Frequently crash?

As I installed the Unreal Engine v4.21.1, after I open it first time. It crashed at the second time. And it keep crash in next day. Then I re-install it. It work at the first time, and crashed in the next launch. How can solve it?
Thank you.

Tried checking on the UE Answerhub?

Also, you need to provide a callstack retrieved from Crash Reporter or the log file.
Without it is impossible to find what’s causing the crash.

Here’s mine that crashed earlier on today (sorry about using this but I tried to send a Submit report bug form but when I tried to send it via that route it would simply freeze the send) I didn’t know if it was sending or whether it had stalled the transfer file! Also something weird was happening within the editor itself as can be seen with the screen grab I took after it crashed? Oh as a side note I have downloaded the folders on Dropbox I’ve attached the link to that in here as well as copied and pasted the URL with the crash log until Epic Games can figure out what’s up with their application for sending the files across:

Dropbox project is filed in this URL: Dropbox - File Deleted

The attachment of the screen grab I took earlier should be attached with this post (hopefully that is)!

Finally this is the crash log I got after the first initial crash!

LogPakFile: Registered encryption key ‘00000000000000000000000000000000’: 0 pak files mounted, 0 remain pending
LogPlatformFile: Not using cached read wrapper
LogTaskGraph: Started task graph with 5 named threads and 23 total threads with 3 sets of task threads.
LogStats: Stats thread started at 0.560862
LogD3D11RHI: Loaded GFSDK_Aftermath_Lib.x64.dll
LogICUInternationalization: ICU TimeZone Detection - Raw Offset: +0:00, Platform Override: ‘’
LogPluginManager: Mounting plugin Paper2D
LogPluginManager: Mounting plugin AISupport
LogPluginManager: Mounting plugin LightPropagationVolume
LogPluginManager: Mounting plugin ActorLayerUtilities
LogPluginManager: Mounting plugin CLionSourceCodeAccess
LogPluginManager: Mounting plugin CodeLiteSourceCodeAccess
LogPluginManager: Mounting plugin GitSourceControl
LogPluginManager: Mounting plugin KDevelopSourceCodeAccess
LogPluginManager: Mounting plugin NullSourceCodeAccess
LogPluginManager: Mounting plugin PerforceSourceControl
LogPluginManager: Mounting plugin SubversionSourceControl
LogPluginManager: Mounting plugin UObjectPlugin
LogPluginManager: Mounting plugin VisualStudioCodeSourceCodeAccess
LogPluginManager: Mounting plugin VisualStudioSourceCodeAccess
LogPluginManager: Mounting plugin XCodeSourceCodeAccess
LogPluginManager: Mounting plugin AssetManagerEditor
LogPluginManager: Mounting plugin CryptoKeys
LogPluginManager: Mounting plugin DataValidation
LogPluginManager: Mounting plugin FacialAnimation
LogPluginManager: Mounting plugin GameplayTagsEditor
LogPluginManager: Mounting plugin MacGraphicsSwitching
LogPluginManager: Mounting plugin MeshEditor
LogPluginManager: Mounting plugin MobileLauncherProfileWizard
LogPluginManager: Mounting plugin PluginBrowser
LogPluginManager: Mounting plugin SpeedTreeImporter
LogPluginManager: Mounting plugin DatasmithContent
LogPluginManager: Mounting plugin VariantManagerContent
LogPluginManager: Mounting plugin AlembicImporter
LogPluginManager: Mounting plugin AppleImageUtils
LogPluginManager: Mounting plugin AppleVision
LogPluginManager: Mounting plugin BackChannel
LogPluginManager: Mounting plugin CharacterAI
LogPluginManager: Mounting plugin GeometryCache
LogPluginManager: Mounting plugin HTML5Networking
LogPluginManager: Mounting plugin ProxyLODPlugin
LogPluginManager: Mounting plugin MagicLeap
LogPluginManager: Mounting plugin MagicLeapMedia
LogPluginManager: Mounting plugin AndroidMedia
LogPluginManager: Mounting plugin AvfMedia
LogPluginManager: Mounting plugin ImgMedia
LogPluginManager: Mounting plugin LinearTimecode
LogPluginManager: Mounting plugin MediaCompositing
LogPluginManager: Mounting plugin MediaPlayerEditor
LogPluginManager: Mounting plugin WebMMedia
LogPluginManager: Mounting plugin WmfMedia
LogPluginManager: Mounting plugin TcpMessaging
LogPluginManager: Mounting plugin UdpMessaging
LogPluginManager: Mounting plugin ActorSequence
LogPluginManager: Mounting plugin LevelSequenceEditor
LogPluginManager: Mounting plugin MatineeToLevelSequence
LogPluginManager: Mounting plugin NetcodeUnitTest
LogPluginManager: Mounting plugin NUTUnrealEngine4
LogPluginManager: Mounting plugin OnlineSubsystemGooglePlay
LogPluginManager: Mounting plugin OnlineSubsystemIOS
LogPluginManager: Mounting plugin OnlineSubsystem
LogPluginManager: Mounting plugin OnlineSubsystemNull
LogPluginManager: Mounting plugin OnlineSubsystemUtils
LogPluginManager: Mounting plugin LauncherChunkInstaller
LogPluginManager: Mounting plugin AndroidDeviceProfileSelector
LogPluginManager: Mounting plugin AndroidMoviePlayer
LogPluginManager: Mounting plugin AndroidPermission
LogPluginManager: Mounting plugin AppleMoviePlayer
LogPluginManager: Mounting plugin ArchVisCharacter
LogPluginManager: Mounting plugin AudioCapture
LogPluginManager: Mounting plugin CableComponent
LogPluginManager: Mounting plugin CustomMeshComponent
LogPluginManager: Mounting plugin EditableMesh
LogPluginManager: Mounting plugin ExampleDeviceProfileSelector
LogPluginManager: Mounting plugin Firebase
LogPluginManager: Mounting plugin GoogleCloudMessaging
LogPluginManager: Mounting plugin IOSDeviceProfileSelector
LogPluginManager: Mounting plugin LinuxDeviceProfileSelector
LogPluginManager: Mounting plugin LocationServicesBPLibrary
LogPluginManager: Mounting plugin MobilePatchingUtils
LogPluginManager: Mounting plugin OculusVR
LogPluginManager: Mounting plugin PhysXVehicles
LogPluginManager: Mounting plugin ProceduralMeshComponent
LogPluginManager: Mounting plugin RuntimePhysXCooking
LogPluginManager: Mounting plugin SteamVR
LogPluginManager: Mounting plugin WebMMoviePlayer
LogPluginManager: Mounting plugin WindowsMoviePlayer
LogStreaming: Display: Took 0.663s to configure plugins.
LogInit: Using libcurl 7.55.1-DEV
LogInit: - built for x86_64-pc-win32
LogInit: - supports SSL with OpenSSL/1.0.2h
LogInit: - supports HTTP deflate (compression) using libz 1.2.8
LogInit: - other features:
LogInit: CURL_VERSION_SSL
LogInit: CURL_VERSION_LIBZ
LogInit: CURL_VERSION_IPV6
LogInit: CURL_VERSION_ASYNCHDNS
LogInit: CURL_VERSION_LARGEFILE
LogInit: CURL_VERSION_IDN
LogInit: CurlRequestOptions (configurable via config and command line):
LogInit: - bVerifyPeer = true - Libcurl will verify peer certificate
LogInit: - bUseHttpProxy = false - Libcurl will NOT use HTTP proxy
LogInit: - bDontReuseConnections = false - Libcurl will reuse connections
LogInit: - MaxHostConnections = 16 - Libcurl will limit the number of connections to a host
LogInit: - LocalHostAddr = Default
LogInit: - BufferSize = 65536
LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
LogInit: Build: ++UE4+Release-4.21-CL-4541578
LogInit: Engine Version: 4.21.0-4541578+++UE4+Release-4.21
LogInit: Compatible Engine Version: 4.21.0-4541578+++UE4+Release-4.21
LogInit: Net CL: 4541578
LogInit: OS: Windows 10 (), CPU: Intel(R) Core™ i7-7700HQ CPU @ 2.80GHz, GPU: Intel(R) HD Graphics 630
LogInit: Compiled (64-bit): Nov 6 2018 02:04:24
LogInit: Compiled with Visual C++: 19.13.26129.00
LogInit: Build Configuration: Development
LogInit: Branch Name: ++UE4+Release-4.21
LogInit: Command Line:
LogInit: Base Directory: C:/Program Files/Epic Games/UE_4.21/Engine/Binaries/Win64/
LogInit: Installed Engine Build: 1
LogDevObjectVersion: Number of dev versions registered: 22
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): 2
LogDevObjectVersion: Dev-Editor (E4B068ED-F494-42E9-A231-DA0B2E46BB41): 26
LogDevObjectVersion: Dev-Framework (CFFC743F-43B0-4480-9391-14DF171D2073): 34
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): 27
LogDevObjectVersion: Dev-Sequencer (7B5AE74C-D270-4C10-A958-57980B212A5A): 9
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): 17
LogDevObjectVersion: Dev-Enterprise (9DFFBCD6-494F-0158-E221-12823C92A888): 4
LogDevObjectVersion: Dev-Niagara (F2AED0AC-9AFE-416F-8664-AA7FFA26D6FC): 1
LogStreaming: Display: Took 0.005s to delete old logs.
LogInit: Presizing for max 8388607 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 [C:/Users/fulle/Documents/Unreal Projects/04_BattleTank/BattleTank/Saved/Config/Windows/Engine.ini]
LogConfig: Setting CVar [r.GPUCrashDebugging:0]]
LogConfig: Applying CVar settings from Section [/Script/Engine.RendererOverrideSettings] File [C:/Users/fulle/Documents/Unreal Projects/04_BattleTank/BattleTank/Saved/Config/Windows/Engine.ini]
LogConfig: Applying CVar settings from Section [/Script/Engine.StreamingSettings] File [C:/Users/fulle/Documents/Unreal Projects/04_BattleTank/BattleTank/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 [C:/Users/fulle/Documents/Unreal Projects/04_BattleTank/BattleTank/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:8388607]]
LogConfig: Setting CVar [gc.IncrementalBeginDestroyEnabled:1]]
LogConfig: Setting CVar [gc.CreateGCClusters:1]]
LogConfig: Setting CVar [gc.MergeGCClusters:0]]
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 [C:/Users/fulle/Documents/Unreal Projects/04_BattleTank/BattleTank/Saved/Config/Windows/Engine.ini]
LogConfig: Applying CVar settings from Section [/Script/UnrealEd.CookerSettings] File [C:/Users/fulle/Documents/Unreal Projects/04_BattleTank/BattleTank/Saved/Config/Windows/Engine.ini]
LogConfig: Applying CVar settings from Section [ViewDistanceQuality@3] File [C:/Users/fulle/Documents/Unreal Projects/04_BattleTank/BattleTank/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 [C:/Users/fulle/Documents/Unreal Projects/04_BattleTank/BattleTank/Saved/Config/Windows/Scalability.ini]
LogConfig: Setting CVar [r.PostProcessAAQuality:4]]
LogConfig: Applying CVar settings from Section [ShadowQuality@3] File [C:/Users/fulle/Documents/Unreal Projects/04_BattleTank/BattleTank/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 [C:/Users/fulle/Documents/Unreal Projects/04_BattleTank/BattleTank/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 [C:/Users/fulle/Documents/Unreal Projects/04_BattleTank/BattleTank/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 [C:/Users/fulle/Documents/Unreal Projects/04_BattleTank/BattleTank/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 [C:/Users/fulle/Documents/Unreal Projects/04_BattleTank/BattleTank/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 ~ 8 GB [8469581824 / 8589934592 / 8], which maps to Default [LargestMinGB=32, LargerMinGB=12, DefaultMinGB=8, SmallerMinGB=6, SmallestMinGB=0)
LogConfig: Setting CVar [[r.Vulkan.UseRealUBs:1]]
LogInit: Going up to parent DeviceProfile ]
LogConfig: Applying CVar settings from Section [ViewDistanceQuality@3] File [C:/Users/fulle/Documents/Unreal Projects/04_BattleTank/BattleTank/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 [C:/Users/fulle/Documents/Unreal Projects/04_BattleTank/BattleTank/Saved/Config/Windows/Scalability.ini]
LogConfig: Setting CVar [r.PostProcessAAQuality:4]]
LogConfig: Applying CVar settings from Section [ShadowQuality@3] File [C:/Users/fulle/Documents/Unreal Projects/04_BattleTank/BattleTank/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 [C:/Users/fulle/Documents/Unreal Projects/04_BattleTank/BattleTank/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 [C:/Users/fulle/Documents/Unreal Projects/04_BattleTank/BattleTank/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 [C:/Users/fulle/Documents/Unreal Projects/04_BattleTank/BattleTank/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 [C:/Users/fulle/Documents/Unreal Projects/04_BattleTank/BattleTank/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: Applying CVar settings from Section [ConsoleVariables] File [C:/Users/fulle/Documents/Unreal Projects/04_BattleTank/BattleTank/Saved/Config/Windows/Engine.ini]
LogInit: Computer: LAPTOP-LDBU037D
LogInit: User: fulle
LogInit: CPU Page size=4096, Cores=4
LogInit: High frequency timer resolution =2.742188 MHz
LogMemory: Memory total: Physical=7.9GB (8GB approx)
LogMemory: Platform Memory Stats for Windows
LogMemory: Process Physical Memory: 102.57 MB used, 102.57 MB peak
LogMemory: Process Virtual Memory: 90.08 MB used, 90.08 MB peak
LogMemory: Physical Memory: 4254.80 MB used, 3822.43 MB free, 8077.22 MB total
LogMemory: Virtual Memory: 4641.61 MB used, 134213088.00 MB free, 134217728.00 MB total
LogInit: Using OS detected language (en-GB).
LogInit: Using OS detected locale (en-GB).
LogTextLocalizationManager: No specific localization for ‘en-GB’ exists, so the ‘en’ localization will be used.
LogStreaming: Display: Took 3.149s to InitEngineTextLocalization.
LogInit: Setting process to per monitor DPI aware
LogSlate: New Slate User Created. User Index 0, Is Virtual User: 0
LogSlate: Slate User Registered. User Index 0, Is Virtual User: 0
LogHMD: Failed to initialize OpenVR with code 110
LogD3D11RHI: D3D11 adapters:
LogD3D11RHI: 0. ‘NVIDIA GeForce GTX 1050’ (Feature Level 11_0)
LogD3D11RHI: 1977/0/4038 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:2, VendorId:0x10de
LogD3D11RHI: 1. ‘Intel(R) HD Graphics 630’ (Feature Level 11_0)
LogD3D11RHI: 128/0/4038 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:0, VendorId:0x8086
LogD3D11RHI: 2. ‘Microsoft Basic Render Driver’ (Feature Level 11_0)
LogD3D11RHI: 0/0/4038 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:0, VendorId:0x1414
LogD3D11RHI: Chosen D3D11 Adapter: 0
LogD3D11RHI: Creating new Direct3DDevice
LogD3D11RHI: GPU DeviceId: 0x1c8d (for the marketing name, search the web for “GPU Device Id”)
LogWindows: EnumDisplayDevices:
LogWindows: 0. ‘Intel(R) HD Graphics 630’ (P:1 D:1)
LogWindows: 1. ‘Intel(R) HD Graphics 630’ (P:0 D:0)
LogWindows: 2. ‘Intel(R) HD Graphics 630’ (P:0 D:0)
LogWindows: 3. ‘NVIDIA GeForce GTX 1050’ (P:0 D:1)
LogWindows: DebugString: PrimaryIsNotTheChoosenAdapter PrimaryIsNotTheChoosenAdapter PrimaryIsNotTheChoosenAdapter
LogD3D11RHI: Adapter Name: NVIDIA GeForce GTX 1050
LogD3D11RHI: Driver Version: 416.34 (internal:25.21.14.1634, unified:416.34)
LogD3D11RHI: Driver Date: 10-10-2018
LogRHI: Texture pool is 1384 MB (70% of 1977 MB)
LogD3D11RHI: Async texture creation enabled
LogD3D11RHI: GPU Timing Frequency: 1000.000000 (Debug: 2 2)
LogTemp: Display: Loaded TP AllDesktopTargetPlatform
LogTemp: Display: Loaded TP MacClientTargetPlatform
LogTemp: Display: Loaded TP MacNoEditorTargetPlatform
LogTemp: Display: Loaded TP MacServerTargetPlatform
LogTemp: Display: Loaded TP MacTargetPlatform
LogTemp: Display: Loaded TP WindowsClientTargetPlatform
LogTemp: Display: Loaded TP WindowsNoEditorTargetPlatform
LogTemp: Display: Loaded TP WindowsServerTargetPlatform
LogTemp: Display: Loaded TP WindowsTargetPlatform
LogTemp: Display: Loaded TP AndroidTargetPlatform
LogTemp: Display: Loaded TP AndroidTargetPlatform
LogTemp: Display: Loaded TP AndroidTargetPlatform
LogTemp: Display: Loaded TP AndroidTargetPlatform
LogTemp: Display: Loaded TP AndroidTargetPlatform
LogTemp: Display: Loaded TP AndroidTargetPlatform
LogTemp: Display: Loaded TP AndroidTargetPlatform
LogTemp: Display: Loaded TP AndroidTargetPlatform
LogTemp: Display: Loaded TP AndroidTargetPlatform
LogTemp: Display: Loaded TP AndroidTargetPlatform
LogTemp: Display: Loaded TP AndroidTargetPlatform
LogTemp: Display: Loaded TP AndroidTargetPlatform
LogTemp: Display: Loaded TP AndroidTargetPlatform
LogTemp: Display: Loaded TP AndroidTargetPlatform
LogTemp: Display: Loaded TP AndroidTargetPlatform
LogTemp: Display: Loaded TP AndroidTargetPlatform
LogTemp: Display: Loaded TP AndroidTargetPlatform
LogTemp: Display: Loaded TP AndroidTargetPlatform
LogTemp: Display: Loaded TP HTML5TargetPlatform
LogTemp: Display: Loaded TP IOSTargetPlatform
LogTemp: Display: Loaded TP IOSTargetPlatform
LogTemp: Display: Loaded TP TVOSTargetPlatform
LogTemp: Display: Loaded TP TVOSTargetPlatform
LogTemp: Display: Loaded TP LinuxClientTargetPlatform
LogTemp: Display: Loaded TP LinuxNoEditorTargetPlatform
LogTemp: Display: Loaded TP LinuxServerTargetPlatform
LogTemp: Display: Loaded TP LinuxTargetPlatform
LogTemp: Display: Loaded TP LuminTargetPlatform
LogTemp: Display: Loaded TP LuminTargetPlatform
LogTargetPlatformManager: Display: Building Assets For Windows
LogShaderCompilers: Guid format shader working directory is -34 characters bigger than the processId version (…/…/…/…/…/…/Users/fulle/Documents/Unreal Projects/04_BattleTank/BattleTank/Intermediate/Shaders/WorkingDirectory/3796/).
LogShaderCompilers: Cleaned the shader compiler working directory ‘C:/Users/fulle/AppData/Local/Temp/UnrealShaderWorkingDir/8D8ADC914E4AD67A13D80C831E6AF6E7/’.
LogXGEController: Cleaning working directory: C:/Users/fulle/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 1.25s 71MB C:/Users/fulle/AppData/Local/UnrealEngine/4.21/DerivedDataCache/Boot.ddc.
LogDerivedDataCache: Display: Loaded Boot cache: C:/Users/fulle/AppData/Local/UnrealEngine/4.21/DerivedDataCache/Boot.ddc
LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file …/…/…/…/…/…/Users/fulle/Documents/Unreal Projects/04_BattleTank/BattleTank/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 …/…/…/…/…/…/Users/fulle/Documents/Unreal Projects/04_BattleTank/BattleTank/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/fulle/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 0.0717 seconds to start up
LogInit: Selected Device Profile: [Windows]
LogSimplygon: Simplygon DLL not present - disabling.
LogMeshReduction: Using SimplygonSwarm for distributed automatic mesh merging
LogMeshReduction: Using ProxyLODMeshReduction for automatic mesh merging
LogMeshReduction: Using QuadricMeshReduction for automatic static mesh reduction
LogMeshReduction: No automatic skeletal mesh reduction module available
LogNetVersion: BattleTank 1.0.0, NetCL: 4541578, EngineNetVer: 5, GameNetVer: 0 (Checksum: 1064757075)
LogPackageLocalizationCache: Processed 11 localized package path(s) for 2 prioritized culture(s) in 0.176984 seconds
LogUObjectArray: 39775 objects as part of root set at end of initial load.
LogUObjectAllocator: 6914664 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.
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
LogEngine: Initializing Engine…
LogHMD: Failed to initialize OpenVR with code 110
LogStats: UGameplayTagsManager::ConstructGameplayTagTree: ImportINI prefixes - 0.015 s
LogStats: UGameplayTagsManager::ConstructGameplayTagTree: Construct from data asset - 0.000 s
LogStats: UGameplayTagsManager::ConstructGameplayTagTree: ImportINI - 0.000 s
LogStats: UGameplayTagsManager::ConstructGameplayTagTree: GameplayTagTreeChangedEvent.Broadcast - 0.006 s
LogInit: Initializing FReadOnlyCVARCache
LogAIModule: Creating AISystem for world Untitled
LogInit: XAudio2 using ‘Speaker/Headphone (Realtek High Definition Audio)’ : 2 channels at 48 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 0.33s 71MB C:/Users/fulle/AppData/Local/UnrealEngine/4.21/DerivedDataCache/Boot.ddc.
LogInit: Texture streaming: Enabled
LogEngineSessionManager: EngineSessionManager initialized
LogInit: Transaction tracking system initialized
BlueprintLog: New page: Editor Load
LocalizationService: Localization service is disabled
LogFileCache: Scanning file cache for directory ‘C:/Users/fulle/Documents/Unreal Projects/04_BattleTank/BattleTank/Content/’ took 0.03s
LogCook: Display: Max memory allowance for cook 16384mb min free memory 0mb
LogCook: Display: Mobile HDR setting 1
LogGameplayTags: Display: UGameplayTagsManager::DoneAddingNativeTags. DelegateIsBound: 0
LogStats: UGameplayTagsManager::ConstructGameplayTagTree: ImportINI prefixes - 0.000 s
LogStats: UGameplayTagsManager::ConstructGameplayTagTree: Construct from data asset - 0.000 s
LogStats: UGameplayTagsManager::ConstructGameplayTagTree: ImportINI - 0.000 s
LogStats: UGameplayTagsManager::ConstructGameplayTagTree: GameplayTagTreeChangedEvent.Broadcast - 0.000 s
SourceControl: Source control is disabled
Cmd: MAP LOAD FILE="…/…/…/…/…/…/Users/fulle/Documents/Unreal Projects/04_BattleTank/BattleTank/Content/BattleGround.umap" TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3
LightingResults: New page: Lighting Build
MapCheck: New page: Map Check
LightingResults: New page: Lighting Build
LogAIModule: Creating AISystem for world BattleGround
LogEditorServer: Finished looking for orphan Actors (0.000 secs)
Cmd: MAP CHECKDEP NOCLEARLOG
MapCheck: Map check complete: 0 Error(s), 0 Warning(s), took 0.34ms to complete.
LogFileHelpers: Loading map ‘BattleGround’ took 21.343
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 0.005587 seconds
LogFileCache: Scanning file cache for directory ‘C:/Users/fulle/Documents/Unreal Projects/04_BattleTank/BattleTank/Saved/Collections/’ took 0.01s
LogFileCache: Scanning file cache for directory ‘C:/Users/fulle/Documents/Unreal Projects/04_BattleTank/BattleTank/Content/Developers/fulle/Collections/’ took 0.01s
LogFileCache: Scanning file cache for directory ‘C:/Users/fulle/Documents/Unreal Projects/04_BattleTank/BattleTank/Content/Collections/’ took 0.00s
LogCollectionManager: Rebuilt the GUID cache for 0 collections in 0.000000 seconds
LogContentBrowser: Native class hierarchy populated in 0.0349 seconds. Added 2653 classes and 622 folders.
LogContentBrowser: Native class hierarchy updated for ‘WidgetCarousel’ in 0.0012 seconds. Added 0 classes and 0 folders.
LogPakFile: Registered encryption key ‘00000000000000000000000000000000’: 0 pak files mounted, 0 remain pending
LogPakFile: Registered encryption key ‘00000000000000000000000000000000’: 0 pak files mounted, 0 remain pending
LogPakFile: Registered encryption key ‘00000000000000000000000000000000’: 0 pak files mounted, 0 remain pending
LogPakFile: Registered encryption key ‘00000000000000000000000000000000’: 0 pak files mounted, 0 remain pending
LogPakFile: Registered encryption key ‘00000000000000000000000000000000’: 0 pak files mounted, 0 remain pending
LogPakFile: Registered encryption key ‘00000000000000000000000000000000’: 0 pak files mounted, 0 remain pending
LogPakFile: Registered encryption key ‘00000000000000000000000000000000’: 0 pak files mounted, 0 remain pending
LogPakFile: Registered encryption key ‘00000000000000000000000000000000’: 0 pak files mounted, 0 remain pending
LogPakFile: Registered encryption key ‘00000000000000000000000000000000’: 0 pak files mounted, 0 remain pending
LogPakFile: Registered encryption key ‘00000000000000000000000000000000’: 0 pak files mounted, 0 remain pending
LogPakFile: Registered encryption key ‘00000000000000000000000000000000’: 0 pak files mounted, 0 remain pending
LogPakFile: Registered encryption key ‘00000000000000000000000000000000’: 0 pak files mounted, 0 remain pending
LogPakFile: Registered encryption key ‘00000000000000000000000000000000’: 0 pak files mounted, 0 remain pending
LogPakFile: Registered encryption key ‘00000000000000000000000000000000’: 0 pak files mounted, 0 remain pending
LogPakFile: Registered encryption key ‘00000000000000000000000000000000’: 0 pak files mounted, 0 remain pending
LogPakFile: Registered encryption key ‘00000000000000000000000000000000’: 0 pak files mounted, 0 remain pending
LogPakFile: Registered encryption key ‘00000000000000000000000000000000’: 0 pak files mounted, 0 remain pending
LogPakFile: Registered encryption key ‘00000000000000000000000000000000’: 0 pak files mounted, 0 remain pending
LogPakFile: Registered encryption key ‘00000000000000000000000000000000’: 0 pak files mounted, 0 remain pending
LogPakFile: Registered encryption key ‘00000000000000000000000000000000’: 0 pak files mounted, 0 remain pending
LogPakFile: Registered encryption key ‘00000000000000000000000000000000’: 0 pak files mounted, 0 remain pending
LogPakFile: Registered encryption key ‘00000000000000000000000000000000’: 0 pak files mounted, 0 remain pending
LogPakFile: Registered encryption key ‘00000000000000000000000000000000’: 0 pak files mounted, 0 remain pending
LogPakFile: Registered encryption key ‘00000000000000000000000000000000’: 0 pak files mounted, 0 remain pending
LogPakFile: Registered encryption key ‘00000000000000000000000000000000’: 0 pak files mounted, 0 remain pending
LogPakFile: Registered encryption key ‘00000000000000000000000000000000’: 0 pak files mounted, 0 remain pending
LogContentBrowser: Native class hierarchy updated for ‘AddContentDialog’ in 0.0014 seconds. Added 0 classes and 0 folders.
LogContentBrowser: Native class hierarchy updated for ‘SceneOutliner’ in 0.0018 seconds. Added 1 classes and 2 folders.
LogSlate: Took 0.040629 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Slate/Fonts/Roboto-Regular.ttf’ (155K)
LogSlate: Took 0.018581 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Slate/Fonts/Roboto-Bold.ttf’ (160K)
LogSlate: Took 0.016135 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Editor/Slate/Fonts/FontAwesome.ttf’ (139K)
LogRenderer: Reallocating scene render targets to support 964x436 Format 10 NumSamples 1 (Frame:1).
LogSlate: Took 0.007966 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Slate/Fonts/Roboto-Light.ttf’ (167K)
LogContentBrowser: Native class hierarchy updated for ‘HierarchicalLODOutliner’ in 0.0014 seconds. Added 0 classes and 0 folders.
LogLoad: (Engine Initialization) Total time: 191.12 seconds
LogLoad: (Engine Initialization) Total Blueprint compile time: 0.00 seconds
LogWindowsTextInputMethodSystem: Display: IME system now deactivated.
LogContentStreaming: Texture pool size now 1000 MB
LogAssetRegistry: Asset discovery search completed in 135.4494 seconds
LogCollectionManager: Rebuilt the object cache for 0 collections in 0.000000 seconds (found 0 objects)
LogCollectionManager: Fixed up redirectors for 0 collections in 0.000068 seconds (updated 0 objects)
LogSlate: Took 0.000365 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Slate/Fonts/Roboto-Light.ttf’ (167K)
LogSlate: FSceneViewport::OnFocusLost() reason 0
LogAssetEditorManager: Opening Asset editor for Blueprint /Game/Tank/Tank_BP.Tank_BP
LogContentBrowser: Native class hierarchy updated for ‘BlueprintGraph’ in 0.0024 seconds. Added 117 classes and 0 folders.
LogAssetEditorManager: Opening Asset editor for WidgetBlueprint /Game/PlayerUI_BP.PlayerUI_BP
LogAssetEditorManager: Opening Asset editor for Blueprint /Game/TankPlayerControl_BP.TankPlayerControl_BP
LogAssetEditorManager: Opening Asset editor for Blueprint /Game/Blueprints/BattleTankGameMode_BP.BattleTankGameMode_BP
LogAssetEditorManager: Opening Asset editor for WidgetBlueprint /Game/UI/MainMenu_BP.MainMenu_BP
LogSlate: Took 0.014162 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Slate/Fonts/Roboto-BoldCondensed.ttf’ (158K)
LogSlate: Took 0.026183 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Slate/Fonts/Roboto-Italic.ttf’ (157K)
LogSlate: Window ‘MainMenu_BP’ being destroyed
LogUnrealEdMisc: Warning: Heartbeat event firing too frequently (45.618 sec). This should never happen. Something is wrong with the timer delegate!
LogSlate: Window ‘Add C++ Class’ being destroyed
Running C:/Program Files/Epic Games/UE_4.21/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project=“C:/Users/fulle/Documents/Unreal Projects/04_BattleTank/BattleTank/BattleTank.uproject” -game -rocket -progress
Discovering modules, targets and source code for project…
Binding IntelliSense data…
Binding IntelliSense data… 100%
Writing project files…
Writing project files… 100%
LogVSAccessor: Warning: Couldn’t access Visual Studio
Candidate modules for hot reload:
BattleTank
Launching UnrealBuildTool… [C:/Program Files/Epic Games/UE_4.21/Engine/Binaries/DotNET/UnrealBuildTool.exe -ModuleWithSuffix=BattleTank,3517 Win64 Development -TargetType=Editor -Project="…/…/…/…/…/…/Users/fulle/Documents/Unreal Projects/04_BattleTank/BattleTank/BattleTank.uproject" -canskiplink “C:/Users/fulle/Documents/Unreal Projects/04_BattleTan
k/BattleTank/BattleTank.uproject” ]
CompilerResultsLog: New page: Compilation - 16 Nov 2018 19:35:23
CompilerResultsLog: Creating makefile for hot reloading BattleTankEditor (source directory changed)
CompilerResultsLog: Compiling game modules for hot reload
CompilerResultsLog: Using Visual Studio 2017 14.15.26726 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.15.26726) and Windows 10.0.17134.0 SDK (C:\Program Files (x86)\Windows Kits\10).
CompilerResultsLog: Parsing headers for BattleTankEditor
CompilerResultsLog: Running UnrealHeaderTool “C:\Users\fulle\Documents\Unreal Projects\04_BattleTank\BattleTank\BattleTank.uproject” “C:\Users\fulle\Documents\Unreal Projects\04_BattleTank\BattleTank\Intermediate\Build\Win64\BattleTankEditor\Development\BattleTankEditor.uhtmanifest” -LogCmds=“loginit warning, logexit warning, logdatabase error” -Unattended
-WarningsAsErrors -installed
CompilerResultsLog: Reflection code generated for BattleTankEditor in 29.8457363 seconds
CompilerResultsLog: Building 6 actions with 8 processes…
CompilerResultsLog: [1/6] TankPlayerController.cpp
CompilerResultsLog: c:\users\fulle\documents\unreal projects\04_battletank\battletank\source\battletank ankplayercontroller.cpp(8) : error C4716: ‘ATankPlayerController::GetControlledTank’: must return a value
CompilerResultsLog: [2/6] Tank.cpp
CompilerResultsLog: [3/6] Tank.gen.cpp
CompilerResultsLog: [4/6] TankPlayerController.gen.cpp
CompilerResultsLog: ERROR: UBT ERROR: Failed to produce item: C:\Users\fulle\Documents\Unreal Projects\04_BattleTank\BattleTank\Binaries\Win64\UE4Editor-BattleTank-3517.dll
CompilerResultsLog: (see …/Programs/UnrealBuildTool/Log.txt for full exception trace)
CompilerResultsLog: Total build time: 345.16 seconds (Parallel executor: 0.00 seconds)
LogMainFrame: MainFrame: Module compiling took 346.079 seconds
Warning: HotReload failed, recompile failed
Warning: RebindPackages failed because compilation failed.
LogSlate: Window ‘Message’ being destroyed
LogSlate: Window ‘Add C++ Class’ being destroyed
LogSlate: Took 0.015915 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Slate/Fonts/DroidSansMono.ttf’ (77K)
LogUnrealEdMisc: Warning: Heartbeat event firing too frequently (0.000 sec). This should never happen. Something is wrong with the timer delegate!
LogUnrealEdMisc: Warning: Heartbeat event firing too frequently (0.001 sec). This should never happen. Something is wrong with the timer delegate!
LogUnrealEdMisc: Warning: Heartbeat event firing too frequently (0.001 sec). This should never happen. Something is wrong with the timer delegate!
LogUnrealEdMisc: Warning: Heartbeat event firing too frequently (0.002 sec). This should never happen. Something is wrong with the timer delegate!
LogUnrealEdMisc: Warning: Heartbeat event firing too frequently (0.003 sec). This should never happen. Something is wrong with the timer delegate!
LogUnrealEdMisc: Warning: Heartbeat event firing too frequently (0.003 sec). This should never happen. Something is wrong with the timer delegate!
LogUnrealEdMisc: Warning: Heartbeat event firing too frequently (2.926 sec). This should never happen. Something is wrong with the timer delegate!

Hope Epic Team can look into this asap! Brandon