Packing Error.I can`t find a solution for this error

Engine Version is 4.26.1 release
VS2019 Version is 16.9.2
The project can run normally in the editor.
Paking Error Mesage is this:

LogInit: Warning: Incompatible or missing module: UE4GamePro
LogLuminAPIImpl: Warning: MLSDK not found. This likely means the MLSDK environment variable is not set.
LogMagicLeap: Warning: VR disabled because ZI is not enabled. To enable, in the editor, Edit -> Project Settings -> Plugins -> Magic Leap Plugin -> Enable Zero Iteration
LogFeaturePack: Warning: Inserted 1 feature packs
LogVSAccessor: Warning: Couldn’t access Visual Studio
Warning: Starting HotReload took 4.0s.
PackagingResults: Warning: Monolithic headers should not be used by this module. Please change it to explicitly include the headers it needs.
PackagingResults: Warning: Monolithic headers should not be used by this module. Please change it to explicitly include the headers it needs.
PackagingResults: Warning: Monolithic headers should not be used by this module. Please change it to explicitly include the headers it needs.
PackagingResults: Warning: Monolithic headers should not be used by this module. Please change it to explicitly include the headers it needs.
PackagingResults: Warning: Monolithic headers should not be used by this module. Please change it to explicitly include the headers it needs.
PackagingResults: Warning: Monolithic headers should not be used by this module. Please change it to explicitly include the headers it needs.
PackagingResults: Warning: Monolithic headers should not be used by this module. Please change it to explicitly include the headers it needs.
PackagingResults: Warning: Monolithic headers should not be used by this module. Please change it to explicitly include the headers it needs.
UATHelper: 打包 (Windows (64-bit)): Took 609.3804528s to run UnrealBuildTool.exe, ExitCode=6
UATHelper: 打包 (Windows (64-bit)): UnrealBuildTool failed. See log for more details. (I:\UnrealEngine4261release\Engine\Programs\AutomationTool\Saved\Logs\UBT-UE4GameProServer-Win64-Test_2.txt)
UATHelper: 打包 (Windows (64-bit)): AutomationTool exiting with ExitCode=6 (6)
UATHelper: 打包 (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error

The complete log is as follows:

LogPlatformFile: Not using cached read wrapper
LogTaskGraph: Started task graph with 5 named threads and 83 total threads with 3 sets of task threads.
LogStats: Stats thread started at 0.578923
LogD3D11RHI: Loaded GFSDK_Aftermath_Lib.x64.dll
LogICUInternationalization: ICU TimeZone Detection - Raw Offset: +8:00, Platform Override: ‘’
LogPluginManager: Mounting plugin MeshPainting
LogPluginManager: Mounting plugin XGEController
LogPluginManager: Mounting plugin Paper2D
LogPluginManager: Mounting plugin LightPropagationVolume
LogPluginManager: Mounting plugin CameraShakePreviewer
LogPluginManager: Mounting plugin AISupport
LogPluginManager: Mounting plugin AnimationSharing
LogPluginManager: Mounting plugin EnvironmentQueryEditor
LogPluginManager: Mounting plugin AssetManagerEditor
LogPluginManager: Mounting plugin CLionSourceCodeAccess
LogPluginManager: Mounting plugin CryptoKeys
LogPluginManager: Mounting plugin CurveEditorTools
LogPluginManager: Mounting plugin DataValidation
LogPluginManager: Mounting plugin CodeLiteSourceCodeAccess
LogPluginManager: Mounting plugin FacialAnimation
LogPluginManager: Mounting plugin GameplayTagsEditor
LogPluginManager: Mounting plugin GeometryMode
LogPluginManager: Mounting plugin GitSourceControl
LogPluginManager: Mounting plugin KDevelopSourceCodeAccess
LogPluginManager: Mounting plugin NullSourceCodeAccess
LogPluginManager: Mounting plugin MacGraphicsSwitching
LogPluginManager: Mounting plugin PerforceSourceControl
LogPluginManager: Mounting plugin MaterialAnalyzer
LogPluginManager: Mounting plugin DatasmithContent
LogPluginManager: Mounting plugin PlasticSourceControl
LogPluginManager: Mounting plugin PropertyAccessNode
LogPluginManager: Mounting plugin MobileLauncherProfileWizard
LogPluginManager: Mounting plugin SubversionSourceControl
LogPluginManager: Mounting plugin PluginUtils
LogPluginManager: Mounting plugin PluginBrowser
LogPluginManager: Mounting plugin RiderSourceCodeAccess
LogPluginManager: Mounting plugin VisualStudioSourceCodeAccess
LogPluginManager: Mounting plugin SpeedTreeImporter
LogPluginManager: Mounting plugin UObjectPlugin
LogPluginManager: Mounting plugin VisualStudioCodeSourceCodeAccess
LogPluginManager: Mounting plugin XCodeSourceCodeAccess
LogPluginManager: Mounting plugin AlembicImporter
LogPluginManager: Mounting plugin VariantManagerContent
LogPluginManager: Mounting plugin AutomationUtils
LogPluginManager: Mounting plugin BackChannel
LogPluginManager: Mounting plugin ChaosEditor
LogPluginManager: Mounting plugin ChaosCloth
LogPluginManager: Mounting plugin ChaosSolverPlugin
LogPluginManager: Mounting plugin ChaosClothEditor
LogPluginManager: Mounting plugin ChaosNiagara
LogPluginManager: Mounting plugin CharacterAI
LogPluginManager: Mounting plugin GeometryCache
LogPluginManager: Mounting plugin GeometryCollectionPlugin
LogPluginManager: Mounting plugin GeometryProcessing
LogPluginManager: Mounting plugin MotoSynth
LogPluginManager: Mounting plugin Niagara
LogPluginManager: Mounting plugin PlanarCut
LogPluginManager: Mounting plugin PlatformCrypto
LogPluginManager: Mounting plugin LuminPlatformFeatures
LogPluginManager: Mounting plugin ProxyLODPlugin
LogPluginManager: Mounting plugin MagicLeap
LogPluginManager: Mounting plugin CryptoNet
LogPluginManager: Mounting plugin SkeletalReduction
LogPluginManager: Mounting plugin IrregularButtonPlugin
LogPluginManager: Mounting plugin LowEntryEncryption
LogPluginManager: Mounting plugin LowEntryExtStdLib
LogPluginManager: Mounting plugin MySQL
LogPluginManager: Mounting plugin TcpMessaging
LogPluginManager: Mounting plugin UdpMessaging
LogPluginManager: Mounting plugin MagicLeapLightEstimation
LogPluginManager: Mounting plugin MagicLeapMedia
LogPluginManager: Mounting plugin AndroidMedia
LogPluginManager: Mounting plugin MagicLeapPassableWorld
LogPluginManager: Mounting plugin MLSDK
LogPluginManager: Mounting plugin AvfMedia
LogPluginManager: Mounting plugin OnlineSubsystem
LogPluginManager: Mounting plugin ImgMedia
LogPluginManager: Mounting plugin ActorSequence
LogPluginManager: Mounting plugin MediaCompositing
LogPluginManager: Mounting plugin MediaPlayerEditor
LogPluginManager: Mounting plugin OnlineSubsystemNull
LogPluginManager: Mounting plugin LauncherChunkInstaller
LogPluginManager: Mounting plugin WmfMedia
LogPluginManager: Mounting plugin WebMMedia
LogPluginManager: Mounting plugin LevelSequenceEditor
LogPluginManager: Mounting plugin OnlineSubsystemUtils
LogPluginManager: Mounting plugin TemplateSequence
LogPluginManager: Mounting plugin MatineeToLevelSequence
LogPluginManager: Mounting plugin ActorLayerUtilities
LogPluginManager: Mounting plugin AndroidMoviePlayer
LogPluginManager: Mounting plugin AndroidDeviceProfileSelector
LogPluginManager: Mounting plugin AndroidPermission
LogPluginManager: Mounting plugin ArchVisCharacter
LogPluginManager: Mounting plugin AssetTags
LogPluginManager: Mounting plugin AudioCapture
LogPluginManager: Mounting plugin AppleImageUtils
LogPluginManager: Mounting plugin AppleMoviePlayer
LogPluginManager: Mounting plugin AudioSynesthesia
LogPluginManager: Mounting plugin CableComponent
LogPluginManager: Mounting plugin ChunkDownloader
LogPluginManager: Mounting plugin CustomMeshComponent
LogPluginManager: Mounting plugin ExampleDeviceProfileSelector
LogPluginManager: Mounting plugin GoogleCloudMessaging
LogPluginManager: Mounting plugin EditableMesh
LogPluginManager: Mounting plugin GooglePAD
LogPluginManager: Mounting plugin IOSDeviceProfileSelector
LogPluginManager: Mounting plugin LinuxDeviceProfileSelector
LogPluginManager: Mounting plugin LocationServicesBPLibrary
LogPluginManager: Mounting plugin MobilePatchingUtils
LogPluginManager: Mounting plugin PhysXVehicles
LogPluginManager: Mounting plugin PostSplashScreen
LogPluginManager: Mounting plugin ProceduralMeshComponent
LogPluginManager: Mounting plugin PropertyAccessEditor
LogPluginManager: Mounting plugin RuntimePhysXCooking
LogPluginManager: Mounting plugin SignificanceManager
LogPluginManager: Mounting plugin SoundFields
LogPluginManager: Mounting plugin Synthesis
LogPluginManager: Mounting plugin WebMMoviePlayer
LogPluginManager: Mounting plugin WindowsMoviePlayer
LogPluginManager: Mounting plugin ScreenshotTools
LogPluginManager: Mounting plugin ContentBrowserClassDataSource
LogPluginManager: Mounting plugin ContentBrowserAssetDataSource
LogPluginManager: Mounting plugin OnlineSubsystemGooglePlay
LogPluginManager: Mounting plugin OnlineSubsystemIOS
LogPluginManager: Mounting plugin OculusVR
LogPluginManager: Mounting plugin SteamVR
LogXGEController: Cannot use XGE Controller as Incredibuild is not installed on this machine.
LogInit: Warning: Incompatible or missing module: UE4GamePro
Running I:/UnrealEngine4261release/Engine/Binaries/DotNET/UnrealBuildTool.exe Development Win64 -Project=“I:/UE4GamePro/UE4GamePro.uproject” -TargetType=Editor -Progress -NoEngineChanges -NoHotReloadFromIDE
Using ‘git status’ to determine working set for adaptive non-unity build (I:\UE4GamePro).
Creating makefile for UE4GameProEditor (UnrealBuildTool.exe is newer)
@progress push 5%
@progress push 5%
@progress pop
Parsing headers for UE4GameProEditor
Running UnrealHeaderTool “I:\UE4GamePro\UE4GamePro.uproject” “I:\UE4GamePro\Intermediate\Build\Win64\UE4GameProEditor\Development\UE4GameProEditor.uhtmanifest” -LogCmds=“loginit warning, logexit warning, logdatabase error” -Unattended -WarningsAsErrors -abslog=“I:\UnrealEngine4261release\Engine\Programs\UnrealBuildTool\Log_UHT.txt”
Reflection code generated for UE4GameProEditor in 27.7339099 seconds
@progress pop
Building UE4GameProEditor…
Using Visual Studio 2019 14.28.29913 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.28.29910) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
Building 21 actions with 32 processes…
@progress ‘Compiling C++ source code…’ 0%
@progress ‘Compiling C++ source code…’ 5%
[1/21] UE4GamePro.cpp
@progress ‘Compiling C++ source code…’ 10%
[2/21] PlayerControllerCPPMain.cpp
@progress ‘Compiling C++ source code…’ 14%
[3/21] UE4GamePro.init.gen.cpp
@progress ‘Compiling C++ source code…’ 19%
[4/21] GameSystemFunction.cpp
@progress ‘Compiling C++ source code…’ 24%
[5/21] UE4GameProGameMode.cpp
@progress ‘Compiling C++ source code…’ 29%
[6/21] PlayerControllerCPPMain.gen.cpp
@progress ‘Compiling C++ source code…’ 33%
[7/21] GameSystemFunction.gen.cpp
@progress ‘Compiling C++ source code…’ 38%
[8/21] ActorNetComponent.gen.cpp
@progress ‘Compiling C++ source code…’ 43%
[9/21] UE4GameProGameMode.gen.cpp
@progress ‘Compiling C++ source code…’ 48%
[10/21] ActorCPPMain.gen.cpp
@progress ‘Compiling C++ source code…’ 52%
[11/21] UE4GameProCharacter.cpp
@progress ‘Compiling C++ source code…’ 57%
[12/21] UE4GameProCharacter.gen.cpp
@progress ‘Compiling C++ source code…’ 62%
[13/21] ActorNetComponent.cpp
@progress ‘Compiling C++ source code…’ 67%
[14/21] CharacterCPPMain.gen.cpp
@progress ‘Compiling C++ source code…’ 71%
[15/21] ActorCPPMain.cpp
@progress ‘Compiling C++ source code…’ 76%
[16/21] PawnCPPMain.gen.cpp
@progress ‘Compiling C++ source code…’ 81%
[17/21] PawnCPPMain.cpp
@progress ‘Compiling C++ source code…’ 86%
[18/21] CharacterCPPMain.cpp
@progress ‘Compiling C++ source code…’ 90%
[19/21] UE4Editor-UE4GamePro.lib
???ڴ??? I:\UE4GamePro\Intermediate\Build\Win64\UE4Editor\Development\UE4GamePro\UE4Editor-UE4GamePro.lib ?Ͷ??? I:\UE4GamePro\Intermediate\Build\Win64\UE4Editor\Development\UE4GamePro\UE4Editor-UE4GamePro.exp
@progress ‘Compiling C++ source code…’ 95%
[20/21] UE4Editor-UE4GamePro.dll
???ڴ??? I:\UE4GamePro\Intermediate\Build\Win64\UE4Editor\Development\UE4GamePro\UE4Editor-UE4GamePro.suppressed.lib ?Ͷ??? I:\UE4GamePro\Intermediate\Build\Win64\UE4Editor\Development\UE4GamePro\UE4Editor-UE4GamePro.suppressed.exp
@progress ‘Compiling C++ source code…’ 100%
[21/21] UE4GameProEditor.target
Total time in Parallel executor: 154.95 seconds
Total execution time: 217.01 seconds
LogLuminAPIImpl: Warning: MLSDK not found. This likely means the MLSDK environment variable is not set.
LogInit: Using libcurl 7.55.1-DEV
LogInit: - built for x86_64-pc-win32
LogInit: - supports SSL with OpenSSL/1.1.1
LogInit: - supports HTTP deflate (compression) using libz 1.2.8
LogInit: - other features:
LogInit: CURL_VERSION_SSL
LogInit: CURL_VERSION_LIBZ
LogInit: CURL_VERSION_IPV6
LogInit: CURL_VERSION_ASYNCHDNS
LogInit: CURL_VERSION_LARGEFILE
LogInit: CURL_VERSION_IDN
LogInit: CurlRequestOptions (configurable via config and command line):
LogInit: - bVerifyPeer = true - Libcurl will verify peer certificate
LogInit: - bUseHttpProxy = false - Libcurl will NOT use HTTP proxy
LogInit: - bDontReuseConnections = false - Libcurl will reuse connections
LogInit: - MaxHostConnections = 16 - Libcurl will limit the number of connections to a host
LogInit: - LocalHostAddr = Default
LogInit: - BufferSize = 65536
LogOnline: OSS: Creating online subsystem instance for: NULL
LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
LogOnline: OSS: TryLoadSubsystemAndSetDefault: Loaded subsystem for module [NULL]
LogOculusPluginWrapper: OculusPlugin initialized successfully
LogHMD: Failed initializing OVRPlugin 1.51.0
LogInit: Build: ++UE4+Release-4.26-CL-0
LogInit: Engine Version: 4.26.1-0+++UE4+Release-4.26
LogInit: Compatible Engine Version: 4.26.0-0+++UE4+Release-4.26
LogInit: Net CL: 0
LogInit: OS: Windows 10 (Release 2009) (), CPU: AMD Ryzen Threadripper 2950X 16-Core Processor , GPU: NVIDIA GeForce RTX 2080 Ti
LogInit: Compiled (64-bit): Mar 26 2021 19:25:27
LogInit: Compiled with Visual C++: 19.28.29913.00
LogInit: Build Configuration: Development
LogInit: Branch Name: ++UE4+Release-4.26
LogInit: Command Line:
LogInit: Base Directory: I:/UnrealEngine4261release/Engine/Binaries/Win64/
LogInit: Allocator: TBB
LogInit: Installed Engine Build: 0
LogDevObjectVersion: Number of dev versions registered: 29
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): 4
LogDevObjectVersion: Dev-Editor (E4B068ED-F494-42E9-A231-DA0B2E46BB41): 40
LogDevObjectVersion: Dev-Framework (CFFC743F-43B0-4480-9391-14DF171D2073): 37
LogDevObjectVersion: Dev-Mobile (B02B49B5-BB20-44E9-A304-32B752E40360): 3
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): 4
LogDevObjectVersion: Dev-Platform (6631380F-2D4D-43E0-8009-CF276956A95A): 0
LogDevObjectVersion: Dev-Rendering (12F88B9F-8875-4AFC-A67C-D90C383ABD29): 44
LogDevObjectVersion: Dev-Sequencer (7B5AE74C-D270-4C10-A958-57980B212A5A): 12
LogDevObjectVersion: Dev-VR (D7296918-1DD6-4BDD-9DE2-64A83CC13884): 3
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): 15
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): 43
LogDevObjectVersion: FortniteRelease (E7086368-6B23-4C58-8439-1B7016265E91): 1
LogDevObjectVersion: Dev-Enterprise (9DFFBCD6-494F-0158-E221-12823C92A888): 10
LogDevObjectVersion: Dev-Niagara (F2AED0AC-9AFE-416F-8664-AA7FFA26D6FC): 1
LogDevObjectVersion: Dev-Destruction (174F1F0B-B4C6-45A5-B13F-2EE8D0FB917D): 10
LogDevObjectVersion: Dev-Physics-Ext (35F94A83-E258-406C-A318-09F59610247C): 40
LogDevObjectVersion: Dev-PhysicsMaterial-Chaos (B68FC16E-8B1B-42E2-B453-215C058844FE): 1
LogDevObjectVersion: Dev-CineCamera (B2E18506-4273-CFC2-A54E-F4BB758BBA07): 1
LogDevObjectVersion: Dev-VirtualProduction (64F58936-FD1B-42BA-BA96-7289D5D0FA4E): 1
LogDevObjectVersion: Dev-MediaFramework (6F0ED827-A609-4895-9C91-998D90180EA4): 2
LogInit: Presizing for max 25165824 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool.
LogConfig: Applying CVar settings from Section [/Script/Engine.StreamingSettings] File [I:/UE4GamePro/Saved/Config/Windows/Engine.ini]
LogConfig: Setting CVar [[s.MinBulkDataSizeForAsyncLoading:131072]]
LogConfig: Setting CVar [[s.AsyncLoadingThreadEnabled:0]]
LogConfig: Setting CVar [[s.EventDrivenLoaderEnabled:1]]
LogConfig: Setting CVar [[s.WarnIfTimeLimitExceeded:0]]
LogConfig: Setting CVar [[s.TimeLimitExceededMultiplier:1.5]]
LogConfig: Setting CVar [[s.TimeLimitExceededMinTime:0.005]]
LogConfig: Setting CVar [[s.UseBackgroundLevelStreaming:1]]
LogConfig: Setting CVar [[s.PriorityAsyncLoadingExtraTime:15.0]]
LogConfig: Setting CVar [[s.LevelStreamingActorsUpdateTimeLimit:5.0]]
LogConfig: Setting CVar [[s.PriorityLevelStreamingActorsUpdateExtraTime:5.0]]
LogConfig: Setting CVar [[s.LevelStreamingComponentsRegistrationGranularity:10]]
LogConfig: Setting CVar [[s.UnregisterComponentsTimeLimit:1.0]]
LogConfig: Setting CVar [[s.LevelStreamingComponentsUnregistrationGranularity:5]]
LogConfig: Setting CVar [[s.FlushStreamingOnExit:1]]
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 [I:/UE4GamePro/Saved/Config/Windows/Engine.ini]
LogConfig: Setting CVar [[r.GPUCrashDebugging:0]]
LogConfig: Setting CVar [[r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange:1]]
LogConfig: Setting CVar [[r.SkinCache.CompileShaders:1]]
LogConfig: Setting CVar [[r.RayTracing:0]]
LogConfig: Setting CVar [[r.GPUSkin.Support16BitBoneIndex:1]]
LogConfig: Applying CVar settings from Section [/Script/Engine.RendererOverrideSettings] File [I:/UE4GamePro/Saved/Config/Windows/Engine.ini]
LogConfig: Applying CVar settings from Section [/Script/Engine.StreamingSettings] File [I:/UE4GamePro/Saved/Config/Windows/Engine.ini]
LogConfig: Setting CVar [[s.MinBulkDataSizeForAsyncLoading:131072]]
LogConfig: Setting CVar [[s.AsyncLoadingThreadEnabled:0]]
LogConfig: Setting CVar [[s.EventDrivenLoaderEnabled:1]]
LogConfig: Setting CVar [[s.WarnIfTimeLimitExceeded:0]]
LogConfig: Setting CVar [[s.TimeLimitExceededMultiplier:1.5]]
LogConfig: Setting CVar [[s.TimeLimitExceededMinTime:0.005]]
LogConfig: Setting CVar [[s.UseBackgroundLevelStreaming:1]]
LogConfig: Setting CVar [[s.PriorityAsyncLoadingExtraTime:15.0]]
LogConfig: Setting CVar [[s.LevelStreamingActorsUpdateTimeLimit:5.0]]
LogConfig: Setting CVar [[s.PriorityLevelStreamingActorsUpdateExtraTime:5.0]]
LogConfig: Setting CVar [[s.LevelStreamingComponentsRegistrationGranularity:10]]
LogConfig: Setting CVar [[s.UnregisterComponentsTimeLimit:1.0]]
LogConfig: Setting CVar [[s.LevelStreamingComponentsUnregistrationGranularity:5]]
LogConfig: Setting CVar [[s.FlushStreamingOnExit:1]]
LogConfig: Applying CVar settings from Section [/Script/Engine.GarbageCollectionSettings] File [I:/UE4GamePro/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:1.000000]]
LogConfig: Setting CVar [[gc.MaxObjectsInEditor:25165824]]
LogConfig: Setting CVar [[gc.IncrementalBeginDestroyEnabled:1]]
LogConfig: Setting CVar [[gc.CreateGCClusters:1]]
LogConfig: Setting CVar [[gc.MinGCClusterSize:5]]
LogConfig: Setting CVar [[gc.ActorClusteringEnabled:0]]
LogConfig: Setting CVar [[gc.BlueprintClusteringEnabled:0]]
LogConfig: Setting CVar [[gc.UseDisregardForGCOnDedicatedServers:0]]
LogConfig: Setting CVar [[gc.MultithreadedDestructionEnabled:1]]
LogConfig: Applying CVar settings from Section [/Script/Engine.NetworkSettings] File [I:/UE4GamePro/Saved/Config/Windows/Engine.ini]
LogConfig: Applying CVar settings from Section [/Script/UnrealEd.CookerSettings] File [I:/UE4GamePro/Saved/Config/Windows/Engine.ini]
LogConfig: Applying CVar settings from Section [ViewDistanceQuality@3] File [I:/UE4GamePro/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 [I:/UE4GamePro/Saved/Config/Windows/Scalability.ini]
LogConfig: Setting CVar [[r.PostProcessAAQuality:4]]
LogConfig: Applying CVar settings from Section [ShadowQuality@3] File [I:/UE4GamePro/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 [I:/UE4GamePro/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 [I:/UE4GamePro/Saved/Config/Windows/Scalability.ini]
LogConfig: Setting CVar [[r.Streaming.MipBias:0]]
LogConfig: Setting CVar [[r.Streaming.AmortizeCPUToGPUCopy:0]]
LogConfig: Setting CVar [[r.Streaming.MaxNumTexturesToStreamPerFrame:0]]
LogConfig: Setting CVar [[r.Streaming.Boost:1]]
LogConfig: Setting CVar [[r.MaxAnisotropy:8]]
LogConfig: Setting CVar [[r.VT.MaxAnisotropy:8]]
LogConfig: Setting CVar [[r.Streaming.LimitPoolSizeToVRAM:0]]
LogConfig: Setting CVar [[r.Streaming.PoolSize:1000]]
LogConfig: Setting CVar [[r.Streaming.MaxEffectiveScreenSize:0]]
LogConfig: Applying CVar settings from Section [EffectsQuality@3] File [I:/UE4GamePro/Saved/Config/Windows/Scalability.ini]
LogConfig: Setting CVar [[r.TranslucencyLightingVolumeDim:64]]
LogConfig: Setting CVar [[r.RefractionQuality:2]]
LogConfig: Setting CVar [[r.SSR.Quality:3]]
LogConfig: Setting CVar [[r.SSR.HalfResSceneColor:0]]
LogConfig: Setting CVar [[r.SceneColorFormat:4]]
LogConfig: Setting CVar [[r.DetailMode:2]]
LogConfig: Setting CVar [[r.TranslucencyVolumeBlur:1]]
LogConfig: Setting CVar [[r.MaterialQualityLevel:1 ; High quality]]
LogConfig: Setting CVar [[r.AnisotropicMaterials:1]]
LogConfig: Setting CVar [[r.SSS.Scale:1]]
LogConfig: Setting CVar [[r.SSS.SampleSet:2]]
LogConfig: Setting CVar [[r.SSS.Quality:1]]
LogConfig: Setting CVar [[r.SSS.HalfRes:0]]
LogConfig: Setting CVar [[r.SSGI.Quality:3]]
LogConfig: Setting CVar [[r.EmitterSpawnRateScale:1.0]]
LogConfig: Setting CVar [[r.ParticleLightQuality:2]]
LogConfig: Setting CVar [[r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque:1 ; Always have FastSkyLUT 1 in this case to avoid wrong sky]]
LogConfig: Setting CVar [[r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountMaxPerSlice:4]]
LogConfig: Setting CVar [[r.SkyAtmosphere.AerialPerspectiveLUT.DepthResolution:16.0]]
LogConfig: Setting CVar [[r.SkyAtmosphere.FastSkyLUT:1]]
LogConfig: Setting CVar [[r.SkyAtmosphere.FastSkyLUT.SampleCountMin:4.0]]
LogConfig: Setting CVar [[r.SkyAtmosphere.FastSkyLUT.SampleCountMax:128.0]]
LogConfig: Setting CVar [[r.SkyAtmosphere.SampleCountMin:4.0]]
LogConfig: Setting CVar [[r.SkyAtmosphere.SampleCountMax:128.0]]
LogConfig: Setting CVar [[r.SkyAtmosphere.TransmittanceLUT.UseSmallFormat:0]]
LogConfig: Setting CVar [[r.SkyAtmosphere.TransmittanceLUT.SampleCount:10.0]]
LogConfig: Setting CVar [[r.SkyAtmosphere.MultiScatteringLUT.SampleCount:15.0]]
LogConfig: Applying CVar settings from Section [FoliageQuality@3] File [I:/UE4GamePro/Saved/Config/Windows/Scalability.ini]
LogConfig: Setting CVar [[foliage.DensityScale:1.0]]
LogConfig: Setting CVar [[grass.DensityScale:1.0]]
LogConfig: Applying CVar settings from Section [ShadingQuality@3] File [I:/UE4GamePro/Saved/Config/Windows/Scalability.ini]
LogConfig: Setting CVar [[r.HairStrands.SkyLighting.IntegrationType:2]]
LogConfig: Setting CVar [[r.HairStrands.SkyAO.SampleCount:4]]
LogConfig: Setting CVar [[r.HairStrands.Visibility.MSAA.SamplePerPixel:4]]
LogInit: Selected Device Profile: [Windows]
LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
LogHAL: Display: Platform has ~ 64 GB [68580642816 / 68719476736 / 64], which maps to Largest [LargestMinGB=32, LargerMinGB=12, DefaultMinGB=8, SmallerMinGB=6, SmallestMinGB=0)
LogInit: Going up to parent DeviceProfile []
LogConfig: Applying CVar settings from Section [ViewDistanceQuality@3] File [I:/UE4GamePro/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 [I:/UE4GamePro/Saved/Config/Windows/Scalability.ini]
LogConfig: Setting CVar [[r.PostProcessAAQuality:4]]
LogConfig: Applying CVar settings from Section [ShadowQuality@3] File [I:/UE4GamePro/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 [I:/UE4GamePro/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 [I:/UE4GamePro/Saved/Config/Windows/Scalability.ini]
LogConfig: Setting CVar [[r.Streaming.MipBias:0]]
LogConfig: Setting CVar [[r.Streaming.AmortizeCPUToGPUCopy:0]]
LogConfig: Setting CVar [[r.Streaming.MaxNumTexturesToStreamPerFrame:0]]
LogConfig: Setting CVar [[r.Streaming.Boost:1]]
LogConfig: Setting CVar [[r.MaxAnisotropy:8]]
LogConfig: Setting CVar [[r.VT.MaxAnisotropy:8]]
LogConfig: Setting CVar [[r.Streaming.LimitPoolSizeToVRAM:0]]
LogConfig: Setting CVar [[r.Streaming.PoolSize:1000]]
LogConfig: Setting CVar [[r.Streaming.MaxEffectiveScreenSize:0]]
LogConfig: Applying CVar settings from Section [EffectsQuality@3] File [I:/UE4GamePro/Saved/Config/Windows/Scalability.ini]
LogConfig: Setting CVar [[r.TranslucencyLightingVolumeDim:64]]
LogConfig: Setting CVar [[r.RefractionQuality:2]]
LogConfig: Setting CVar [[r.SSR.Quality:3]]
LogConfig: Setting CVar [[r.SSR.HalfResSceneColor:0]]
LogConfig: Setting CVar [[r.SceneColorFormat:4]]
LogConfig: Setting CVar [[r.DetailMode:2]]
LogConfig: Setting CVar [[r.TranslucencyVolumeBlur:1]]
LogConfig: Setting CVar [[r.MaterialQualityLevel:1 ; High quality]]
LogConfig: Setting CVar [[r.AnisotropicMaterials:1]]
LogConfig: Setting CVar [[r.SSS.Scale:1]]
LogConfig: Setting CVar [[r.SSS.SampleSet:2]]
LogConfig: Setting CVar [[r.SSS.Quality:1]]
LogConfig: Setting CVar [[r.SSS.HalfRes:0]]
LogConfig: Setting CVar [[r.SSGI.Quality:3]]
LogConfig: Setting CVar [[r.EmitterSpawnRateScale:1.0]]
LogConfig: Setting CVar [[r.ParticleLightQuality:2]]
LogConfig: Setting CVar [[r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque:1 ; Always have FastSkyLUT 1 in this case to avoid wrong sky]]
LogConfig: Setting CVar [[r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountMaxPerSlice:4]]
LogConfig: Setting CVar [[r.SkyAtmosphere.AerialPerspectiveLUT.DepthResolution:16.0]]
LogConfig: Setting CVar [[r.SkyAtmosphere.FastSkyLUT:1]]
LogConfig: Setting CVar [[r.SkyAtmosphere.FastSkyLUT.SampleCountMin:4.0]]
LogConfig: Setting CVar [[r.SkyAtmosphere.FastSkyLUT.SampleCountMax:128.0]]
LogConfig: Setting CVar [[r.SkyAtmosphere.SampleCountMin:4.0]]
LogConfig: Setting CVar [[r.SkyAtmosphere.SampleCountMax:128.0]]
LogConfig: Setting CVar [[r.SkyAtmosphere.TransmittanceLUT.UseSmallFormat:0]]
LogConfig: Setting CVar [[r.SkyAtmosphere.TransmittanceLUT.SampleCount:10.0]]
LogConfig: Setting CVar [[r.SkyAtmosphere.MultiScatteringLUT.SampleCount:15.0]]
LogConfig: Applying CVar settings from Section [FoliageQuality@3] File [I:/UE4GamePro/Saved/Config/Windows/Scalability.ini]
LogConfig: Setting CVar [[foliage.DensityScale:1.0]]
LogConfig: Setting CVar [[grass.DensityScale:1.0]]
LogConfig: Applying CVar settings from Section [ShadingQuality@3] File [I:/UE4GamePro/Saved/Config/Windows/Scalability.ini]
LogConfig: Setting CVar [[r.HairStrands.SkyLighting.IntegrationType:2]]
LogConfig: Setting CVar [[r.HairStrands.SkyAO.SampleCount:4]]
LogConfig: Setting CVar [[r.HairStrands.Visibility.MSAA.SamplePerPixel:4]]
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: Setting CVar [[fx.SkipVectorVMBackendOptimizations:1]]
LogConfig: Applying CVar settings from Section [ConsoleVariables] File [I:/UE4GamePro/Saved/Config/Windows/Engine.ini]
LogInit: Computer: CLOODSHOP
LogInit: User: Cloodshop
LogInit: CPU Page size=4096, Cores=16
LogInit: High frequency timer resolution =10.000000 MHz
LogMemory: Memory total: Physical=63.9GB (64GB approx)
LogMemory: Platform Memory Stats for Windows
LogMemory: Process Physical Memory: 156.98 MB used, 156.99 MB peak
LogMemory: Process Virtual Memory: 132.25 MB used, 132.25 MB peak
LogMemory: Physical Memory: 17393.91 MB used, 48009.68 MB free, 65403.60 MB total
LogMemory: Virtual Memory: 134119608.00 MB used, 98121.45 MB free, 134217728.00 MB total
LogWindows: WindowsPlatformFeatures enabled
LogInit: Physics initialised using underlying interface: PhysX
LogInit: Using OS detected language (zh-CN).
LogInit: Using OS detected locale (zh-CN).
LogTextLocalizationManager: No specific localization for ‘zh-CN’ exists, so the ‘zh-Hans’ localization will be used.
LogTextLocalizationResource: LocRes ‘…/…/…/Engine/Content/Localization/Editor/zh/Editor.locres’ could not be opened for reading!
LogTextLocalizationResource: LocRes ‘…/…/…/Engine/Content/Localization/EditorTutorials/zh/EditorTutorials.locres’ could not be opened for reading!
LogTextLocalizationResource: LocRes ‘…/…/…/Engine/Content/Localization/Keywords/zh/Keywords.locres’ could not be opened for reading!
LogTextLocalizationResource: LocRes ‘…/…/…/Engine/Content/Localization/Category/zh/Category.locres’ could not be opened for reading!
LogTextLocalizationResource: LocRes ‘…/…/…/Engine/Content/Localization/ToolTips/zh/ToolTips.locres’ could not be opened for reading!
LogTextLocalizationResource: LocRes ‘…/…/…/Engine/Content/Localization/PropertyNames/zh/PropertyNames.locres’ could not be opened for reading!
LogTextLocalizationResource: LocRes ‘…/…/…/Engine/Content/Localization/Engine/zh/Engine.locres’ could not be opened for reading!
LogTextLocalizationResource: LocRes ‘…/…/…/Engine/Plugins/Online/OnlineSubsystem/Content/Localization/OnlineSubsystem/zh/OnlineSubsystem.locres’ could not be opened for reading!
LogTextLocalizationResource: LocRes ‘…/…/…/Engine/Plugins/Online/OnlineSubsystemUtils/Content/Localization/OnlineSubsystemUtils/zh/OnlineSubsystemUtils.locres’ could not be opened for reading!
LogTextLocalizationResource: LocRes ‘…/…/…/Engine/Plugins/Online/Android/OnlineSubsystemGooglePlay/Content/Localization/OnlineSubsystemGooglePlay/zh/OnlineSubsystemGooglePlay.locres’ could not be opened for reading!
LogTextLocalizationResource: LocRes ‘…/…/…/Engine/Plugins/Online/IOS/OnlineSubsystemIOS/Content/Localization/OnlineSubsystemIOS/zh/OnlineSubsystemIOS.locres’ could not be opened for reading!
LogInit: Setting process to per monitor DPI aware
LogWindowsTextInputMethodSystem: Display: IME system deactivated.
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 117
LogD3D11RHI: D3D11 min allowed feature level: 11_0
LogD3D11RHI: D3D11 max allowed feature level: 11_0
LogD3D11RHI: D3D11 adapters:
LogD3D11RHI: 0. ‘NVIDIA GeForce RTX 2080 Ti’ (Feature Level 11_0)
LogD3D11RHI: 11048/0/32701 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:1, VendorId:0x10de
LogD3D11RHI: 1. ‘Microsoft Basic Render Driver’ (Feature Level 11_0)
LogD3D11RHI: 0/0/32701 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:0, VendorId:0x1414
LogD3D11RHI: Chosen D3D11 Adapter: 0
LogD3D11RHI: Creating new Direct3DDevice
LogD3D11RHI: GPU DeviceId: 0x1e07 (for the marketing name, search the web for “GPU Device Id”)
LogWindows: EnumDisplayDevices:
LogWindows: 0. ‘NVIDIA GeForce RTX 2080 Ti’ (P:1 D:1)
LogWindows: 1. ‘NVIDIA GeForce RTX 2080 Ti’ (P:0 D:0)
LogWindows: 2. ‘NVIDIA GeForce RTX 2080 Ti’ (P:0 D:0)
LogWindows: 3. ‘NVIDIA GeForce RTX 2080 Ti’ (P:0 D:0)
LogWindows: DebugString: FoundDriverCount:4
LogD3D11RHI: Adapter Name: NVIDIA GeForce RTX 2080 Ti
LogD3D11RHI: Driver Version: 456.71 (internal:27.21.14.5671, unified:456.71)
LogD3D11RHI: Driver Date: 9-30-2020
LogRHI: Texture pool is 7733 MB (70% of 11048 MB)
LogD3D11RHI: RHI has support for 64 bit atomics
LogD3D11RHI: Async texture creation enabled
LogD3D11RHI: Array index from any shader is supported
LogD3D11RHI: GPU Timing Frequency: 1000.000000 (Debug: 2 1)
LogRHI: GeForceNow SDK initialized: 1
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘AllDesktop’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Android’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Android_ASTC’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Android_DXT’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Android_ETC2’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘AndroidClient’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Android_ASTCClient’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Android_DXTClient’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Android_ETC2Client’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Android_Multi’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Android_MultiClient’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘IOSClient’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘IOS’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Lumin’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘LuminClient’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘MacNoEditor’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Mac’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘MacClient’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘MacServer’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘TVOSClient’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘TVOS’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘WindowsNoEditor’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘Windows’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘WindowsClient’
LogTargetPlatformManager: Display: Loaded TargetPlatform ‘WindowsServer’
LogTargetPlatformManager: Display: Building Assets For Windows
LogAudioDebug: Display: Lib vorbis DLL was dynamically loaded.
LogRendererCore: Ray tracing is disabled. Reason: r.RayTracing=0.
LogShaderCompilers: Guid format shader working directory is 27 characters bigger than the processId version (…/…/…/…/UE4GamePro/Intermediate/Shaders/WorkingDirectory/74712/).
LogShaderCompilers: Cleaned the shader compiler working directory ‘C:/Users/Cloodshop/AppData/Local/Temp/UnrealShaderWorkingDir/B78318C541DAD4593D6193A298F1C1D6/’.
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 0.15s 10MB …/…/…/…/UE4GamePro/DerivedDataCache/Boot.ddc.
LogDerivedDataCache: Display: Loaded Boot cache: …/…/…/…/UE4GamePro/DerivedDataCache/Boot.ddc
LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file …/…/…/…/UE4GamePro/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
LogDerivedDataCache: FDerivedDataBackendGraph: EnginePak pak cache file …/…/…/Engine/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
LogDerivedDataCache: Unable to find inner node EnginePak for hierarchical cache Hierarchy.
LogDerivedDataCache: Speed tests for …/…/…/Engine/DerivedDataCache took 0.03 seconds
LogDerivedDataCache: Display: Performance to …/…/…/Engine/DerivedDataCache: Latency=0.04ms. RandomReadSpeed=402.50MBs, RandomWriteSpeed=29.78MBs. Assigned SpeedClass ‘Local’
LogDerivedDataCache: Using Local data cache path …/…/…/Engine/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.
LogSlate: Using FreeType 2.10.0
LogSlate: SlateFontServices - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
LogShaderCompilers: Display: Worker (1/29): shaders left to compile 29
LogShaderCompilers: Display: Worker (2/29): shaders left to compile 28
LogShaderCompilers: Display: Worker (3/29): shaders left to compile 27
LogShaderCompilers: Display: Worker (4/29): shaders left to compile 26
LogShaderCompilers: Display: Worker (5/29): shaders left to compile 25
LogShaderCompilers: Display: Worker (6/29): shaders left to compile 24
LogShaderCompilers: Display: Worker (7/29): shaders left to compile 23
LogShaderCompilers: Display: Worker (8/29): shaders left to compile 22
LogShaderCompilers: Display: Worker (9/29): shaders left to compile 21
LogShaderCompilers: Display: Worker (10/29): shaders left to compile 20
LogShaderCompilers: Display: Worker (11/29): shaders left to compile 19
LogShaderCompilers: Display: Worker (12/29): shaders left to compile 18
LogShaderCompilers: Display: Worker (13/29): shaders left to compile 17
LogShaderCompilers: Display: Worker (14/29): shaders left to compile 16
LogShaderCompilers: Display: Worker (15/29): shaders left to compile 15
LogShaderCompilers: Display: Worker (16/29): shaders left to compile 14
LogShaderCompilers: Display: Worker (17/29): shaders left to compile 13
LogShaderCompilers: Display: Worker (18/29): shaders left to compile 12
LogShaderCompilers: Display: Worker (19/29): shaders left to compile 11
LogShaderCompilers: Display: Worker (20/29): shaders left to compile 10
LogShaderCompilers: Display: Worker (21/29): shaders left to compile 9
LogShaderCompilers: Display: Worker (22/29): shaders left to compile 8
LogShaderCompilers: Display: Worker (23/29): shaders left to compile 7
LogShaderCompilers: Display: Worker (24/29): shaders left to compile 6
LogShaderCompilers: Display: Worker (25/29): shaders left to compile 5
LogShaderCompilers: Display: Worker (26/29): shaders left to compile 4
LogShaderCompilers: Display: Worker (27/29): shaders left to compile 3
LogShaderCompilers: Display: Worker (28/29): shaders left to compile 2
LogShaderCompilers: Display: Worker (29/29): shaders left to compile 1
LogAssetRegistry: FAssetRegistry took 0.0032 seconds to start up
LogInit: Selected Device Profile: [Windows]
LogInit: Active device profile: [000002896FDB1E00][000002896A643A40 49] Windows
LogInit: Profiles: [000002896FDB1E00][000002896A643A40 49] Windows, [000002896FD30900][000002896A647B80 49] WindowsNoEditor, [000002896FDB1C00][0000028969F63D00 49] WindowsServer, [000002896FD30A00][0000028969F661C0 49] WindowsClient, [000002896FD37F00][0000028969F6A340 49] IOS, [000002896FDB1D00][0000028969F6E4C0 49] iPadAir, [000002896FD33C00][0000028969F7
2640 49] iPadAir2, [000002896FCCDF00][0000028969F7A900 49] IPadPro, [000002896FCCE000][0000028969F76940 49] iPadAir3, [000002896FD32700][0000028969F7EAC0 49] iPadAir4, [000002896FCCFB00][0000028969F82C40 49] iPadMini2, [000002896FD30F00][0000028969F86DC0 49] iPadMini3, [000002896FCCC900][0000028969F8AF40 49] iPadMini4, [000002896FD30500][0000028969F8F0C0 49]
iPadMini5, [000002896FD34500][0000028969F97380 49] iPhone6, [000002896FD34600][0000028969F933C0 49] iPodTouch6, [000002896FCCC700][0000028969F9F680 49] iPhone7, [000002896FCCC800][0000028969F9B6C0 49] iPodTouch7, [000002896FD35200][0000028969FA3840 49] iPhone5S, [000002896FCCCB00][000002896A64B980 49] iPhone6Plus, [000002896FD35000][0000028969FA7AC0 49] iPh
one6S, [000002896FCCFA00][0000028969FABC00 49] iPhone6SPlus, [000002896FD37100][0000028969FB20C0 49] iPhone7Plus, [000002896FCCEB00][0000028969FB6240 49] iPhoneSE, [000002896FD34C00][0000028969FBA3C0 49] iPhone8, [000002896FCCD600][0000028969FBE540 49] iPhone8Plus, [000002896FD36900][0000028969FC26C0 49] iPhoneX, [000002896FCCE200][0000028969FC6840 49] iPhon
eXS, [000002896FD35900][0000028969FCA9C0 49] iPhoneXSMax, [000002896FCCF200][0000028969FCEB40 49] iPhoneXR, [000002896FD34E00][0000028969FD2CC0 49] iPhone11, [000002896FCCFE00][0000028969FD6E40 49] iPhone11Pro, [000002896FD37200][0000028969FDAFC0 49] iPhone11ProMax, [000002896FCCD400][0000028969FDF140 49] iPhoneSE2, [000002896FD36200][0000028969FE32C0 49] iP
hone12Mini, [000002896FCCE700][0000028969FE7440 49] iPhone12, [000002896FD37400][0000028969FEB5C0 49] iPhone12Pro, [000002896FCCC600][0000028969FEF740 49] iPhone12ProMax, [000002896FD35C00][0000028969FF38C0 49] iPadPro105, [000002896FCCEF00][0000028969FAFA00 49] iPadPro129, [000002896FD36E00][0000028969FF7B40 49] iPadPro97, [000002896FCCD300][000002896A019C8
0 49] iPadPro2_129, [000002896FD36F00][000002896A01C100 49] iPad5, [000002896FDB1300][000002896A024280 49] iPad6, [000002896FD37A00][000002896A028400 49] iPad7, [000002896FDB0D00][000002896A02C580 49] iPad8, [000002896FD35600][000002896A030700 49] iPadPro11, [000002896FDB2000][000002896A034880 49] iPadPro2_11, [000002896FD37800][000002896A038A00 49] iPadPro3
_129, [000002896FDB1700][000002896A03CB80 49] iPadPro4_129, [000002896FD37700][000002896A040D00 49] AppleTV, [000002896FDB0500][000002896A044E80 49] AppleTV4K, [000002896FD35A00][000002896A049000 49] TVOS, [000002896FDB1400][000002896A04D180 49] Mac, [000002896FD37600][000002896A051300 49] MacClient, [000002896FDB0900][000002896A055480 49] MacNoEditor, [0000
02896FD36A00][000002896A059600 49] MacServer, [000002896FDB1000][000002896A05D780 49] Linux, [000002896FD35100][000002896A061900 49] LinuxNoEditor, [000002896FDB0C00][000002896A021A40 49] LinuxAArch64NoEditor, [000002896FD34100][000002896A065B80 49] LinuxClient, [000002896FDB0800][000002896A069CC0 49] LinuxAArch64Client, [000002896FD36300][000002896A06C140 4
9] LinuxServer, [000002896FDB1900][000002896A0742C0 49] LinuxAArch64Server, [000002896FD34800][000002896A078440 49] Android, [000002896FDB2100][000002896A07C5C0 49] Android_Low, [000002896FD34700][000002896A080740 49] Android_Mid, [000002896FDB0400][000002896A0848C0 49] Android_High, [000002896FD36B00][000002896A088A40 49] Android_Default, [000002896FDB0B00]
[000002896A08CBC0 49] Android_Adreno4xx, [000002896FD37D00][000002896A090D40 49] Android_Adreno5xx_Low, [000002896FD31D00][000002896A094EC0 49] Android_Adreno5xx, [000002896FCCFC00][000002896A099040 49] Android_Adreno6xx, [000002896FD32D00][000002896A09D1C0 49] Android_Adreno6xx_Vulkan, [000002896FCCDB00][000002896A0A1340 49] Android_Mali_T6xx, [000002896FD3
1500][000002896A0A54C0 49] Android_Mali_T7xx, [000002896FCCF100][000002896A0A9640 49] Android_Mali_T8xx, [000002896FD33500][000002896A0AD7C0 49] Android_Mali_G71, [000002896FCCEE00][000002896A0B1940 49] Android_Mali_G72, [000002896FD31000][000002896A0B5AC0 49] Android_Mali_G72_Vulkan, [000002896FCCDA00][000002896A071C00 49] Android_Mali_G76, [000002896FD32B0
0][000002896A0B9D40 49] Android_Mali_G76_Vulkan, [000002896FCCF600][000002896A0BC1C0 49] Android_Mali_G77, [000002896FD31A00][000002896A0C4340 49] Android_Mali_G77_Vulkan, [000002896FCCD800][000002896A0C84C0 49] Android_Vulkan_SM5, [000002896FD31E00][000002896A0CC640 49] Android_PowerVR_G6xxx, [000002896FCCCF00][000002896A0D07C0 49] Android_PowerVR_GT7xxx, [
000002896FD33E00][000002896A0D4940 49] Android_PowerVR_GE8xxx, [000002896FCCED00][000002896A0D8AC0 49] Android_PowerVR_GM9xxx, [000002896FD30E00][000002896A0DCC40 49] Android_PowerVR_GM9xxx_Vulkan, [000002896FCCF800][000002896A0E0DC0 49] Android_TegraK1, [000002896FD30100][000002896A0E4F40 49] Android_Unknown_Vulkan, [000002896FCCD500][000002896A0E90C0 49] L
umin, [000002896FD33700][000002896A0ED240 49] Lumin_Desktop, [000002896FCCD700][000002896A0F13C0 49] HoloLens,
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
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LogHMD: PokeAHoleMaterial loaded successfully
LogPackageLocalizationCache: Processed 25 localized package path(s) for 2 prioritized culture(s) in 0.275594 seconds
LogUObjectArray: 16816 objects as part of root set at end of initial load.
LogUObjectAllocator: 4205952 out of 0 bytes used by permanent object pool.
LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool
LogMaterial: Display: Missing cached shader map for material DefaultMaterial, compiling.
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LogMaterial: Display: Missing cached shader map for material VertexColorMaterial, compiling.
LogMaterial: Display: Missing cached shader map for material WireframeMaterial, compiling. Is special engine material.
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LogTcpMessaging: Initializing TcpMessaging bridge
LogUdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
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LogTexture: Display: 正在编译纹理:Tex_FemalesMesh_Head_Mask_Mouse(BGRA8、4096X4096)
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LogTexture: Display: 正在编译纹理:Tex_FemalesMesh_Eyelash01_occlusion(AutoDXT、8192X2048)
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LogTexture: Display: 正在编译纹理:Tex_FemalesMesh_Eyelash02_normals(BC5、8192X8192)
LogTexture: Display: 正在编译纹理:Tex_FemalesMesh_Eyelash01_normals(BC5、8192X2048)
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LogTexture: Display: 正在编译纹理:Tex_FemalesMesh_Body_OcclusionRoughnessMetallic(AutoDXT、4096X4096)
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LogTexture: Display: 正在编译纹理:Tex_FemalesMesh_Eyelash02_occlusion(AutoDXT、8192X8192)
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LogTexture: Display: 正在编译纹理:Tex_FemalesMesh_Head_OcclusionRoughnessMetallic(AutoDXT、8192X8192)
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LogTexture: Display: 正在编译纹理:Tex_FemalesMesh_Body_BaseColor(AutoDXT、4096X4096)
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LogTexture: Display: 正在编译纹理:Tex_FemalesMesh_FractureSurface_OcclusionRoughnessMetallic(AutoDXT、8192X8192)
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LogTexture: Display: 正在编译纹理:Tex_FemalesMesh_Head_BaseColor(AutoDXT、8192X8192)
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LogTexture: Display: 正在编译纹理:Tex_FemalesMesh_FractureSurface_BaseColor(AutoDXT、8192X8192)
LogTexture: Display: 正在编译纹理:Tex_FemalesMesh_FractureSurface_Normal(BC5、8192X8192)
LogTexture: Display: 正在编译纹理:Tex_FemalesMesh_Head_Normal(BC5、8192X8192)
LogTexture: Display: 正在编译纹理:Tex_FemalesMesh_Body_Normal(BC5、8192X8192)
LogDerivedDataCache: Display: Failed to cache data. Maximum cache size reached. CurrentSize 459140 kb / MaxSize: 524288 kb
LogDerivedDataCache: Display: HierarchicalDerivedDataBackend: Put failed, keeping in memory copy TEXTURE_2D528FAD496A42E180956107C6FFBD67_BC5_25E3F5A144A7375DD93AD7ACBF5DD912___BB1C04A22AFCF4B34B604EA2E69982BFE27CAA6C.
LogDerivedDataCache: Display: Failed to write TEXTURE_2D528FAD496A42E180956107C6FFBD67_BC5_25E3F5A144A7375DD93AD7ACBF5DD912___BB1C04A22AFCF4B34B604EA2E69982BFE27CAA6C to HierarchicalDerivedDataBackend. Error: 0 (操作成功完成。)
LogDerivedDataCache: Display: HierarchicalDerivedDataBackend: Put failed, keeping in memory copy TEXTURE_2D528FAD496A42E180956107C6FFBD67_BC5_3982CFDF4A6BC29DEC09C09B9F943C5D___8B2A444E265F4C2F9CE2E25721D4A8AC72312655.
LogDerivedDataCache: Display: Failed to write TEXTURE_2D528FAD496A42E180956107C6FFBD67_BC5_3982CFDF4A6BC29DEC09C09B9F943C5D___8B2A444E265F4C2F9CE2E25721D4A8AC72312655 to HierarchicalDerivedDataBackend. Error: 0 (操作成功完成。)
LogMaterial: Display: Missing cached shader map for material Mat_Skin, compiling.
LogDerivedDataCache: Display: HierarchicalDerivedDataBackend: Put failed, keeping in memory copy TEXTURE_2D528FAD496A42E180956107C6FFBD67_BC5_E9451B6E4AD6787C7DFE158EE4F23C58___B7A33EB550254B030737A293F9AA415FAD64A0E0.
LogDerivedDataCache: Display: Failed to write TEXTURE_2D528FAD496A42E180956107C6FFBD67_BC5_E9451B6E4AD6787C7DFE158EE4F23C58___B7A33EB550254B030737A293F9AA415FAD64A0E0 to HierarchicalDerivedDataBackend. Error: 0 (操作成功完成。)
LogMaterial: Display: Missing cached shader map for material Mat_Skin, compiling.
LogShaderCompilers: Display: Worker (1/29): shaders left to compile 68
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LogShaderCompilers: Display: Worker (23/29): shaders left to compile 2
LogMaterial: Display: Missing cached shader map for material Mat_HairAndFur, compiling.
LogShaderCompilers: Display: Worker (24/29): shaders left to compile 68
LogShaderCompilers: Display: Worker (25/29): shaders left to compile 65
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SourceControl: 源码管理已禁用
SourceControl: 源码管理已禁用
SourceControl: 源码管理已禁用
SourceControl: 源码管理已禁用
SourceControl: 源码管理已禁用
LogUProjectInfo: Found projects:
LogShaderCompilers: Display: Worker (11/29): shaders left to compile 238
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LogShaderCompilers: Display: Worker (19/29): shaders left to compile 119
LogShaderCompilers: Display: Worker (20/29): shaders left to compile 114
LogAndroidPermission: UAndroidPermissionCallbackProxy::GetInstance
LogShaderCompilers: Display: Worker (17/29): shaders left to compile 110
LogAudioCaptureCore: Display: No Audio Capture implementations found. Audio input will be silent.
LogAudioCaptureCore: Display: No Audio Capture implementations found. Audio input will be silent.
LogShaderCompilers: Display: Worker (12/29): shaders left to compile 106
LogShaderCompilers: Display: Worker (10/29): shaders left to compile 102
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LogCollectionManager: Loaded 0 collections in 0.004305 seconds
LogFileCache: Scanning file cache for directory ‘I:/UE4GamePro/Saved/Collections/’ took 0.00s
LogFileCache: Scanning file cache for directory ‘I:/UE4GamePro/Content/Developers/Cloodshop/Collections/’ took 0.00s
LogFileCache: Scanning file cache for directory ‘I:/UE4GamePro/Content/Collections/’ took 0.00s
LogOcInput: OculusInput pre-init called
LogShaderCompilers: Display: Worker (15/29): shaders left to compile 86
LogMaterial: Display: Missing cached shader map for material touchController_mat, compiling.
LogShaderCompilers: Display: Worker (14/29): shaders left to compile 83
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LogEngine: Initializing Engine…
LogHMD: Failed to initialize OpenVR with code 117
LogMagicLeap: Warning: VR disabled because ZI is not enabled. To enable, in the editor, Edit -> Project Settings -> Plugins -> Magic Leap Plugin -> Enable Zero Iteration
LogStats: UGameplayTagsManager::InitializeManager - 0.001 s
LogMaterial: Display: Missing cached shader map for material LevelColorationLitMaterial, compiling. Is special engine material.
LogShaderCompilers: Display: Worker (29/29): shaders left to compile 111
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LogMaterial: Display: Missing cached shader map for material LevelColorationUnlitMaterial, compiling. Is special engine material.
LogShaderCompilers: Display: Worker (14/29): shaders left to compile 971
LogShaderCompilers: Display: Worker (15/29): shaders left to compile 961
LogShaderCompilers: Display: Worker (10/29): shaders left to compile 951
LogShaderCompilers: Display: Worker (17/29): shaders left to compile 941
LogMaterial: Display: Missing cached shader map for material MAT_LevelColorationLitLightmapUV, compiling. Is special engine material.
LogShaderCompilers: Display: Worker (20/29): shaders left to compile 1452
LogShaderCompilers: Display: Worker (19/29): shaders left to compile 1442
LogMaterial: Display: Missing cached shader map for material ShadedLevelColorationLitMaterial, compiling. Is special engine material.
LogShaderCompilers: Display: Worker (6/29): shaders left to compile 2308
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LogShaderCompilers: Display: Worker (11/29): shaders left to compile 2268
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LogShaderCompilers: Display: Worker (22/29): shaders left to compile 2248
LogShaderCompilers: Display: Worker (16/29): shaders left to compile 2238
LogMaterial: Display: Missing cached shader map for material ShadedLevelColorationUnlitMateri, compiling. Is special engine material.
LogShaderCompilers: Display: Worker (23/29): shaders left to compile 3104
LogShaderCompilers: Display: Worker (12/29): shaders left to compile 3094
LogMaterial: Display: Missing cached shader map for material VertexColorViewMode_ColorOnly, compiling.
LogMaterial: Display: Missing cached shader map for materia (post truncated)