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Not using cached read wrapper
Started task graph with 5 named threads and 26 total threads with 3 sets of task threads.
Stats thread started at 0.052847
Loaded GFSDK_Aftermath_Lib.x64.dll
ICU TimeZone Detection - Raw Offset: +9:00, Platform Override: ''
Mounting plugin Paper2D
Mounting plugin AISupport
Mounting plugin LightPropagationVolume
Mounting plugin ActorLayerUtilities
Mounting plugin AnimationSharing
Mounting plugin CLionSourceCodeAccess
Mounting plugin CodeLiteSourceCodeAccess
Mounting plugin GitSourceControl
Mounting plugin KDevelopSourceCodeAccess
Mounting plugin NullSourceCodeAccess
Mounting plugin PerforceSourceControl
Mounting plugin PlasticSourceControl
Mounting plugin SubversionSourceControl
Mounting plugin UObjectPlugin
Mounting plugin VisualStudioCodeSourceCodeAccess
Mounting plugin VisualStudioSourceCodeAccess
Mounting plugin XCodeSourceCodeAccess
Mounting plugin AssetManagerEditor
Mounting plugin CryptoKeys
Mounting plugin CurveEditorTools
Mounting plugin DataValidation
Mounting plugin FacialAnimation
Mounting plugin GameplayTagsEditor
Mounting plugin MacGraphicsSwitching
Mounting plugin MaterialAnalyzer
Mounting plugin MobileLauncherProfileWizard
Mounting plugin PluginBrowser
Mounting plugin SpeedTreeImporter
Mounting plugin DatasmithContent
Mounting plugin VariantManagerContent
Mounting plugin AlembicImporter
Mounting plugin AutomationUtils
Mounting plugin BackChannel
Mounting plugin CharacterAI
Mounting plugin GeometryCache
Mounting plugin Landmass
Mounting plugin PlatformCrypto
Mounting plugin ProxyLODPlugin
Mounting plugin SkeletalReduction
Mounting plugin MagicLeap
Mounting plugin MagicLeapMedia
Mounting plugin MLSDK
Mounting plugin TcpSocketPlugin
Mounting plugin AndroidMedia
Mounting plugin AvfMedia
Mounting plugin ImgMedia
Mounting plugin MediaCompositing
Mounting plugin MediaPlayerEditor
Mounting plugin WebMMedia
Mounting plugin WmfMedia
Mounting plugin TcpMessaging
Mounting plugin UdpMessaging
Mounting plugin ActorSequence
Mounting plugin LevelSequenceEditor
Mounting plugin MatineeToLevelSequence
Mounting plugin NetcodeUnitTest
Mounting plugin NUTUnrealEngine4
Mounting plugin OnlineSubsystemGooglePlay
Mounting plugin OnlineSubsystemIOS
Mounting plugin OnlineSubsystem
Mounting plugin OnlineSubsystemNull
Mounting plugin OnlineSubsystemUtils
Mounting plugin LauncherChunkInstaller
Mounting plugin AndroidDeviceProfileSelector
Mounting plugin AndroidMoviePlayer
Mounting plugin AndroidPermission
Mounting plugin ApexDestruction
Mounting plugin AppleImageUtils
Mounting plugin AppleMoviePlayer
Mounting plugin ArchVisCharacter
Mounting plugin AssetTags
Mounting plugin AudioCapture
Mounting plugin CableComponent
Mounting plugin CustomMeshComponent
Mounting plugin EditableMesh
Mounting plugin ExampleDeviceProfileSelector
Mounting plugin GoogleCloudMessaging
Mounting plugin IOSDeviceProfileSelector
Mounting plugin LinuxDeviceProfileSelector
Mounting plugin LocationServicesBPLibrary
Mounting plugin MobilePatchingUtils
Mounting plugin OculusVR
Mounting plugin PhysXVehicles
Mounting plugin PostSplashScreen
Mounting plugin ProceduralMeshComponent
Mounting plugin RuntimePhysXCooking
Mounting plugin SignificanceManager
Mounting plugin SteamVR
Mounting plugin SunPosition
Mounting plugin WebMMoviePlayer
Mounting plugin WindowsMoviePlayer
Mounting plugin ScreenshotTools
Using libcurl 7.55.1-DEV
 - built for x86_64-pc-win32
 - supports SSL with OpenSSL/1.1.1
 - supports HTTP deflate (compression) using libz 1.2.8
 - other features:
     CURL_VERSION_SSL
     CURL_VERSION_LIBZ
     CURL_VERSION_IPV6
     CURL_VERSION_ASYNCHDNS
     CURL_VERSION_LARGEFILE
     CURL_VERSION_IDN
 CurlRequestOptions (configurable via config and command line):
 - bVerifyPeer = true  - Libcurl will verify peer certificate
 - bUseHttpProxy = false  - Libcurl will NOT use HTTP proxy
 - bDontReuseConnections = false  - Libcurl will reuse connections
 - MaxHostConnections = 16  - Libcurl will limit the number of connections to a host
 - LocalHostAddr = Default
 - BufferSize = 65536
OSS: Creating online subsystem instance for: NULL
WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
OSS: TryLoadSubsystemAndSetDefault: Loaded subsystem for module [NULL]
Build: ++UE4+Release-4.24-CL-11590370
Engine Version: 4.24.3-11590370+++UE4+Release-4.24
Compatible Engine Version: 4.24.0-10570792+++UE4+Release-4.24
Net CL: 10570792
OS: Windows 10 (Release 1903) (), CPU: Intel(R) Core(TM) i7-9700F CPU @ 3.00GHz, GPU: NVIDIA GeForce GTX 1660
Compiled (64-bit): Feb 24 2020 15:39:18
Compiled with Visual C++: 19.16.27032.01
Build Configuration: Development
Branch Name: ++UE4+Release-4.24
Command Line:  -EpicPortal -epicusername=HenTaiKuma -epicuserid=760d0d14a7914b65af0151c7916a88a6 -epiclocale=ko
Base Directory: C:/Program Files/Epic Games/UE_4.24/Engine/Binaries/Win64/
Installed Engine Build: 1
Number of dev versions registered: 25
  Dev-Blueprints (B0D832E4-1F89-4F0D-ACCF-7EB736FD4AA2): 10
  Dev-Build (E1C64328-A22C-4D53-A36C-8E866417BD8C): 0
  Dev-Core (375EC13C-06E4-48FB-B500-84F0262A717E): 3
  Dev-Editor (E4B068ED-F494-42E9-A231-DA0B2E46BB41): 37
  Dev-Framework (CFFC743F-43B0-4480-9391-14DF171D2073): 36
  Dev-Mobile (B02B49B5-BB20-44E9-A304-32B752E40360): 2
  Dev-Networking (A4E4105C-59A1-49B5-A7C5-40C4547EDFEE): 0
  Dev-Online (39C831C9-5AE6-47DC-9A44-9C173E1C8E7C): 0
  Dev-Physics (78F01B33-EBEA-4F98-B9B4-84EACCB95AA2): 2
  Dev-Platform (6631380F-2D4D-43E0-8009-CF276956A95A): 0
  Dev-Rendering (12F88B9F-8875-4AFC-A67C-D90C383ABD29): 36
  Dev-Sequencer (7B5AE74C-D270-4C10-A958-57980B212A5A): 11
  Dev-VR (D7296918-1DD6-4BDD-9DE2-64A83CC13884): 2
  Dev-LoadTimes (C2A15278-BFE7-4AFE-6C17-90FF531DF755): 1
  Private-Geometry (6EACA3D4-40EC-4CC1-B786-8BED09428FC5): 3
  Dev-AnimPhys (29E575DD-E0A3-4627-9D10-D276232CDCEA): 17
  Dev-Anim (AF43A65D-7FD3-4947-9873-3E8ED9C1BB05): 2
  Dev-ReflectionCapture (6B266CEC-1EC7-4B8F-A30B-E4D90942FC07): 1
  Dev-Automation (0DF73D61-A23F-47EA-B727-89E90C41499A): 1
  FortniteMain (601D1886-AC64-4F84-AA16-D3DE0DEAC7D6): 31
  Dev-Enterprise (9DFFBCD6-494F-0158-E221-12823C92A888): 8
  Dev-Niagara (F2AED0AC-9AFE-416F-8664-AA7FFA26D6FC): 1
  Dev-Destruction (174F1F0B-B4C6-45A5-B13F-2EE8D0FB917D): 9
  Dev-Physics-Ext (35F94A83-E258-406C-A318-09F59610247C): 8
  Dev-CineCamera (B2E18506-4273-CFC2-A54E-F4BB758BBA07): 1
Presizing for max 25165824 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool.
Object subsystem initialized
Setting CVar [[con.DebugEarlyDefault:1]]
Setting CVar [[r.setres:1280x720]]
Setting CVar [[r.VSync:0]]
Setting CVar [[r.RHICmdBypass:0]]
Applying CVar settings from Section [/Script/Engine.RendererSettings] File [D:/UE4Project/CreateActor/Saved/Config/Windows/Engine.ini]
Setting CVar [[r.GPUCrashDebugging:0]]
Setting CVar [[r.MinScreenRadiusForLights:508768605437952.000000]]
Setting CVar [[r.MinScreenRadiusForCSMDepth:1817806848.000000]]
Setting CVar [[r.AllowGlobalClipPlane:1]]
Applying CVar settings from Section [/Script/Engine.RendererOverrideSettings] File [D:/UE4Project/CreateActor/Saved/Config/Windows/Engine.ini]
Applying CVar settings from Section [/Script/Engine.StreamingSettings] File [D:/UE4Project/CreateActor/Saved/Config/Windows/Engine.ini]
Setting CVar [[s.MinBulkDataSizeForAsyncLoading:131072]]
Setting CVar [[s.AsyncLoadingThreadEnabled:0]]
Setting CVar [[s.EventDrivenLoaderEnabled:1]]
Setting CVar [[s.WarnIfTimeLimitExceeded:0]]
Setting CVar [[s.TimeLimitExceededMultiplier:1.5]]
Setting CVar [[s.TimeLimitExceededMinTime:0.005]]
Setting CVar [[s.UseBackgroundLevelStreaming:1]]
Setting CVar [[s.PriorityAsyncLoadingExtraTime:15.0]]
Setting CVar [[s.LevelStreamingActorsUpdateTimeLimit:5.0]]
Setting CVar [[s.PriorityLevelStreamingActorsUpdateExtraTime:5.0]]
Setting CVar [[s.LevelStreamingComponentsRegistrationGranularity:10]]
Setting CVar [[s.UnregisterComponentsTimeLimit:1.0]]
Setting CVar [[s.LevelStreamingComponentsUnregistrationGranularity:5]]
Setting CVar [[s.FlushStreamingOnExit:1]]
Applying CVar settings from Section [/Script/Engine.GarbageCollectionSettings] File [D:/UE4Project/CreateActor/Saved/Config/Windows/Engine.ini]
Setting CVar [[gc.MaxObjectsNotConsideredByGC:1]]
Setting CVar [[gc.SizeOfPermanentObjectPool:0]]
Setting CVar [[gc.FlushStreamingOnGC:0]]
Setting CVar [[gc.NumRetriesBeforeForcingGC:10]]
Setting CVar [[gc.AllowParallelGC:1]]
Setting CVar [[gc.TimeBetweenPurgingPendingKillObjects:61.1]]
Setting CVar [[gc.MaxObjectsInEditor:25165824]]
Setting CVar [[gc.IncrementalBeginDestroyEnabled:1]]
Setting CVar [[gc.CreateGCClusters:1]]
Setting CVar [[gc.MinGCClusterSize:5]]
Setting CVar [[gc.ActorClusteringEnabled:0]]
Setting CVar [[gc.BlueprintClusteringEnabled:0]]
Setting CVar [[gc.UseDisregardForGCOnDedicatedServers:0]]
Applying CVar settings from Section [/Script/Engine.NetworkSettings] File [D:/UE4Project/CreateActor/Saved/Config/Windows/Engine.ini]
Setting CVar [[net.MaxRepArraySize:2048]]
Applying CVar settings from Section [/Script/UnrealEd.CookerSettings] File [D:/UE4Project/CreateActor/Saved/Config/Windows/Engine.ini]
Applying CVar settings from Section [ViewDistanceQuality@3] File [D:/UE4Project/CreateActor/Saved/Config/Windows/Scalability.ini]
Setting CVar [[r.SkeletalMeshLODBias:0]]
Setting CVar [[r.ViewDistanceScale:1.0]]
Applying CVar settings from Section [AntiAliasingQuality@3] File [D:/UE4Project/CreateActor/Saved/Config/Windows/Scalability.ini]
Setting CVar [[r.PostProcessAAQuality:4]]
Applying CVar settings from Section [ShadowQuality@3] File [D:/UE4Project/CreateActor/Saved/Config/Windows/Scalability.ini]
Setting CVar [[r.LightFunctionQuality:1]]
Setting CVar [[r.ShadowQuality:5]]
Setting CVar [[r.Shadow.CSM.MaxCascades:10]]
Setting CVar [[r.Shadow.MaxResolution:2048]]
Setting CVar [[r.Shadow.MaxCSMResolution:2048]]
Setting CVar [[r.Shadow.RadiusThreshold:0.01]]
Setting CVar [[r.Shadow.DistanceScale:1.0]]
Setting CVar [[r.Shadow.CSM.TransitionScale:1.0]]
Setting CVar [[r.Shadow.PreShadowResolutionFactor:1.0]]
Setting CVar [[r.DistanceFieldShadowing:1]]
Setting CVar [[r.DistanceFieldAO:1]]
Setting CVar [[r.AOQuality:2]]
Setting CVar [[r.VolumetricFog:1]]
Setting CVar [[r.VolumetricFog.GridPixelSize:8]]
Setting CVar [[r.VolumetricFog.GridSizeZ:128]]
Setting CVar [[r.VolumetricFog.HistoryMissSupersampleCount:4]]
Setting CVar [[r.LightMaxDrawDistanceScale:1]]
Setting CVar [[r.CapsuleShadows:1]]
Applying CVar settings from Section [PostProcessQuality@3] File [D:/UE4Project/CreateActor/Saved/Config/Windows/Scalability.ini]
Setting CVar [[r.MotionBlurQuality:4]]
Setting CVar [[r.AmbientOcclusionMipLevelFactor:0.4]]
Setting CVar [[r.AmbientOcclusionMaxQuality:100]]
Setting CVar [[r.AmbientOcclusionLevels:-1]]
Setting CVar [[r.AmbientOcclusionRadiusScale:1.0]]
Setting CVar [[r.DepthOfFieldQuality:2]]
Setting CVar [[r.RenderTargetPoolMin:400]]
Setting CVar [[r.LensFlareQuality:2]]
Setting CVar [[r.SceneColorFringeQuality:1]]
Setting CVar [[r.EyeAdaptationQuality:2]]
Setting CVar [[r.BloomQuality:5]]
Setting CVar [[r.FastBlurThreshold:100]]
Setting CVar [[r.Upscale.Quality:3]]
Setting CVar [[r.Tonemapper.GrainQuantization:1]]
Setting CVar [[r.LightShaftQuality:1]]
Setting CVar [[r.Filter.SizeScale:1]]
Setting CVar [[r.Tonemapper.Quality:5]]
Setting CVar [[r.DOF.Gather.AccumulatorQuality:1        ; higher gathering accumulator quality]]
Setting CVar [[r.DOF.Gather.PostfilterMethod:1          ; Median3x3 postfilering method]]
Setting CVar [[r.DOF.Gather.EnableBokehSettings:0       ; no bokeh simulation when gathering]]
Setting CVar [[r.DOF.Gather.RingCount:4                 ; medium number of samples when gathering]]
Setting CVar [[r.DOF.Scatter.ForegroundCompositing:1    ; additive foreground scattering]]
Setting CVar [[r.DOF.Scatter.BackgroundCompositing:2    ; additive background scattering]]
Setting CVar [[r.DOF.Scatter.EnableBokehSettings:1      ; bokeh simulation when scattering]]
Setting CVar [[r.DOF.Scatter.MaxSpriteRatio:0.1         ; only a maximum of 10% of scattered bokeh]]
Setting CVar [[r.DOF.Recombine.Quality:1                ; cheap slight out of focus]]
Setting CVar [[r.DOF.Recombine.EnableBokehSettings:0    ; no bokeh simulation on slight out of focus]]
Setting CVar [[r.DOF.TemporalAAQuality:1                ; more stable temporal accumulation]]
Setting CVar [[r.DOF.Kernel.MaxForegroundRadius:0.025]]
Setting CVar [[r.DOF.Kernel.MaxBackgroundRadius:0.025]]
Applying CVar settings from Section [TextureQuality@3] File [D:/UE4Project/CreateActor/Saved/Config/Windows/Scalability.ini]
Setting CVar [[r.Streaming.MipBias:0]]
Setting CVar [[r.Streaming.AmortizeCPUToGPUCopy:0]]
Setting CVar [[r.Streaming.MaxNumTexturesToStreamPerFrame:0]]
Setting CVar [[r.Streaming.Boost:1]]
Setting CVar [[r.MaxAnisotropy:8]]
Setting CVar [[r.VT.MaxAnisotropy:8]]
Setting CVar [[r.Streaming.LimitPoolSizeToVRAM:0]]
Setting CVar [[r.Streaming.PoolSize:1000]]
Setting CVar [[r.Streaming.MaxEffectiveScreenSize:0]]
Applying CVar settings from Section [EffectsQuality@3] File [D:/UE4Project/CreateActor/Saved/Config/Windows/Scalability.ini]
Setting CVar [[r.TranslucencyLightingVolumeDim:64]]
Setting CVar [[r.RefractionQuality:2]]
Setting CVar [[r.SSR.Quality:3]]
Setting CVar [[r.SSR.HalfResSceneColor:0]]
Setting CVar [[r.SceneColorFormat:4]]
Setting CVar [[r.DetailMode:2]]
Setting CVar [[r.TranslucencyVolumeBlur:1]]
Setting CVar [[r.MaterialQualityLevel:1 ; High quality]]
Setting CVar [[r.SSS.Scale:1]]
Setting CVar [[r.SSS.SampleSet:2]]
Setting CVar [[r.SSS.Quality:1]]
Setting CVar [[r.SSS.HalfRes:1]]
Setting CVar [[r.SSGI.Quality:3]]
Setting CVar [[r.EmitterSpawnRateScale:1.0]]
Setting CVar [[r.ParticleLightQuality:2]]
Setting CVar [[r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque:1 ; Always have FastSkyLUT 1 in this case to avoid wrong sky]]
Setting CVar [[r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountPerSlice:1]]
Setting CVar [[r.SkyAtmosphere.AerialPerspectiveLUT.DepthResolution:16.0]]
Setting CVar [[r.SkyAtmosphere.FastSkyLUT:1]]
Setting CVar [[r.SkyAtmosphere.FastSkyLUT.SampleCountMin:4.0]]
Setting CVar [[r.SkyAtmosphere.FastSkyLUT.SampleCountMax:32.0]]
Setting CVar [[r.SkyAtmosphere.SampleCountMin:4.0]]
Setting CVar [[r.SkyAtmosphere.SampleCountMax:32.0]]
Setting CVar [[r.SkyAtmosphere.TransmittanceLUT.UseSmallFormat:0]]
Setting CVar [[r.SkyAtmosphere.TransmittanceLUT.SampleCount:10.0]]
Setting CVar [[r.SkyAtmosphere.MultiScatteringLUT.SampleCount:15.0]]
Applying CVar settings from Section [FoliageQuality@3] File [D:/UE4Project/CreateActor/Saved/Config/Windows/Scalability.ini]
Setting CVar [[foliage.DensityScale:1.0]]
Setting CVar [[grass.DensityScale:1.0]]
Applying CVar settings from Section [ShadingQuality@3] File [D:/UE4Project/CreateActor/Saved/Config/Windows/Scalability.ini]
Setting CVar [[r.HairStrands.SkyLighting.SampleCount:16]]
Setting CVar [[r.HairStrands.SkyLighting.JitterIntegration:0]]
Setting CVar [[r.HairStrands.SkyAO.SampleCount:16]]
Selected Device Profile: [Windows]
Applying CVar settings loaded from the selected device profile: [Windows]
Platform has ~ 32 GB [34291015680 / 34359738368 / 32], which maps to Largest [LargestMinGB=32, LargerMinGB=12, DefaultMinGB=8, SmallerMinGB=6, SmallestMinGB=0)
Going up to parent DeviceProfile []
Applying CVar settings from Section [ViewDistanceQuality@3] File [D:/UE4Project/CreateActor/Saved/Config/Windows/Scalability.ini]
Setting CVar [[r.SkeletalMeshLODBias:0]]
Setting CVar [[r.ViewDistanceScale:1.0]]
Applying CVar settings from Section [AntiAliasingQuality@3] File [D:/UE4Project/CreateActor/Saved/Config/Windows/Scalability.ini]
Setting CVar [[r.PostProcessAAQuality:4]]
Applying CVar settings from Section [ShadowQuality@3] File [D:/UE4Project/CreateActor/Saved/Config/Windows/Scalability.ini]
Setting CVar [[r.LightFunctionQuality:1]]
Setting CVar [[r.ShadowQuality:5]]
Setting CVar [[r.Shadow.CSM.MaxCascades:10]]
Setting CVar [[r.Shadow.MaxResolution:2048]]
Setting CVar [[r.Shadow.MaxCSMResolution:2048]]
Setting CVar [[r.Shadow.RadiusThreshold:0.01]]
Setting CVar [[r.Shadow.DistanceScale:1.0]]
Setting CVar [[r.Shadow.CSM.TransitionScale:1.0]]
Setting CVar [[r.Shadow.PreShadowResolutionFactor:1.0]]
Setting CVar [[r.DistanceFieldShadowing:1]]
Setting CVar [[r.DistanceFieldAO:1]]
Setting CVar [[r.AOQuality:2]]
Setting CVar [[r.VolumetricFog:1]]
Setting CVar [[r.VolumetricFog.GridPixelSize:8]]
Setting CVar [[r.VolumetricFog.GridSizeZ:128]]
Setting CVar [[r.VolumetricFog.HistoryMissSupersampleCount:4]]
Setting CVar [[r.LightMaxDrawDistanceScale:1]]
Setting CVar [[r.CapsuleShadows:1]]
Applying CVar settings from Section [PostProcessQuality@3] File [D:/UE4Project/CreateActor/Saved/Config/Windows/Scalability.ini]
Setting CVar [[r.MotionBlurQuality:4]]
Setting CVar [[r.AmbientOcclusionMipLevelFactor:0.4]]
Setting CVar [[r.AmbientOcclusionMaxQuality:100]]
Setting CVar [[r.AmbientOcclusionLevels:-1]]
Setting CVar [[r.AmbientOcclusionRadiusScale:1.0]]
Setting CVar [[r.DepthOfFieldQuality:2]]
Setting CVar [[r.RenderTargetPoolMin:400]]
Setting CVar [[r.LensFlareQuality:2]]
Setting CVar [[r.SceneColorFringeQuality:1]]
Setting CVar [[r.EyeAdaptationQuality:2]]
Setting CVar [[r.BloomQuality:5]]
Setting CVar [[r.FastBlurThreshold:100]]
Setting CVar [[r.Upscale.Quality:3]]
Setting CVar [[r.Tonemapper.GrainQuantization:1]]
Setting CVar [[r.LightShaftQuality:1]]
Setting CVar [[r.Filter.SizeScale:1]]
Setting CVar [[r.Tonemapper.Quality:5]]
Setting CVar [[r.DOF.Gather.AccumulatorQuality:1        ; higher gathering accumulator quality]]
Setting CVar [[r.DOF.Gather.PostfilterMethod:1          ; Median3x3 postfilering method]]
Setting CVar [[r.DOF.Gather.EnableBokehSettings:0       ; no bokeh simulation when gathering]]
Setting CVar [[r.DOF.Gather.RingCount:4                 ; medium number of samples when gathering]]
Setting CVar [[r.DOF.Scatter.ForegroundCompositing:1    ; additive foreground scattering]]
Setting CVar [[r.DOF.Scatter.BackgroundCompositing:2    ; additive background scattering]]
Setting CVar [[r.DOF.Scatter.EnableBokehSettings:1      ; bokeh simulation when scattering]]
Setting CVar [[r.DOF.Scatter.MaxSpriteRatio:0.1         ; only a maximum of 10% of scattered bokeh]]
Setting CVar [[r.DOF.Recombine.Quality:1                ; cheap slight out of focus]]
Setting CVar [[r.DOF.Recombine.EnableBokehSettings:0    ; no bokeh simulation on slight out of focus]]
Setting CVar [[r.DOF.TemporalAAQuality:1                ; more stable temporal accumulation]]
Setting CVar [[r.DOF.Kernel.MaxForegroundRadius:0.025]]
Setting CVar [[r.DOF.Kernel.MaxBackgroundRadius:0.025]]
Applying CVar settings from Section [TextureQuality@3] File [D:/UE4Project/CreateActor/Saved/Config/Windows/Scalability.ini]
Setting CVar [[r.Streaming.MipBias:0]]
Setting CVar [[r.Streaming.AmortizeCPUToGPUCopy:0]]
Setting CVar [[r.Streaming.MaxNumTexturesToStreamPerFrame:0]]
Setting CVar [[r.Streaming.Boost:1]]
Setting CVar [[r.MaxAnisotropy:8]]
Setting CVar [[r.VT.MaxAnisotropy:8]]
Setting CVar [[r.Streaming.LimitPoolSizeToVRAM:0]]
Setting CVar [[r.Streaming.PoolSize:1000]]
Setting CVar [[r.Streaming.MaxEffectiveScreenSize:0]]
Applying CVar settings from Section [EffectsQuality@3] File [D:/UE4Project/CreateActor/Saved/Config/Windows/Scalability.ini]
Setting CVar [[r.TranslucencyLightingVolumeDim:64]]
Setting CVar [[r.RefractionQuality:2]]
Setting CVar [[r.SSR.Quality:3]]
Setting CVar [[r.SSR.HalfResSceneColor:0]]
Setting CVar [[r.SceneColorFormat:4]]
Setting CVar [[r.DetailMode:2]]
Setting CVar [[r.TranslucencyVolumeBlur:1]]
Setting CVar [[r.MaterialQualityLevel:1 ; High quality]]
Setting CVar [[r.SSS.Scale:1]]
Setting CVar [[r.SSS.SampleSet:2]]
Setting CVar [[r.SSS.Quality:1]]
Setting CVar [[r.SSS.HalfRes:1]]
Setting CVar [[r.SSGI.Quality:3]]
Setting CVar [[r.EmitterSpawnRateScale:1.0]]
Setting CVar [[r.ParticleLightQuality:2]]
Setting CVar [[r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque:1 ; Always have FastSkyLUT 1 in this case to avoid wrong sky]]
Setting CVar [[r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountPerSlice:1]]
Setting CVar [[r.SkyAtmosphere.AerialPerspectiveLUT.DepthResolution:16.0]]
Setting CVar [[r.SkyAtmosphere.FastSkyLUT:1]]
Setting CVar [[r.SkyAtmosphere.FastSkyLUT.SampleCountMin:4.0]]
Setting CVar [[r.SkyAtmosphere.FastSkyLUT.SampleCountMax:32.0]]
Setting CVar [[r.SkyAtmosphere.SampleCountMin:4.0]]
Setting CVar [[r.SkyAtmosphere.SampleCountMax:32.0]]
Setting CVar [[r.SkyAtmosphere.TransmittanceLUT.UseSmallFormat:0]]
Setting CVar [[r.SkyAtmosphere.TransmittanceLUT.SampleCount:10.0]]
Setting CVar [[r.SkyAtmosphere.MultiScatteringLUT.SampleCount:15.0]]
Applying CVar settings from Section [FoliageQuality@3] File [D:/UE4Project/CreateActor/Saved/Config/Windows/Scalability.ini]
Setting CVar [[foliage.DensityScale:1.0]]
Setting CVar [[grass.DensityScale:1.0]]
Applying CVar settings from Section [ShadingQuality@3] File [D:/UE4Project/CreateActor/Saved/Config/Windows/Scalability.ini]
Setting CVar [[r.HairStrands.SkyLighting.SampleCount:16]]
Setting CVar [[r.HairStrands.SkyLighting.JitterIntegration:0]]
Setting CVar [[r.HairStrands.SkyAO.SampleCount:16]]
Applying CVar settings from Section [Startup] File [../../../Engine/Config/ConsoleVariables.ini]
Setting CVar [[net.UseAdaptiveNetUpdateFrequency:0]]
Setting CVar [[p.chaos.AllowCreatePhysxBodies:1]]
Applying CVar settings from Section [ConsoleVariables] File [D:/UE4Project/CreateActor/Saved/Config/Windows/Engine.ini]
Computer: ARES-D-20-07
User: user6
CPU Page size=4096, Cores=8
High frequency timer resolution =10.000000 MHz
Memory total: Physical=31.9GB (32GB approx)
Platform Memory Stats for Windows
Process Physical Memory: 107.82 MB used, 107.83 MB peak
Process Virtual Memory: 100.67 MB used, 100.67 MB peak
Physical Memory: 5488.15 MB used,  27214.31 MB free, 32702.46 MB total
Virtual Memory: 5141.68 MB used,  134212584.00 MB free, 134217728.00 MB total
WindowsPlatformFeatures enabled
Using OS detected language (ko-KR).
Using OS detected locale (ko-KR).
No specific localization for 'ko-KR' exists, so the 'ko' localization will be used.
Setting process to per monitor DPI aware
New Slate User Created.  User Index 0, Is Virtual User: 0
Slate User Registered.  User Index 0, Is Virtual User: 0
Failed to initialize OpenVR with code 110
D3D11 min allowed feature level: 11_0
D3D11 max allowed feature level: 11_0
D3D11 adapters:
   0. 'NVIDIA GeForce GTX 1660' (Feature Level 11_0)
      5991/0/16351 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:2, VendorId:0x10de
   1. 'Microsoft Basic Render Driver' (Feature Level 11_0)
      0/0/16351 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:0, VendorId:0x1414
Chosen D3D11 Adapter: 0
Creating new Direct3DDevice
    GPU DeviceId: 0x2184 (for the marketing name, search the web for "GPU Device Id")
EnumDisplayDevices:
   0. 'NVIDIA GeForce GTX 1660' (P:0 D:1)
   1. 'NVIDIA GeForce GTX 1660' (P:1 D:1)
   2. 'NVIDIA GeForce GTX 1660' (P:0 D:0)
   3. 'NVIDIA GeForce GTX 1660' (P:0 D:0)
DebugString: FoundDriverCount:4 
    Adapter Name: NVIDIA GeForce GTX 1660
  Driver Version: 441.66 (internal:26.21.14.4166, unified:441.66)
     Driver Date: 12-6-2019
Texture pool is 4193 MB (70% of 5991 MB)
RHI has support for 64 bit atomics
Async texture creation enabled
GPU Timing Frequency: 1000.000000 (Debug: 2 2)
Loaded TargetPlatform 'AllDesktop'
Loaded TargetPlatform 'Android'
Loaded TargetPlatform 'Android_ASTC'
Loaded TargetPlatform 'Android_ATC'
Loaded TargetPlatform 'Android_DXT'
Loaded TargetPlatform 'Android_ETC1'
Loaded TargetPlatform 'Android_ETC1a'
Loaded TargetPlatform 'Android_ETC2'
Loaded TargetPlatform 'Android_PVRTC'
Loaded TargetPlatform 'AndroidClient'
Loaded TargetPlatform 'Android_ASTCClient'
Loaded TargetPlatform 'Android_ATCClient'
Loaded TargetPlatform 'Android_DXTClient'
Loaded TargetPlatform 'Android_ETC1Client'
Loaded TargetPlatform 'Android_ETC1aClient'
Loaded TargetPlatform 'Android_ETC2Client'
Loaded TargetPlatform 'Android_PVRTCClient'
Loaded TargetPlatform 'Android_Multi'
Loaded TargetPlatform 'Android_MultiClient'
Loaded TargetPlatform 'IOSClient'
Loaded TargetPlatform 'IOS'
Loaded TargetPlatform 'LinuxNoEditor'
Loaded TargetPlatform 'LinuxClient'
Loaded TargetPlatform 'LinuxServer'
Loaded TargetPlatform 'LinuxAArch64NoEditor'
Loaded TargetPlatform 'LinuxAArch64Client'
Loaded TargetPlatform 'LinuxAArch64Server'
Loaded TargetPlatform 'Lumin'
Loaded TargetPlatform 'LuminClient'
Loaded TargetPlatform 'TVOSClient'
Loaded TargetPlatform 'TVOS'
Loaded TargetPlatform 'WindowsNoEditor'
Loaded TargetPlatform 'Windows'
Loaded TargetPlatform 'WindowsClient'
Loaded TargetPlatform 'WindowsServer'
Building Assets For Windows
Lib vorbis DLL was dynamically loaded.
Guid format shader working directory is 20 characters bigger than the processId version (D:/UE4Project/CreateActor/Intermediate/Shaders/WorkingDirectory/12676/).
Cleaned the shader compiler working directory 'C:/Users/user6/AppData/Local/Temp/UnrealShaderWorkingDir/A7F1E95D4AA97363A9CD71BD024B4D91/'.
Using XGE Shader Compiler (Interception Interface).
Max Cache Size: 512 MB
Loaded boot cache 0.06s 99MB C:/Users/user6/AppData/Local/UnrealEngine/4.24/DerivedDataCache/Boot.ddc.
Loaded Boot cache: C:/Users/user6/AppData/Local/UnrealEngine/4.24/DerivedDataCache/Boot.ddc
FDerivedDataBackendGraph:  Pak pak cache file D:/UE4Project/CreateActor/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
Unable to find inner node Pak for hierarchical cache Hierarchy.
FDerivedDataBackendGraph:  CompressedPak pak cache file D:/UE4Project/CreateActor/DerivedDataCache/Compressed.ddp not found, will not use a pak cache.
Unable to find inner node CompressedPak for hierarchical cache Hierarchy.
Pak cache opened for reading ../../../Engine/DerivedDataCache/Compressed.ddp.
FDerivedDataBackendGraph:  EnterprisePak pak cache file ../../../Enterprise/DerivedDataCache/Compressed.ddp not found, will not use a pak cache.
Unable to find inner node EnterprisePak for hierarchical cache Hierarchy.
Using Local data cache path C:/Users/user6/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable
Shared data cache path not found in *engine.ini, will not use an Shared cache.
Unable to find inner node Shared for hierarchical cache Hierarchy.
Verifying Global Shaders for PCD3D_SM5
Using FreeType 2.10.0
SlateFontServices - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
FAssetRegistry took 0.0020 seconds to start up
Selected Device Profile: [Windows]
Using QuadricMeshReduction for automatic static mesh reduction
Using SimplygonMeshReduction for automatic skeletal mesh reduction
Using ProxyLODMeshReduction for automatic mesh merging
No distributed automatic mesh merging module available
No distributed automatic mesh merging module available
CreateActor 1.0.0, NetCL: 10570792, EngineNetVer: 13, GameNetVer: 0 (Checksum: 1143614419)
Processed 12 localized package path(s) for 1 prioritized culture(s) in 0.036632 seconds
46750 objects as part of root set at end of initial load.
8137160 out of 0 bytes used by permanent object pool.
CloseDisregardForGC: 0/0 objects in disregard for GC pool
Initializing TcpMessaging bridge
Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
소스 컨트롤이 꺼졌습니다.
소스 컨트롤이 꺼졌습니다.
소스 컨트롤이 꺼졌습니다.
소스 컨트롤이 꺼졌습니다.
소스 컨트롤이 꺼졌습니다.
UAndroidPermissionCallbackProxy::GetInstance
No Audio Capture implementations found. Audio input will be silent.
No Audio Capture implementations found. Audio input will be silent.
OculusInput pre-init called
Failed to load 'OVRPlugin.dll' (GetLastError=126)
File 'OVRPlugin.dll' does not exist
Initializing Engine...
Failed to initialize OpenVR with code 110
UGameplayTagsManager::InitializeManager -  0.000 s
Initializing FReadOnlyCVARCache
Freeing 33554432 bytes from backup pool to handle out of memory.
MemoryStats:
	AvailablePhysical 28529356800
	 AvailableVirtual 140730886684672
	     UsedPhysical 818089984
	 PeakUsedPhysical 818094080
	      UsedVirtual 894029824
	  PeakUsedVirtual 894029824
Allocator Stats for TBB: (not implemented)
Windows GetLastError: 작업을 완료했습니다. (0)

I can’t solved this…

Hello, are you find solution for this problem?

Greetings @Snegirev-caten Are you experiencing this same error? If so, I’d start by ensuring you have NET Framework’s latest version installed and then test again. If the issue continues, post back here with your full crash log and I’ll take a look at it for you. I hope this helps!

Hi, yes i have last version. Today I think the problem is related to the Varest plugin. But I have big doubts with this. Please, if you have any help, I will be very grateful!
image
COFKK_Multiplayer.log (58.5 KB)

Oh, I see. If you remove the plugin does the issue continue? Also based on your log, I’d recommend taking a look at this post. They were working on a similar error where they removed the AppData UE files and rebuilt their VS files. (I recommend any folders you remove/delete from that post to be kept safely somewhere. That way you can restore them if it does not resolve the problem)