTargetPlatform' loaded TargetPlatform 'MacClient'
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.11:799] 0]LogTemp: Display: Module 'MacNoEditorTargetPlatform' loaded TargetPlatform 'MacNoEditor'
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.11:806] 0]LogTemp: Display: Module 'MacServerTargetPlatform' loaded TargetPlatform 'MacServer'
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.11:814] 0]LogTemp: Display: Module 'MacTargetPlatform' loaded TargetPlatform 'Mac'
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.11:844] 0]LogTemp: Display: Module 'WindowsClientTargetPlatform' loaded TargetPlatform 'WindowsClient'
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.11:861] 0]LogTemp: Display: Module 'WindowsNoEditorTargetPlatform' loaded TargetPlatform 'WindowsNoEditor'
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.11:891] 0]LogTemp: Display: Module 'WindowsServerTargetPlatform' loaded TargetPlatform 'WindowsServer'
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.11:895] 0]LogTemp: Display: Module 'WindowsTargetPlatform' loaded TargetPlatform 'Windows'
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.11:950] 0]LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android'
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.11:950] 0]LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android_ASTC'
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.11:950] 0]LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android_ATC'
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.11:950] 0]LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android_DXT'
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.11:950] 0]LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android_ETC1'
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.11:950] 0]LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android_ETC1a'
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.11:950] 0]LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android_ETC2'
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.11:950] 0]LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android_PVRTC'
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.11:950] 0]LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'AndroidClient'
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.11:950] 0]LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android_ASTCClient'
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.11:950] 0]LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android_ATCClient'
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.11:951] 0]LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android_DXTClient'
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.11:951] 0]LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android_ETC1Client'
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.11:951] 0]LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android_ETC1aClient'
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.11:951] 0]LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android_ETC2Client'
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.11:951] 0]LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android_PVRTCClient'
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.11:951] 0]LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android_Multi'
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.11:951] 0]LogTemp: Display: Module 'AndroidTargetPlatform' loaded TargetPlatform 'Android_MultiClient'
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.11:953] 0]LogTemp: Display: Module 'HTML5TargetPlatform' loaded TargetPlatform 'HTML5'
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.12:014] 0]LogTemp: Display: Module 'IOSTargetPlatform' loaded TargetPlatform 'IOSClient'
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.12:014] 0]LogTemp: Display: Module 'IOSTargetPlatform' loaded TargetPlatform 'IOS'
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.12:025] 0]LogTemp: Display: Module 'TVOSTargetPlatform' loaded TargetPlatform 'TVOSClient'
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.12:025] 0]LogTemp: Display: Module 'TVOSTargetPlatform' loaded TargetPlatform 'TVOS'
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.12:031] 0]LogTemp: Display: Module 'LinuxClientTargetPlatform' loaded TargetPlatform 'LinuxClient'
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.12:038] 0]LogTemp: Display: Module 'LinuxNoEditorTargetPlatform' loaded TargetPlatform 'LinuxNoEditor'
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.12:045] 0]LogTemp: Display: Module 'LinuxServerTargetPlatform' loaded TargetPlatform 'LinuxServer'
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.12:053] 0]LogTemp: Display: Module 'LinuxTargetPlatform' loaded TargetPlatform 'Linux'
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.12:072] 0]LogTemp: Display: Module 'LuminTargetPlatform' loaded TargetPlatform 'Lumin'
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.12:072] 0]LogTemp: Display: Module 'LuminTargetPlatform' loaded TargetPlatform 'LuminClient'
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.12:072] 0]LogTargetPlatformManager: Display: Building Assets For Windows
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.12:088] 0]LogAudioDebug: Display: Lib vorbis DLL was dynamically loaded.
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.12:619] 0]LogShaderCompilers: Display: Using Local Shader Compiler.
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.13:352] 0]LogDerivedDataCache: Display: Max Cache Size: 512 MB
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.13:565] 0]LogDerivedDataCache: Display: Loaded Boot cache: C:/Users/m14fo/AppData/Local/UnrealEngine/4.23/DerivedDataCache/Boot.ddc
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.13:665] 0]LogDerivedDataCache: Display: Pak cache opened for reading ../../../Engine/DerivedDataCache/Compressed.ddp.
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.19:484] 0]LogInit: Display: Game Engine Initialized.
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.24:518] 0]LogWindows: Error: === Critical error: ===
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.24:518] 0]LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.24:518] 0]LogWindows: Error: Fatal error!
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.24:518] 0]LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.24:518] 0]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00001830
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.24:519] 0]LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.24:519] 0]LogWindows: Error: [Callstack] 0x00007ffca6a980a8 UE4Editor-Engine.dll!UnknownFunction ]
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.24:519] 0]LogWindows: Error: [Callstack] 0x00007ffca6a9fb6d UE4Editor-Engine.dll!UnknownFunction ]
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.24:519] 0]LogWindows: Error: [Callstack] 0x00007ffc917f1893 UE4Editor-Paper2DEditor.dll!UnknownFunction ]
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.24:519] 0]LogWindows: Error: [Callstack] 0x00007ffc918c9efc UE4Editor-Paper2DEditor.dll!UnknownFunction ]
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.24:519] 0]LogWindows: Error: [Callstack] 0x00007ffc91875b4e UE4Editor-Paper2DEditor.dll!UnknownFunction ]
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.24:519] 0]LogWindows: Error: [Callstack] 0x00007ff6fc7a47eb UE4Editor-Cmd.exe!UnknownFunction ]
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.24:520] 0]LogWindows: Error: [Callstack] 0x00007ff6fc7b565b UE4Editor-Cmd.exe!UnknownFunction ]
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.24:520] 0]LogWindows: Error: [Callstack] 0x00007ff6fc7aa667 UE4Editor-Cmd.exe!UnknownFunction ]
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.24:520] 0]LogWindows: Error: [Callstack] 0x00007ff6fc7aa9fa UE4Editor-Cmd.exe!UnknownFunction ]
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.24:520] 0]LogWindows: Error: [Callstack] 0x00007ff6fc7bb92c UE4Editor-Cmd.exe!UnknownFunction ]
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.24:520] 0]LogWindows: Error: [Callstack] 0x00007ff6fc7bd736 UE4Editor-Cmd.exe!UnknownFunction ]
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.24:520] 0]LogWindows: Error: [Callstack] 0x00007ffd25de7bd4 KERNEL32.DLL!UnknownFunction ]
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.24:520] 0]LogWindows: Error: [Callstack] 0x00007ffd26c8ce51 ntdll.dll!UnknownFunction ]
UATHelper: Packaging (Windows (64-bit)): [2020.12.04-16.46.24:520] 0]LogWindows: Error:
UATHelper: Packaging (Windows (64-bit)): Took 55.6345935s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool failed. See log for more details. (C:\Users\m14fo\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.23\UBT-SHOOTING_GAME-Win64-Shipping.txt)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=5 (5)
PackagingResults: Error: === Critical error: ===
PackagingResults: Error: Fatal error!
PackagingResults: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00001830
PackagingResults: Error: [Callstack] 0x00007ffca6a980a8 UE4Editor-Engine.dll!UnknownFunction ]
PackagingResults: Error: [Callstack] 0x00007ffca6a9fb6d UE4Editor-Engine.dll!UnknownFunction ]
PackagingResults: Error: [Callstack] 0x00007ffc917f1893 UE4Editor-Paper2DEditor.dll!UnknownFunction ]
PackagingResults: Error: [Callstack] 0x00007ffc918c9efc UE4Editor-Paper2DEditor.dll!UnknownFunction ]
PackagingResults: Error: [Callstack] 0x00007ffc91875b4e UE4Editor-Paper2DEditor.dll!UnknownFunction ]
PackagingResults: Error: [Callstack] 0x00007ff6fc7a47eb UE4Editor-Cmd.exe!UnknownFunction ]
PackagingResults: Error: [Callstack] 0x00007ff6fc7b565b UE4Editor-Cmd.exe!UnknownFunction ]
PackagingResults: Error: [Callstack] 0x00007ff6fc7aa667 UE4Editor-Cmd.exe!UnknownFunction ]
PackagingResults: Error: [Callstack] 0x00007ff6fc7aa9fa UE4Editor-Cmd.exe!UnknownFunction ]
PackagingResults: Error: [Callstack] 0x00007ff6fc7bb92c UE4Editor-Cmd.exe!UnknownFunction ]
PackagingResults: Error: [Callstack] 0x00007ff6fc7bd736 UE4Editor-Cmd.exe!UnknownFunction ]
PackagingResults: Error: [Callstack] 0x00007ffd25de7bd4 KERNEL32.DLL!UnknownFunction ]
PackagingResults: Error: [Callstack] 0x00007ffd26c8ce51 ntdll.dll!UnknownFunction ]
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error