projects crash on loading

Summary

projects crash on loading

What Type of Bug are you experiencing?

Editor

Steps to Reproduce

I create a new project then try to open it

Expected Result

for editor to open project

Observed Result

crashes and gives me an error

Affects Versions

5.8

Platform(s)

Windows

For crash reports, include your callstack

Failed to load ‘aqProf.dll’ (GetLastError=193)
Loading WinPixEventRuntime.dll for PIX profiling (from ../../../Engine/Binaries/ThirdParty/Windows/WinPixEventRuntime/x64).
Failed to load ‘VtuneApi.dll’ (GetLastError=126)
File ‘VtuneApi.dll’ does not exist
Failed to load ‘VtuneApi32e.dll’ (GetLastError=126)
File ‘VtuneApi32e.dll’ does not exist
Started CrashReportClient (pid=26504)
Enabling Tpause support
FPlatformStackWalk::StackWalkAndDump - 0.420 s
=== Handled ensure: ===

Ensure condition failed: IsRunningDuringStaticInit() [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\ThreadingBase.cpp] [Line: 114]
Static initialization should have happened on the same thread as the main thread
Stack:
[Callstack] 0x00007fff3eb0e7a9 UnrealEditor-Core.dll!UnknownFunction
[Callstack] 0x00007fff3df0e789 UnrealEditor-Core.dll!UnknownFunction
[Callstack] 0x00007ff62c35c0e0 UnrealEditor.exe!UnknownFunction
[Callstack] 0x00007ff62c35c5ba UnrealEditor.exe!UnknownFunction
[Callstack] 0x00007ff62c361256 UnrealEditor.exe!UnknownFunction
[Callstack] 0x00007ff62c375c74 UnrealEditor.exe!UnknownFunction
[Callstack] 0x00007ff62c37902a UnrealEditor.exe!UnknownFunction
[Callstack] 0x00007ff890c6dda7 KERNEL32.DLL!UnknownFunction
[Callstack] 0x00007ff891d1ee4c ntdll.dll!UnknownFunction

           SubmitErrorReport -  0.000 s
               SendNewReport -  0.217 s
        FDebug::EnsureFailed -  0.775 s

Custom abort handler registered for crash reporting.
Running DelayedAutoRegister Phase StartOfEnginePreInit
Running engine for game: MyProject
UTS: Unreal Trace Server launched successfully
Initializing trace…
Requested channels: ‘cpu,gpu,frame,log,bookmark,screenshot,region’
No trace connection. Tracing to in-memory cache.
Control listening on port 1985
Finished trace initialization.
Metadata set : platform=“Windows”
Metadata set : config=“Development”
Metadata set : buildversion=“++UE5+Release-5.8-CL-58210709”
Metadata set : engineversion=“5.8.3-58210709+++UE5+Release-5.8”
Metadata set : enginereleaseversion=“5.8.3”
Metadata set : os=“Windows 11 (25H2) [10.0.26200.9711] "
Metadata set : cpu=“GenuineIntel|13th Gen Intel(R) Core™ i7-13700KF”
Metadata set : pgoenabled=“0”
Metadata set : pgoprofilingenabled=“0”
Metadata set : ltoenabled=“0”
Metadata set : asan=“0”
Metadata set : mergedmodules=“0”
Metadata set : compacttset=“0”
Metadata set : commandline=”" “E:\Unreal Projects\MyProject\MyProject.uproject”“”
Metadata set : loginid=“353d57f11ec64480ae2306f142b1a8a8”
Metadata set : llm=“0”
InternalLoadLibrary: ‘StorageServerClient’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-StorageServerClient.dll’)
InternalLoadLibrary: ‘CookOnTheFly’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-CookOnTheFly.dll’)
InternalLoadLibrary: ‘StreamingFile’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-StreamingFile.dll’)
InternalLoadLibrary: ‘NetworkFile’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-NetworkFile.dll’)
InternalLoadLibrary: ‘PakFile’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-PakFile.dll’)
InternalLoadLibrary: ‘RSA’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-RSA.dll’)
InternalLoadLibrary: ‘SandboxFile’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-SandboxFile.dll’)
Metadata set : zenstreaming=“0”
Running DelayedAutoRegister Phase FileSystemReady
Running DelayedAutoRegister Phase TaskGraphSystemReady
Stats thread started at 94.478772
Running DelayedAutoRegister Phase StatSystemReady
InternalLoadLibrary: ‘CoreUObject’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-CoreUObject.dll’)
Metadata set : systemresolution.resx=“1280”
Metadata set : systemresolution.resy=“720”
InternalLoadLibrary: ‘Engine’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-Engine.dll’)
InternalLoadLibrary: ‘UniversalObjectLocator’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-UniversalObjectLocator.dll’)
InternalLoadLibrary: ‘Renderer’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-Renderer.dll’)
InternalLoadLibrary: ‘AnimGraphRuntime’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AnimGraphRuntime.dll’)
InternalLoadLibrary: ‘SlateRHIRenderer’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-SlateRHIRenderer.dll’)
InternalLoadLibrary: ‘Landscape’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-Landscape.dll’)
InternalLoadLibrary: ‘RHICore’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-RHICore.dll’)
InternalLoadLibrary: ‘RenderCore’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-RenderCore.dll’)
InternalLoadLibrary: ‘TextureCompressor’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-TextureCompressor.dll’)
InternalLoadLibrary: ‘OpenColorIOWrapper’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-OpenColorIOWrapper.dll’)
InternalLoadLibrary: ‘Virtualization’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-Virtualization.dll’)
InternalLoadLibrary: ‘MessageLog’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-MessageLog.dll’)
InternalLoadLibrary: ‘AudioEditor’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AudioEditor.dll’)
InternalLoadLibrary: ‘PropertyEditor’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-PropertyEditor.dll’)
InternalLoadLibrary: ‘AudioExtensions’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AudioExtensions.dll’)
InternalLoadLibrary: ‘SignalProcessing’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-SignalProcessing.dll’)
InternalLoadLibrary: ‘AudioMixerCore’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AudioMixerCore.dll’)
InternalLoadLibrary: ‘AnimationModifiers’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AnimationModifiers.dll’)
ICU TimeZone Detection - Raw Offset: -6:00, Platform Override: ‘’
Session CrashGUID >====================================================
Session CrashGUID > UECC-Windows-C6473EE74C6C7FDB404D87A3259832F9
Session CrashGUID >====================================================
No local boot hotfix file found at: [C:/Users/Joseph/AppData/Local/UnrealEngine/5.8/Saved/PersistentDownloadDir/HotfixForNextBoot.txt]
Running DelayedAutoRegister Phase IniSystemReady
InternalLoadLibrary: ‘TargetPlatform’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-TargetPlatform.dll’)
InternalLoadLibrary: ‘DesktopPlatform’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-DesktopPlatform.dll’)
Loading VulkanPC ini files took 0.09 seconds
Launching UnrealBuildTool… [E:/Unreal Engine Program/UE_5.8/Engine/Build/BatchFiles/Build.bat -Mode=ValidatePlatforms -OutputSDKs -AllPlatforms -project=“E:/Unreal Projects/MyProject/MyProject.uproject” -log=“C:/Users/Joseph/AppData/Local/UnrealEngine/5.8/Saved/Logs/AutoSDKInfo.txt” -verbose -timestamps]
Loading Windows ini files took 0.09 seconds
Loading Unix ini files took 0.09 seconds
Loading Mac ini files took 0.11 seconds
Pre-Initializing Audio Device Manager…
InternalLoadLibrary: ‘OpusAudioDecoder’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-OpusAudioDecoder.dll’)
Loading Android ini files took 0.15 seconds
Loading Linux ini files took 0.16 seconds
Loading IOS ini files took 0.16 seconds
Loading TVOS ini files took 0.16 seconds
Loading VisionOS ini files took 0.16 seconds
AudioInfo: ‘OPUS’ Registered
InternalLoadLibrary: ‘VorbisAudioDecoder’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-VorbisAudioDecoder.dll’)
Lib vorbis DLL was dynamically loaded.
AudioInfo: ‘OGG’ Registered
InternalLoadLibrary: ‘AdpcmAudioDecoder’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AdpcmAudioDecoder.dll’)
AudioInfo: ‘ADPCM’ Registered
AudioInfo: ‘PCM’ Registered
InternalLoadLibrary: ‘BinkAudioDecoder’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-BinkAudioDecoder.dll’)
AudioInfo: ‘BINKA’ Registered
InternalLoadLibrary: ‘RadAudioDecoder’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-RadAudioDecoder.dll’)
AudioInfo: ‘RADA’ Registered
Audio Device Manager Pre-Initialized
InternalLoadLibrary: ‘TelemetryUtils’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-TelemetryUtils.dll’)
FindShardedCacheFiles: 0 via .ref, 0 via migration fallback, 0 total
No AssetDiscovery cache present at ../../../../../Unreal Projects/MyProject/Intermediate/CachedAssetRegistryDiscovery.bin. AssetRegistry discovery of files will be uncached.
Looking for build plugins target receipt
Unable to find target receipt in path: ../../../../../Unreal Projects/MyProject/Binaries/Win64/.target
Found matching target receipt: ../../../Engine/Binaries/Win64/UnrealEditor.target
Looking for enabled plugins target receipt
Unable to find target receipt in path: ../../../../../Unreal Projects/MyProject/Binaries/Win64/
.target
Found matching target receipt: ../../../Engine/Binaries/Win64/UnrealEditor.target
Mounting Engine plugin AudioInsights
Mounting Engine plugin AudioInsightsRuntime
Mounting Engine plugin AudioModulationInsights
Mounting Engine plugin BaseMaterial
Mounting Engine plugin Bridge
Mounting Engine plugin ChaosCloth
Mounting Engine plugin ChaosInsights
Mounting Engine plugin ChaosVD
Mounting Engine plugin CmdLinkServer
Mounting Engine plugin Dataflow
Mounting Engine plugin DerivedDataBuildController
Mounting Engine plugin EnhancedInput
Mounting Engine plugin Fab
Mounting Engine plugin MassInsights
Mounting Engine plugin IoStoreInsights
Mounting Engine plugin MeshPainting
Mounting Engine plugin Mutable
Mounting Engine plugin PCG
Mounting Engine plugin RenderGraphInsights
Mounting Engine plugin RenderTraceInsights
Mounting Engine plugin TraceUtilities
Mounting Engine plugin UbaController
Mounting Engine plugin WorldMetrics
Mounting Engine plugin XGEController
Mounting Engine plugin AnimationSharing
Mounting Engine plugin CLionSourceCodeAccess
Mounting Engine plugin CodeLiteSourceCodeAccess
Mounting Engine plugin DumpGPUServices
Mounting Engine plugin GitSourceControl
Mounting Engine plugin N10XSourceCodeAccess
Mounting Engine plugin NamingTokens
Mounting Engine plugin KDevelopSourceCodeAccess
Mounting Engine plugin NullSourceCodeAccess
Mounting Engine plugin GPUReshape
Mounting Engine plugin PixWinPlugin
Mounting Engine plugin PerforceSourceControl
Mounting Engine plugin PlasticSourceControl
Mounting Engine plugin ProjectLauncher
Mounting Engine plugin PropertyAccessNode
Mounting Engine plugin PluginUtils
Mounting Engine plugin RiderSourceCodeAccess
Mounting Engine plugin RenderDocPlugin
Mounting Engine plugin SubversionSourceControl
Mounting Engine plugin VisualStudioSourceCodeAccess
Mounting Engine plugin UObjectPlugin
Mounting Engine plugin VisualStudioCodeSourceCodeAccess
Mounting Engine plugin XCodeSourceCodeAccess
Mounting Engine plugin AssetManagerEditor
Mounting Engine plugin BlueprintHeaderView
Mounting Engine plugin ColorGrading
Mounting Engine plugin ChangelistReview
Mounting Engine plugin BlueprintMaterialTextureNodes
Mounting Engine plugin ConsoleVariables
Mounting Engine plugin CryptoKeys
Mounting Engine plugin CurveEditorTools
Mounting Engine plugin DataValidation
Mounting Engine plugin EditorDebugTools
Mounting Engine plugin EditorScriptingUtilities
Mounting Engine plugin FacialAnimation
Mounting Engine plugin GameplayTagsEditor
Mounting Engine plugin EngineAssetDefinitions
Mounting Engine plugin GeometryMode
Mounting Engine plugin MacGraphicsSwitching
Mounting Engine plugin MaterialAnalyzer
Mounting Engine plugin MeshLODToolset
Mounting Engine plugin MaterialAssetWizard
Mounting Engine plugin MobileLauncherProfileWizard
Mounting Engine plugin ModelingToolsEditorMode
Mounting Engine plugin PluginBrowser
Mounting Engine plugin ProxyLODPlugin
Mounting Engine plugin SpeedTreeImporter
Mounting Engine plugin SequencerAnimTools
Mounting Engine plugin StylusInput
Mounting Engine plugin UVEditor
Mounting Engine plugin UMGWidgetPreview
Mounting Engine plugin WorldPartitionHLODUtilities
Mounting Engine plugin DatasmithContent
Mounting Engine plugin GLTFExporter
Mounting Engine plugin VariantManager
Mounting Engine plugin Cascade
Mounting Engine plugin VariantManagerContent
Mounting Engine plugin Niagara
Mounting Engine plugin NiagaraInsights
Mounting Engine plugin NiagaraPreviewContent
Mounting Engine plugin NiagaraSimCaching
Mounting Engine plugin AlembicImporter
Mounting Engine plugin AndroidMedia
Mounting Engine plugin AvfMedia
Mounting Engine plugin ImgMedia
Mounting Engine plugin MediaCompositing
Mounting Engine plugin MediaPlate
Mounting Engine plugin MediaPlayerEditor
Mounting Engine plugin MP4Utilities
Mounting Engine plugin TmvMedia
Mounting Engine plugin WebMMedia
Mounting Engine plugin WmfMedia
Mounting Engine plugin ActorSequence
Mounting Engine plugin LevelSequenceEditor
Mounting Engine plugin SequenceValidator
Mounting Engine plugin SequencerScripting
Mounting Engine plugin NNEDenoiser
Mounting Engine plugin TemplateSequence
Mounting Engine plugin NNERuntimeORT
Mounting Engine plugin EOSShared
Mounting Engine plugin OnlineServices
Mounting Engine plugin OnlineBase
Mounting Engine plugin OnlineSubsystem
Mounting Engine plugin OnlineSubsystemNull
Mounting Engine plugin OnlineSubsystemUtils
Mounting Engine plugin Takes
Mounting Engine plugin MetaHumanSDK
Mounting Engine plugin LauncherChunkInstaller
Mounting Engine plugin ActorLayerUtilities
Mounting Engine plugin AndroidFileServer
Mounting Engine plugin AndroidMoviePlayer
Mounting Engine plugin AndroidPermission
Mounting Engine plugin AppleImageUtils
Mounting Engine plugin AndroidDeviceProfileSelector
Mounting Engine plugin AppleMoviePlayer
Mounting Engine plugin AssetTags
Mounting Engine plugin ArchVisCharacter
Mounting Engine plugin AudioCapture
Mounting Engine plugin AudioSynesthesia
Mounting Engine plugin CableComponent
Mounting Engine plugin ComputeFramework
Mounting Engine plugin ChunkDownloader
Mounting Engine plugin CustomMeshComponent
Mounting Engine plugin AudioWidgets
Mounting Engine plugin ExampleDeviceProfileSelector
Mounting Engine plugin GeometryCache
Mounting Engine plugin GeometryProcessing
Mounting Engine plugin GameplayStateTree
Mounting Engine plugin GeometryScripting
Mounting Engine plugin HairStrands
Mounting Engine plugin GooglePAD
Mounting Engine plugin GoogleCloudMessaging
Mounting Engine plugin InputDebugging
Mounting Engine plugin IOSDeviceProfileSelector
Mounting Engine plugin LocationServicesBPLibrary
Mounting Engine plugin LinuxDeviceProfileSelector
Mounting Engine plugin MeshModelingToolset
Mounting Engine plugin Metasound
Mounting Engine plugin ModelViewViewModel
Mounting Engine plugin MobilePatchingUtils
Mounting Engine plugin MsQuic
Mounting Engine plugin ProceduralMeshComponent
Mounting Engine plugin PropertyAccessEditor
Mounting Engine plugin PropertyBindingUtils
Mounting Engine plugin RigVM
Mounting Engine plugin SkeletalMerging
Mounting Engine plugin SignificanceManager
Mounting Engine plugin ResonanceAudio
Mounting Engine plugin SoundFields
Mounting Engine plugin StateTree
Mounting Engine plugin Synthesis
Mounting Engine plugin WaveTable
Mounting Engine plugin WebMMoviePlayer
Mounting Engine plugin WindowsMoviePlayer
Mounting Engine plugin WindowsDeviceProfileSelector
Mounting Engine plugin InterchangeTests
Mounting Engine plugin AISupport
Mounting Engine plugin Paper2D
Mounting Engine plugin AutomatedPerfTestTools
Mounting Engine plugin EnvironmentQueryEditor
Mounting Engine plugin ACLPlugin
Mounting Engine plugin AnimationModifierLibrary
Mounting Engine plugin AnimationData
Mounting Engine plugin AnimatorKit
Mounting Engine plugin ControlRigModules
Mounting Engine plugin DeformerGraph
Mounting Engine plugin ControlRigSpline
Mounting Engine plugin BlendSpaceMotionAnalysis
Mounting Engine plugin ControlRig
Mounting Engine plugin EaseCurveTool
Mounting Engine plugin GameplayInsights
Mounting Engine plugin IKRig
Mounting Engine plugin RigLogic
Mounting Engine plugin TweeningUtils
Mounting Engine plugin PhysicsControl
Mounting Engine plugin SkeletalMeshModelingTools
Mounting Engine plugin CameraShakePreviewer
Mounting Engine plugin EngineCameras
Mounting Engine plugin GameplayCameras
Mounting Engine plugin OodleNetwork
Mounting Engine plugin CompositeCore
Mounting Engine plugin AutomationUtils
Mounting Engine plugin BackChannel
Mounting Engine plugin Buoyancy
Mounting Engine plugin AdvancedRenamer
Mounting Engine plugin ChaosCaching
Mounting Engine plugin ChaosEditor
Mounting Engine plugin ChaosNiagara
Mounting Engine plugin ChaosUserDataPT
Mounting Engine plugin CharacterAI
Mounting Engine plugin ChaosSolverPlugin
Mounting Engine plugin ControlRigPhysics
Mounting Engine plugin EditorDataStorage
Mounting Engine plugin EditorDataStorageFeatures
Mounting Engine plugin EditorTRSGizmo
Mounting Engine plugin EditorTelemetry
Mounting Engine plugin Fracture
Mounting Engine plugin EditorPerformance
Mounting Engine plugin FullBodyIK
Mounting Engine plugin GeometryCollectionPlugin
Mounting Engine plugin GeometryDataflow
Mounting Engine plugin GeometryFlow
Mounting Engine plugin GizmoFramework
Mounting Engine plugin HttpInsights
Mounting Engine plugin GlobalConfigurationData
Mounting Engine plugin MeshModelingToolsetExp
Mounting Engine plugin LocalizableMessage
Mounting Engine plugin LowLevelNetTrace
Mounting Engine plugin MutableAssetUserData
Mounting Engine plugin LevelSequenceNavigatorBridge
Mounting Engine plugin NFORDenoise
Mounting Engine plugin PlanarCut
Mounting Engine plugin PythonScriptPlugin
Mounting Engine plugin Landmass
Mounting Engine plugin PlatformCrypto
Mounting Engine plugin SequenceNavigator
Mounting Engine plugin SkeletalReduction
Mounting Engine plugin RuntimeTelemetry
Mounting Engine plugin ToolPresets
Mounting Engine plugin Water
Mounting Engine plugin InterchangeEditor
Mounting Engine plugin TcpMessaging
Mounting Engine plugin UdpMessaging
Mounting Engine plugin Interchange
Mounting Engine plugin InterchangeAssets
Mounting Engine plugin ContentBrowserFileDataSource
Mounting Engine plugin OnlineSubsystemGooglePlay
Mounting Engine plugin ContentBrowserAssetDataSource
Mounting Engine plugin ContentBrowserClassDataSource
Mounting Engine plugin Scribble
Mounting Engine plugin BaseCharacterFXEditor
Mounting Engine plugin XInputDevice
Mounting Engine plugin LightMixer
Mounting Engine plugin FileSandbox
Mounting Engine plugin InterchangeAxfAssets
Mounting Engine plugin SQLiteCore
Mounting Engine plugin OnlineSubsystemIOS
Mounting Engine plugin ObjectMixer
Mounting Engine plugin ConcertMain
Mounting Engine plugin PortableObjectFileDataSource
Mounting Engine plugin ConcertSharedSlate
Mounting Engine plugin ConcertSyncCore
Mounting Engine plugin ConcertSyncClient
InternalLoadLibrary: ‘DerivedDataBuildController’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/DerivedDataBuildController/Binaries/Win64/UnrealEditor-DerivedDataBuildController.dll’)
InternalLoadLibrary: ‘UbaController’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/UbaController/Binaries/Win64/UnrealEditor-UbaController.dll’)
InternalLoadLibrary: ‘XGEController’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/XGEController/Binaries/Win64/UnrealEditor-XGEController.dll’)
InternalLoadLibrary: ‘PerforceSourceControl’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Developer/PerforceSourceControl/Binaries/Win64/UnrealEditor-PerforceSourceControl.dll’)
InternalLoadLibrary: ‘SourceControl’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-SourceControl.dll’)
Revision control is disabled
Revision control is disabled
InternalLoadLibrary: ‘PlasticSourceControl’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Developer/PlasticSourceControl/Binaries/Win64/UnrealEditor-PlasticSourceControl.dll’)
Revision control is disabled
InternalLoadLibrary: ‘PythonScriptPluginPreload’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Experimental/PythonScriptPlugin/Binaries/Win64/UnrealEditor-PythonScriptPluginPreload.dll’)
InternalLoadLibrary: ‘PlatformCrypto’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Experimental/PlatformCrypto/Binaries/Win64/UnrealEditor-PlatformCrypto.dll’)
InternalLoadLibrary: ‘PlatformCryptoTypes’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Experimental/PlatformCrypto/Binaries/Win64/UnrealEditor-PlatformCryptoTypes.dll’)
InternalLoadLibrary: ‘PlatformCryptoContext’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Experimental/PlatformCrypto/Binaries/Win64/UnrealEditor-PlatformCryptoContext.dll’)
Running DelayedAutoRegister Phase EarliestPossiblePluginsLoaded
InternalLoadLibrary: ‘ChaosCloth’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/ChaosCloth/Binaries/Win64/UnrealEditor-ChaosCloth.dll’)
InternalLoadLibrary: ‘PCGCompute’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/PCG/Binaries/Win64/UnrealEditor-PCGCompute.dll’)
InternalLoadLibrary: ‘GPUReshape’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Developer/GPUReshape/Binaries/Win64/UnrealEditor-GPUReshape.dll’)
InternalLoadLibrary: ‘PixWinPlugin’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Developer/PixWinPlugin/Binaries/Win64/UnrealEditor-PixWinPlugin.dll’)
Failed to load ‘WinPixGpuCapturer.dll’ (GetLastError=126)
File ‘WinPixGpuCapturer.dll’ does not exist
PIX capture plugin failed to initialize! Check that the process is launched from PIX.
InternalLoadLibrary: ‘RenderDocPlugin’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Developer/RenderDocPlugin/Binaries/Win64/UnrealEditor-RenderDocPlugin.dll’)
Applying CVar settings from Section [/Script/RenderDocPlugin.RenderDocPluginSettings] File [Engine]
RenderDoc plugin will not be loaded. Use ‘-AttachRenderDoc’ on the cmd line or enable ‘renderdoc.AutoAttach’ in the plugin settings.
InternalLoadLibrary: ‘DatasmithContent’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Enterprise/DatasmithContent/Binaries/Win64/UnrealEditor-DatasmithContent.dll’)
InternalLoadLibrary: ‘GLTFExporter’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Enterprise/GLTFExporter/Binaries/Win64/UnrealEditor-GLTFExporter.dll’)
InternalLoadLibrary: ‘VariantManagerContent’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Enterprise/VariantManagerContent/Binaries/Win64/UnrealEditor-VariantManagerContent.dll’)
InternalLoadLibrary: ‘NiagaraShader’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/FX/Niagara/Binaries/Win64/UnrealEditor-NiagaraShader.dll’)
InternalLoadLibrary: ‘NiagaraVertexFactories’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/FX/Niagara/Binaries/Win64/UnrealEditor-NiagaraVertexFactories.dll’)
InternalLoadLibrary: ‘ExrReaderGpu’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Media/ImgMedia/Binaries/Win64/UnrealEditor-ExrReaderGpu.dll’)
InternalLoadLibrary: ‘TmvMediaShaders’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Media/TmvMedia/Binaries/Win64/UnrealEditor-TmvMediaShaders.dll’)
InternalLoadLibrary: ‘WmfMedia’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Media/WmfMedia/Binaries/Win64/UnrealEditor-WmfMedia.dll’)
InternalLoadLibrary: ‘Media’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-Media.dll’)
InternalLoadLibrary: ‘NNEDenoiserShaders’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/NNE/NNEDenoiser/Binaries/Win64/UnrealEditor-NNEDenoiserShaders.dll’)
InternalLoadLibrary: ‘EOSShared’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Online/EOSShared/Binaries/Win64/UnrealEditor-EOSShared.dll’)
Loaded “E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/EOSSDK-Win64-Shipping.dll”
FEOSSDKManager::Initialize Initializing EOSSDK Version:1.19.1.2-53289219
InternalLoadLibrary: ‘OnlineServicesInterface’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Online/OnlineServices/Binaries/Win64/UnrealEditor-OnlineServicesInterface.dll’)
InternalLoadLibrary: ‘OnlineServicesCommon’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Online/OnlineServices/Binaries/Win64/UnrealEditor-OnlineServicesCommon.dll’)
InternalLoadLibrary: ‘OnlineServicesCommonEngineUtils’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Online/OnlineServices/Binaries/Win64/UnrealEditor-OnlineServicesCommonEngineUtils.dll’)
InternalLoadLibrary: ‘OnlineSubsystem’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Online/OnlineSubsystem/Binaries/Win64/UnrealEditor-OnlineSubsystem.dll’)
InternalLoadLibrary: ‘HTTP’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-HTTP.dll’)
InternalLoadLibrary: ‘SSL’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-SSL.dll’)
Using libcurl 8.15.0

  • built for Windows
  • supports SSL with OpenSSL/1.1.1t
  • supports HTTP deflate (compression) using libz 1.3
  • other features:
    CURL_VERSION_SSL
    CURL_VERSION_LIBZ
    CURL_VERSION_IPV6
    CURL_VERSION_ASYNCHDNS
    CURL_VERSION_LARGEFILE
    CURL_VERSION_TLSAUTH_SRP
    CURL_VERSION_HTTP2
    CurlRequestOptions (configurable via config and command line):
  • bVerifyPeer = true - Libcurl will verify peer certificate
  • bUseHttpProxy = false - Libcurl will NOT use HTTP proxy
  • CVarHttpReuseConnectionEnabled = true - Libcurl will reuse connections
  • MaxHostConnections = 16 - Libcurl will limit the number of connections to a host
  • LocalHostAddr = Default
  • BufferSize = 65536
    CreateHttpThread using FCurlMultiPollEventLoopHttpThread
    Creating http thread with maximum 251 concurrent requests
    InternalLoadLibrary: ‘XMPP’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-XMPP.dll’)
    InternalLoadLibrary: ‘WebSockets’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-WebSockets.dll’)
    InternalLoadLibrary: ‘OnlineSubsystemNULL’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Online/OnlineSubsystemNull/Binaries/Win64/UnrealEditor-OnlineSubsystemNull.dll’)
    InternalLoadLibrary: ‘Sockets’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-Sockets.dll’)
    WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
    OSS: Created online subsystem instance for: NULL
    OSS: TryLoadSubsystemAndSetDefault: Loaded subsystem for type [NULL]
    InternalLoadLibrary: ‘OnlineSubsystemUtils’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Online/OnlineSubsystemUtils/Binaries/Win64/UnrealEditor-OnlineSubsystemUtils.dll’)
    InternalLoadLibrary: ‘OnlineBlueprintSupport’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Online/OnlineSubsystemUtils/Binaries/Win64/UnrealEditor-OnlineBlueprintSupport.dll’)
    InternalLoadLibrary: ‘LauncherChunkInstaller’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Portal/LauncherChunkInstaller/Binaries/Win64/UnrealEditor-LauncherChunkInstaller.dll’)
    InternalLoadLibrary: ‘ComputeFramework’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Runtime/ComputeFramework/Binaries/Win64/UnrealEditor-ComputeFramework.dll’)
    InternalLoadLibrary: ‘ChunkDownloader’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Runtime/ChunkDownloader/Binaries/Win64/UnrealEditor-ChunkDownloader.dll’)
    InternalLoadLibrary: ‘ExampleDeviceProfileSelector’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Runtime/ExampleDeviceProfileSelector/Binaries/Win64/UnrealEditor-ExampleDeviceProfileSelector.dll’)
    InternalLoadLibrary: ‘HairStrandsCore’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Runtime/HairStrands/Binaries/Win64/UnrealEditor-HairStrandsCore.dll’)
    MemorySharingInfo: UsedMemory=366MiB, MaxMemoryAvailable=69487MiB
    InternalLoadLibrary: ‘WindowsDeviceProfileSelector’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Runtime/WindowsDeviceProfileSelector/Binaries/Win64/UnrealEditor-WindowsDeviceProfileSelector.dll’)
    InternalLoadLibrary: ‘AISupportModule’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/AI/AISupport/Binaries/Win64/UnrealEditor-AISupportModule.dll’)
    InternalLoadLibrary: ‘ACLPlugin’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Animation/ACLPlugin/Binaries/Win64/UnrealEditor-ACLPlugin.dll’)
    InternalLoadLibrary: ‘OptimusSettings’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Animation/DeformerGraph/Binaries/Win64/UnrealEditor-OptimusSettings.dll’)
    InternalLoadLibrary: ‘CompositeCore’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Compositing/CompositeCore/Binaries/Win64/UnrealEditor-CompositeCore.dll’)
    Applying CVar settings from Section [/Script/CompositeCore.CompositeCorePluginSettings] File [Engine]
    InternalLoadLibrary: ‘Buoyancy’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Experimental/Buoyancy/Binaries/Win64/UnrealEditor-Buoyancy.dll’)
    InternalLoadLibrary: ‘EditorTelemetry’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Experimental/EditorTelemetry/Binaries/Win64/UnrealEditor-EditorTelemetry.dll’)
    Provider StudioTelemetry.Provider.Log is disabled for this application
    Provider StudioTelemetry.Provider.CSV is disabled for this application
    Provider StudioTelemetry.Provider.Horde is disabled for this application
    InternalLoadLibrary: ‘Analytics’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-Analytics.dll’)
    Started StudioTelemetry Session
    InternalLoadLibrary: ‘EditorPerformance’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Experimental/EditorPerformance/Binaries/Win64/UnrealEditor-EditorPerformance.dll’)
    InternalLoadLibrary: ‘StallLogSubsystem’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Experimental/EditorPerformance/Binaries/Win64/UnrealEditor-StallLogSubsystem.dll’)
    InternalLoadLibrary: ‘CrashDiagnostics’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Experimental/EditorPerformance/Binaries/Win64/UnrealEditor-CrashDiagnostics.dll’)
    InternalLoadLibrary: ‘NFORDenoise’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Experimental/NFORDenoise/Binaries/Win64/UnrealEditor-NFORDenoise.dll’)
    NFORDenoise function starting up
    InternalLoadLibrary: ‘RuntimeTelemetry’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Experimental/RuntimeTelemetry/Binaries/Win64/UnrealEditor-RuntimeTelemetry.dll’)
    Provider StudioTelemetry.Provider.Log is disabled for this application
    Provider StudioTelemetry.Provider.CSV is disabled for this application
    Provider StudioTelemetry.Provider.Horde is disabled for this application
    Started StudioTelemetry Session
    InternalLoadLibrary: ‘Water’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Experimental/Water/Binaries/Win64/UnrealEditor-Water.dll’)
    InternalLoadLibrary: ‘InterchangeAssets’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Interchange/Assets/Binaries/Win64/UnrealEditor-InterchangeAssets.dll’)
    InternalLoadLibrary: ‘InterchangeAxFAssets’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Experimental/InterchangeAxF/Assets/Binaries/Win64/UnrealEditor-InterchangeAxFAssets.dll’)
    ExecutableName: UnrealEditor.exe
    Build: ++UE5+Release-5.8-CL-58210709
    Platform=WindowsEditor
    MachineId=353d57f11ec64480ae2306f142b1a8a8
    DeviceId=
    Engine Version: 5.8.3-58210709+++UE5+Release-5.8
    Compatible Engine Version: 5.8.0-55116800+++UE5+Release-5.8
    Net CL: 55116800
    OS: Windows 11 (25H2) [10.0.26200.9711] (), CPU: 13th Gen Intel(R) Core™ i7-13700KF, GPU: NVIDIA GeForce RTX 2060 SUPER
    CPU Model ID: 6b71, microcode revision: 123
    Compiled (64-bit): Sep 17 2026 19:10:46
    Architecture: x64
    Compiled with Visual C++: 19.44.35229.00
    Build Configuration: Development
    Branch Name: ++UE5+Release-5.8
    Command Line:
    Base Directory: E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/
    Allocator: Mimalloc
    Installed Engine Build: 1
    This binary is optimized with LTO: no, PGO: no, instrumented for PGO data collection: no
    Number of dev versions registered: 36
    Dev-Blueprints (B0D832E4-1F89-4F0D-ACCF-7EB736FD4AA2): 10
    Dev-Build (E1C64328-A22C-4D53-A36C-8E866417BD8C): 0
    Dev-Core (375EC13C-06E4-48FB-B500-84F0262A717E): 4
    Dev-Editor (E4B068ED-F494-42E9-A231-DA0B2E46BB41): 40
    Dev-Framework (CFFC743F-43B0-4480-9391-14DF171D2073): 37
    Dev-Mobile (B02B49B5-BB20-44E9-A304-32B752E40360): 3
    Dev-Networking (A4E4105C-59A1-49B5-A7C5-40C4547EDFEE): 0
    Dev-Online (39C831C9-5AE6-47DC-9A44-9C173E1C8E7C): 0
    Dev-Physics (78F01B33-EBEA-4F98-B9B4-84EACCB95AA2): 20
    Dev-Platform (6631380F-2D4D-43E0-8009-CF276956A95A): 0
    Dev-Rendering (12F88B9F-8875-4AFC-A67C-D90C383ABD29): 49
    Dev-Sequencer (7B5AE74C-D270-4C10-A958-57980B212A5A): 13
    Dev-VR (D7296918-1DD6-4BDD-9DE2-64A83CC13884): 3
    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): 15
    Dev-ReflectionCapture (6B266CEC-1EC7-4B8F-A30B-E4D90942FC07): 1
    Dev-Automation (0DF73D61-A23F-47EA-B727-89E90C41499A): 1
    FortniteMain (601D1886-AC64-4F84-AA16-D3DE0DEAC7D6): 268
    FortniteValkyrie (8DBC2C5B-54A7-43E0-A768-FCBB7DA29060): 8
    FortniteSeason (5B4C06B7-2463-4AF8-805B-BF70CDF5D0DD): 15
    FortniteRelease (E7086368-6B23-4C58-8439-1B7016265E91): 20
    Dev-Enterprise (9DFFBCD6-494F-0158-E221-12823C92A888): 11
    Dev-Niagara (F2AED0AC-9AFE-416F-8664-AA7FFA26D6FC): 1
    Dev-Destruction (174F1F0B-B4C6-45A5-B13F-2EE8D0FB917D): 10
    Dev-Physics-Ext (35F94A83-E258-406C-A318-09F59610247C): 41
    Dev-PhysicsMaterial-Chaos (B68FC16E-8B1B-42E2-B453-215C058844FE): 1
    Dev-CineCamera (B2E18506-4273-CFC2-A54E-F4BB758BBA07): 1
    Dev-VirtualProduction (64F58936-FD1B-42BA-BA96-7289D5D0FA4E): 1
    UE5-Main (697DD581-E64F-41AB-AA4A-51ECBEB7B628): 123
    UE5-Release (D89B5E42-24BD-4D46-8412-ACA8DF641779): 68
    UE5-SpecialProject (59DA5D52-1232-4948-B878-597870B8E98B): 9
    Dev-MediaFramework (6F0ED827-A609-4895-9C91-998D90180EA4): 2
    Dev-NaniteResearch (30D58BE3-95EA-4282-A6E3-B159D8EBB06A): 1
    Dev-ComputeFramework (6304A3E7-0059-4F59-8CFC-21BD7721FD4E): 0
    Presizing for max 25165824 objects, including 0 objects not considered by GC.
    AsyncLoading2 - Created: Async Loading Thread: false, Async Post Load: false, Multithreaded: false
    Object subsystem initialized
    Set CVar [[con.DebugEarlyDefault:1]]
    CVar [[con.DebugLateDefault:1]] deferred - dummy variable created
    CVar [[con.DebugLateCheat:1]] deferred - dummy variable created
    CVar [[LogNamedEventFilters:Frame *]] deferred - dummy variable created
    Set CVar [[r.setres:1280x720]]
    CVar [[framepro.ScopeMinTimeMicroseconds:10]] deferred - dummy variable created
    Set CVar [[fx.NiagaraAllowRuntimeScalabilityChanges:1]]
    CVar [[QualityLevelMapping:high]] deferred - dummy variable created
    CVar [[r.Occlusion.SingleRHIThreadStall:1]] deferred - dummy variable created
    Set CVar [[r.Nanite.Streaming.ReservedResources:1]]
    CVar [[D3D12.Bindless.ResourceDescriptorHeapSize:32768]] deferred - dummy variable created
    CVar [[D3D12.Bindless.SamplerDescriptorHeapSize:2048]] deferred - dummy variable created
    Set CVar [[r.PSOPrecache.GlobalShaders:1]]
    Set CVar [[r.VRS.EnableSoftware:1]]
    Set CVar [[r.VRS.ContrastAdaptiveShading:1]]
    Set CVar [[r.VSync:0]]
    Applying CVar settings from Section [/Script/Engine.RendererSettings] File [Engine]
    CVar [[VisualizeCalibrationColorMaterialPath:/Engine/EngineMaterials/PPM_DefaultCalibrationColor.PPM_DefaultCalibrationColor]] deferred - dummy variable created
    CVar [[VisualizeCalibrationGrayscaleMaterialPath:/Engine/EngineMaterials/PPM_DefaultCalibrationGrayscale.PPM_DefaultCalibrationGrayscale]] deferred - dummy variable created
    Set CVar [[r.GPUCrashDebugging:0]]
    CVar [[MaxSkinBones:(Default=65536,PerPlatform=((“Mobile”, 256)))]] deferred - dummy variable created
    Set CVar [[r.Shaders.RemoveUnusedInterpolators:1]]
    Set CVar [[r.Shadow.DetectVertexShaderLayerAtRuntime:1]]
    Set CVar [[r.Substrate.RoughDiffuse:1]]
    Set CVar [[r.Substrate.ShadingQuality:1]]
    Set CVar [[r.Substrate.TileCoord8bits:0]]
    Set CVar [[r.Substrate.Glints:1]]
    Set CVar [[r.Substrate.ClosuresPerPixel:4]]
    Set CVar [[r.Refraction.Blur:1]]
    Set CVar [[r.ReflectionMethod:1]]
    Set CVar [[r.GenerateMeshDistanceFields:1]]
    Set CVar [[r.DynamicGlobalIlluminationMethod:1]]
    Set CVar [[r.Lumen.TraceMeshSDFs:0]]
    Set CVar [[r.Shadow.Virtual.Enable:1]]
    Set CVar [[r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange:1]]
    Set CVar [[r.AllowStaticLighting:0]]
    Set CVar [[r.SkinCache.CompileShaders:1]]
    Set CVar [[r.RayTracing:1]]
    Set CVar [[r.RayTracing.RayTracingProxies.ProjectEnabled:1]]
    Set CVar [[r.Substrate:1]]
    Set CVar [[r.Substrate.ProjectGBufferFormat:0]]
    Set CVar [[r.DefaultFeature.LocalExposure.HighlightContrastScale:0.8]]
    Set CVar [[r.DefaultFeature.LocalExposure.ShadowContrastScale:0.8]]
    Applying CVar settings from Section [/Script/Engine.RendererOverrideSettings] File [Engine]
    Applying CVar settings from Section [/Script/Engine.StreamingSettings] File [Engine]
    Set CVar [[s.MinBulkDataSizeForAsyncLoading:131072]]
    Set CVar [[s.AsyncLoadingThreadEnabled:1]]
    Set CVar [[s.EventDrivenLoaderEnabled:1]]
    Set CVar [[s.WarnIfTimeLimitExceeded:0]]
    Set CVar [[s.TimeLimitExceededMultiplier:1.5]]
    Set CVar [[s.TimeLimitExceededMinTime:0.005]]
    Set CVar [[s.UseBackgroundLevelStreaming:1]]
    Set CVar [[s.PriorityAsyncLoadingExtraTime:15.0]]
    Set CVar [[s.LevelStreamingActorsUpdateTimeLimit:5.0]]
    Set CVar [[s.PriorityLevelStreamingActorsUpdateExtraTime:5.0]]
    Set CVar [[s.LevelStreamingComponentsRegistrationGranularity:10]]
    Set CVar [[s.UnregisterComponentsTimeLimit:1.0]]
    Set CVar [[s.LevelStreamingComponentsUnregistrationGranularity:5]]
    CVar [[s.MaxPackageSummarySize:16384]] deferred - dummy variable created
    Set CVar [[s.FlushStreamingOnExit:1]]
    CVar [[FixedBootOrder:/Script/Engine/Default__SoundBase]] deferred - dummy variable created
    CVar [[FixedBootOrder:/Script/Engine/Default__MaterialInterface]] deferred - dummy variable created
    CVar [[FixedBootOrder:/Script/Engine/Default__DeviceProfileManager]] deferred - dummy variable created
    Applying CVar settings from Section [/Script/Engine.GarbageCollectionSettings] File [Engine]
    Set CVar [[gc.MaxObjectsNotConsideredByGC:1]]
    Set CVar [[gc.NumRetriesBeforeForcingGC:10]]
    Set CVar [[gc.AllowParallelGC:1]]
    Set CVar [[gc.TimeBetweenPurgingPendingKillObjects:61.1]]
    Set CVar [[gc.MaxObjectsInEditor:25165824]]
    Set CVar [[gc.IncrementalBeginDestroyEnabled:1]]
    Set CVar [[gc.CreateGCClusters:1]]
    Set CVar [[gc.MinGCClusterSize:5]]
    Set CVar [[gc.AssetClustreringEnabled:0]]
    Set CVar [[gc.ActorClusteringEnabled:0]]
    Set CVar [[gc.VerifyUObjectsAreNotFGCObjects:0]]
    Applying CVar settings from Section [/Script/Engine.NetworkSettings] File [Engine]
    CVar [[NetworkEmulationProfiles:(ProfileName=“Average”,ToolTip=“Simulates average internet conditions”)]] deferred - dummy variable created
    CVar [[NetworkEmulationProfiles:(ProfileName=“Bad”,ToolTip=“Simulates laggy internet conditions”)]] deferred - dummy variable created
    CVar [[NetworkEmulationProfiles:(ProfileName=“BufferBloat”,ToolTip=“Simulates a connection affected by buffer bloat (in and out)”)]] deferred - dummy variable created
    Applying CVar settings from Section [/Script/UnrealEd.CookerSettings] File [Engine]
    CVar [[DefaultASTCQualityBySpeed:2]] deferred - dummy variable created
    CVar [[DefaultASTCQualityBySize:3]] deferred - dummy variable created
    CVar [[DefaultASTCQualityBySizeHQ:4]] deferred - dummy variable created
    CVar [[ClassesExcludedOnDedicatedServer:WidgetBlueprint]] deferred - dummy variable created
    CVar [[ClassesExcludedOnDedicatedServer:GroupActor]] deferred - dummy variable created
    CVar [[ClassesExcludedOnDedicatedServer:MetaData]] deferred - dummy variable created
    CVar [[ClassesExcludedOnDedicatedServer:ObjectRedirector]] deferred - dummy variable created
    CVar [[ClassesExcludedOnDedicatedServer:NavMeshRenderingComponent]] deferred - dummy variable created
    CVar [[ClassesExcludedOnDedicatedServer:ReflectionCaptureComponent]] deferred - dummy variable created
    CVar [[ClassesExcludedOnDedicatedServer:TextRenderComponent]] deferred - dummy variable created
    CVar [[ClassesExcludedOnDedicatedServer:Font]] deferred - dummy variable created
    CVar [[ClassesExcludedOnDedicatedServer:InterpCurveEdSetup]] deferred - dummy variable created
    CVar [[ClassesExcludedOnDedicatedServer:MaterialExpression]] deferred - dummy variable created
    CVar [[ClassesExcludedOnDedicatedServer:NiagaraEmitter]] deferred - dummy variable created
    CVar [[ClassesExcludedOnDedicatedServer:NiagaraScript]] deferred - dummy variable created
    CVar [[ClassesExcludedOnDedicatedServer:ParticleEmitter]] deferred - dummy variable created
    CVar [[ClassesExcludedOnDedicatedServer:ParticleLODLevel]] deferred - dummy variable created
    CVar [[ClassesExcludedOnDedicatedServer:ParticleModule]] deferred - dummy variable created
    CVar [[ClassesExcludedOnDedicatedServer:SubUVAnimation]] deferred - dummy variable created
    CVar [[ClassesExcludedOnDedicatedServer:SoundNode]] deferred - dummy variable created
    CVar [[ClassesExcludedOnDedicatedServer:GameplayEffectUIData]] deferred - dummy variable created
    CVar [[ClassesExcludedOnDedicatedServer:AmbientSound]] deferred - dummy variable created
    CVar [[ClassesExcludedOnDedicatedClient:WidgetBlueprint]] deferred - dummy variable created
    CVar [[ClassesExcludedOnDedicatedClient:GroupActor]] deferred - dummy variable created
    CVar [[ClassesExcludedOnDedicatedClient:MetaData]] deferred - dummy variable created
    CVar [[ClassesExcludedOnDedicatedClient:ObjectRedirector]] deferred - dummy variable created
    CVar [[ClassesExcludedOnDedicatedClient:InterpCurveEdSetup]] deferred - dummy variable created
    CVar [[VersionedIntRValues:r.AllowStaticLighting]] deferred - dummy variable created
    CVar [[VersionedIntRValues:r.MaterialEditor.LWCTruncateMode]] deferred - dummy variable created
    CVar [[VersionedIntRValues:r.VelocityOutputPass]] deferred - dummy variable created
    CVar [[VersionedIntRValues:r.SelectiveBasePassOutputs]] deferred - dummy variable created
    CVar [[VersionedIntRValues:r.DBuffer]] deferred - dummy variable created
    CVar [[VersionedIntRValues:r.Mobile.DBuffer]] deferred - dummy variable created
    CVar [[VersionedIntRValues:r.Shaders.Symbols]] deferred - dummy variable created
    CVar [[VersionedIntRValues:r.Shaders.GenerateSymbols]] deferred - dummy variable created
    CVar [[VersionedIntRValues:r.Shaders.WriteSymbols]] deferred - dummy variable created
    CVar [[VersionedIntRValues:r.Shaders.AllowUniqueSymbols]] deferred - dummy variable created
    CVar [[VersionedIntRValues:r.Shaders.ExtraData]] deferred - dummy variable created
    CVar [[VersionedIntRValues:r.Shaders.Optimize]] deferred - dummy variable created
    CVar [[VersionedIntRValues:r.CompileShadersForDevelopment]] deferred - dummy variable created
    CVar [[VersionedIntRValues:r.MobileHDR]] deferred - dummy variable created
    CVar [[VersionedIntRValues:r.UsePreExposure]] deferred - dummy variable created
    Metadata set : systemresolution.resx=“1344”
    Metadata set : systemresolution.resy=“840”
    Applying CVar settings from Section [ViewDistanceQuality@3] File [Scalability]
    Set CVar [[r.SkeletalMeshLODBias:0]]
    Set CVar [[r.ViewDistanceScale:1.0]]
    Applying CVar settings from Section [AntiAliasingQuality@3] File [Scalability]
    Set CVar [[r.FXAA.Quality:4]]
    Set CVar [[r.TemporalAA.Quality:2]]
    Set CVar [[r.TSR.History.R11G11B10:1]]
    Set CVar [[r.TSR.History.ScreenPercentage:200]]
    Set CVar [[r.TSR.History.UpdateQuality:3]]
    Set CVar [[r.TSR.ShadingRejection.Flickering:1]]
    Set CVar [[r.TSR.RejectionAntiAliasingQuality:2]]
    Set CVar [[r.TSR.ReprojectionField:1]]
    Set CVar [[r.TSR.Resurrection:1]]
    Applying CVar settings from Section [ShadowQuality@3] File [Scalability]
    Set CVar [[r.LightFunctionQuality:1]]
    Set CVar [[r.ShadowQuality:5]]
    Set CVar [[r.Shadow.CSM.MaxCascades:10]]
    Set CVar [[r.Shadow.MaxResolution:2048]]
    Set CVar [[r.Shadow.MaxCSMResolution:2048]]
    Set CVar [[r.Shadow.RadiusThreshold:0.01]]
    Set CVar [[r.Shadow.DistanceScale:1.0]]
    Set CVar [[r.Shadow.CSM.TransitionScale:1.0]]
    Set CVar [[r.Shadow.PreShadowResolutionFactor:1.0]]
    Set CVar [[r.DistanceFieldShadowing:1]]
    Set CVar [[r.VolumetricFog:1]]
    Set CVar [[r.VolumetricFog.GridPixelSize:8]]
    Set CVar [[r.VolumetricFog.GridSizeZ:128]]
    Set CVar [[r.VolumetricFog.HistoryMissSupersampleCount:4]]
    Set CVar [[r.LightMaxDrawDistanceScale:1]]
    Set CVar [[r.CapsuleShadows:1]]
    Set CVar [[r.Shadow.Virtual.MaxPhysicalPages:4096]]
    Set CVar [[r.Shadow.Virtual.ResolutionLodBiasDirectional:-1.5]]
    Set CVar [[r.Shadow.Virtual.ResolutionLodBiasDirectionalMoving:-1.5]]
    Set CVar [[r.Shadow.Virtual.ResolutionLodBiasLocal:0.0]]
    Set CVar [[r.Shadow.Virtual.ResolutionLodBiasLocalMoving:1.0]]
    Set CVar [[r.Shadow.Virtual.SMRT.RayCountDirectional:8]]
    Set CVar [[r.Shadow.Virtual.SMRT.SamplesPerRayDirectional:4]]
    Set CVar [[r.Shadow.Virtual.SMRT.RayCountLocal:8]]
    Set CVar [[r.Shadow.Virtual.SMRT.SamplesPerRayLocal:4]]
    Set CVar [[r.Shadow.Virtual.MarkCoarsePagesLocal:1]]
    Set CVar [[r.MegaLights.NumSamplesPerPixel:4]]
    Set CVar [[r.MegaLights.DownsampleMode:2]]
    Set CVar [[r.MegaLights.ScreenTraces.Quality:1]]
    Set CVar [[r.MegaLights.FrontLayerTranslucency.Allow:1]]
    Set CVar [[r.MegaLights.FrontLayerTranslucency.SpecularOnly:1]]
    Set CVar [[r.MegaLights.FrontLayerTranslucency.SoftShadows:0]]
    Set CVar [[r.MegaLights.FrontLayerTranslucency.TexturedRectLights:0]]
    Set CVar [[r.MegaLights.Spatial.UseHistorySpatialVariance:1]]
    Set CVar [[r.MegaLights.Volume.GridPixelSize:8]]
    Set CVar [[r.MegaLights.Volume.GridSizeZ:128]]
    Applying CVar settings from Section [GlobalIlluminationQuality@3] File [Scalability]
    Set CVar [[r.DistanceFieldAO:1]]
    Set CVar [[r.SkylightIntensityMultiplier:1.0]]
    Set CVar [[r.AOQuality:2]]
    Set CVar [[r.Lumen.DiffuseIndirect.Allow:1]]
    Set CVar [[r.Lumen.FinalGatherMethod:1]]
    Set CVar [[r.LumenScene.SurfaceCache.AtlasSize:4096]]
    Set CVar [[r.LumenScene.SurfaceCache.CardTexelDensityScale:100]]
    Set CVar [[r.LumenScene.SurfaceCache.CardMinResolution:2]]
    Set CVar [[r.LumenScene.SurfaceCache.CardMaxResolution:512]]
    Set CVar [[r.LumenScene.DirectLighting.MaxLightsPerTile:8]]
    Set CVar [[r.LumenScene.DirectLighting.UpdateFactor:32]]
    Set CVar [[r.LumenScene.Radiosity.UpdateFactor:64]]
    Set CVar [[r.LumenScene.Radiosity.ProbeSpacing:4]]
    Set CVar [[r.LumenScene.Radiosity.HemisphereProbeResolution:4]]
    Set CVar [[r.Lumen.TraceMeshSDFs.Allow:1]]
    Set CVar [[r.Lumen.ScreenProbeGather.RadianceCache.ProbeResolution:32]]
    Set CVar [[r.Lumen.ScreenProbeGather.RadianceCache.NumProbesToTraceBudget:150]]
    Set CVar [[r.Lumen.ScreenProbeGather.DownsampleFactor:16]]
    Set CVar [[r.Lumen.ScreenProbeGather.NumAdaptiveProbes:8]]
    Set CVar [[r.Lumen.ScreenProbeGather.TracingOctahedronResolution:8]]
    Set CVar [[r.Lumen.ScreenProbeGather.IrradianceFormat:0]]
    Set CVar [[r.Lumen.ScreenProbeGather.StochasticInterpolation:0]]
    Set CVar [[r.Lumen.ScreenProbeGather.FullResolutionJitterWidth:1]]
    Set CVar [[r.Lumen.ScreenProbeGather.TwoSidedFoliageBackfaceDiffuse:1]]
    Set CVar [[r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal.FullResDepth:1]]
    Set CVar [[r.Lumen.ScreenProbeGather.ShortRangeAO.DownsampleFactor:1]]
    Set CVar [[r.Lumen.ScreenProbeGather.ShortRangeAO.HorizonSearch.SliceCount:2]]
    Set CVar [[r.Lumen.ScreenProbeGather.ShortRangeAO.BentNormal:1]]
    Set CVar [[r.Lumen.ScreenProbeGather.ShortRangeAO.HorizonSearch.HZB:0]]
    Set CVar [[r.Lumen.ScreenProbeGather.ShortRangeAO.HorizonSearch.ForegroundSampleRejectPower:1]]
    Set CVar [[r.Lumen.ScreenProbeGather.ShortRangeAO.FoliageOcclusionStrength:.7]]
    Set CVar [[r.Lumen.TranslucencyVolume.GridPixelSize:32]]
    Set CVar [[r.Lumen.TranslucencyVolume.TraceFromVolume:1]]
    Set CVar [[r.Lumen.TranslucencyVolume.ShareRadianceCacheWithOpaque:0]]
    Set CVar [[r.Lumen.TranslucencyVolume.SpatialFilter:1]]
    Set CVar [[r.Lumen.TranslucencyVolume.TracingOctahedronResolution:3]]
    Set CVar [[r.Lumen.TranslucencyVolume.RadianceCache.ProbeResolution:8]]
    Set CVar [[r.Lumen.TranslucencyVolume.RadianceCache.GridResolution:24]]
    Set CVar [[r.Lumen.TranslucencyVolume.RadianceCache.NumProbesToTraceBudget:100]]
    Set CVar [[r.Lumen.HardwareRayTracing.HitLighting.Allowed:1]]
    Set CVar [[r.RayTracing.Scene.BuildMode:1]]
    Set CVar [[r.RayTracing.Geometry.SkeletalMeshes:1]]
    Set CVar [[r.MeshCardRepresentation.SkeletalMesh:1]]
    Set CVar [[r.RayTracing.DynamicGeometry.MaxUpdatePrimitivesPerFrame:-1]]
    Applying CVar settings from Section [ReflectionQuality@3] File [Scalability]
    Set CVar [[r.SSR.Quality:3]]
    Set CVar [[r.SSR.HalfResSceneColor:0]]
    Set CVar [[r.Lumen.Reflections.Allow:1]]
    Set CVar [[r.Lumen.Reflections.DownsampleFactor:1]]
    Set CVar [[r.Lumen.Reflections.MaxRoughnessToTraceForFoliage:0.4]]
    Set CVar [[r.Lumen.ScreenProbeGather.MaxRoughnessToEvaluateRoughSpecularForFoliage:0.8]]
    Set CVar [[r.Lumen.Reflections.ScreenSpaceReconstruction.NumSamples:5]]
    Set CVar [[r.Lumen.Reflections.ScreenSpaceReconstruction.MinWeight:0]]
    Set CVar [[r.Lumen.TranslucencyReflections.FrontLayer.Allow:1]]
    Set CVar [[r.Lumen.TranslucencyReflections.FrontLayer.Enable:0]]
    Applying CVar settings from Section [PostProcessQuality@3] File [Scalability]
    Set CVar [[r.MotionBlurQuality:4]]
    Set CVar [[r.MotionBlur.HalfResGather:0]]
    Set CVar [[r.AmbientOcclusionMipLevelFactor:0.4]]
    Set CVar [[r.AmbientOcclusionMaxQuality:100]]
    Set CVar [[r.AmbientOcclusionLevels:-1]]
    Set CVar [[r.AmbientOcclusionRadiusScale:1.0]]
    Set CVar [[r.DepthOfFieldQuality:2]]
    Set CVar [[r.RenderTargetPoolMin:400]]
    Set CVar [[r.LensFlareQuality:2]]
    Set CVar [[r.SceneColorFringeQuality:1]]
    Set CVar [[r.EyeAdaptationQuality:2]]
    Set CVar [[r.BloomQuality:5]]
    Set CVar [[r.Bloom.ScreenPercentage:50.000]]
    Set CVar [[r.FastBlurThreshold:100]]
    Set CVar [[r.Upscale.Quality:3]]
    Set CVar [[r.LightShaftQuality:1]]
    Set CVar [[r.Filter.SizeScale:1]]
    Set CVar [[r.LUT.Shaper:0]]
    Set CVar [[r.LUT.Size:32]]
    Set CVar [[r.Tonemapper.Quality:5]]
    Set CVar [[r.DOF.Gather.ResolutionDivisor:2 ; lower gathering resolution]]
    Set CVar [[r.DOF.Gather.AccumulatorQuality:1 ; higher gathering accumulator quality]]
    Set CVar [[r.DOF.Gather.PostfilterMethod:1 ; Median3x3 postfilering method]]
    Set CVar [[r.DOF.Gather.EnableBokehSettings:0 ; no bokeh simulation when gathering]]
    Set CVar [[r.DOF.Gather.RingCount:4 ; medium number of samples when gathering]]
    Set CVar [[r.DOF.Scatter.ForegroundCompositing:1 ; additive foreground scattering]]
    Set CVar [[r.DOF.Scatter.BackgroundCompositing:2 ; additive background scattering]]
    Set CVar [[r.DOF.Scatter.EnableBokehSettings:1 ; bokeh simulation when scattering]]
    Set CVar [[r.DOF.Scatter.MaxSpriteRatio:0.1 ; only a maximum of 10% of scattered bokeh]]
    Set CVar [[r.DOF.Recombine.Quality:1 ; cheap slight out of focus]]
    Set CVar [[r.DOF.Recombine.EnableBokehSettings:0 ; no bokeh simulation on slight out of focus]]
    Set CVar [[r.DOF.TemporalAAQuality:1 ; more stable temporal accumulation]]
    Set CVar [[r.DOF.Kernel.MaxForegroundRadius:0.025]]
    Set CVar [[r.DOF.Kernel.MaxBackgroundRadius:0.025]]
    Applying CVar settings from Section [TextureQuality@3] File [Scalability]
    Set CVar [[r.Streaming.MipBias:0]]
    Set CVar [[r.Streaming.AmortizeCPUToGPUCopy:0]]
    Set CVar [[r.Streaming.MaxNumTexturesToStreamPerFrame:0]]
    Set CVar [[r.Streaming.Boost:1]]
    Set CVar [[r.MaxAnisotropy:8]]
    Set CVar [[r.VT.MaxAnisotropy:8]]
    Set CVar [[r.Streaming.LimitPoolSizeToVRAM:0]]
    Set CVar [[r.Streaming.PoolSize:1000]]
    Set CVar [[r.Streaming.MaxEffectiveScreenSize:0]]
    Applying CVar settings from Section [EffectsQuality@3] File [Scalability]
    Set CVar [[r.TranslucencyLightingVolume.Dim:64]]
    Set CVar [[r.RefractionQuality:2]]
    Set CVar [[r.SceneColorFormat:4]]
    Set CVar [[r.DetailMode:3]]
    Set CVar [[r.TranslucencyLightingVolume.Blur:1]]
    Set CVar [[r.MaterialQualityLevel:1 ; High quality]]
    Set CVar [[r.SSS.Scale:1]]
    Set CVar [[r.SSS.SampleSet:2]]
    Set CVar [[r.SSS.Quality:1]]
    Set CVar [[r.SSS.HalfRes:0]]
    Set CVar [[r.SSGI.Quality:3]]
    Set CVar [[r.EmitterSpawnRateScale:1.0]]
    Set CVar [[r.ParticleLightQuality:2]]
    Set CVar [[r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque:1 ; Always have FastSkyLUT 1 in this case to avoid wrong sky]]
    Set CVar [[r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountMaxPerSlice:4]]
    Set CVar [[r.SkyAtmosphere.AerialPerspectiveLUT.DepthResolution:16.0]]
    Set CVar [[r.SkyAtmosphere.FastSkyLUT:1]]
    Set CVar [[r.SkyAtmosphere.FastSkyLUT.SampleCountMin:4.0]]
    Set CVar [[r.SkyAtmosphere.FastSkyLUT.SampleCountMax:128.0]]
    Set CVar [[r.SkyAtmosphere.SampleCountMin:4.0]]
    Set CVar [[r.SkyAtmosphere.SampleCountMax:128.0]]
    Set CVar [[r.SkyAtmosphere.TransmittanceLUT.UseSmallFormat:0]]
    Set CVar [[r.SkyAtmosphere.TransmittanceLUT.SampleCount:10.0]]
    Set CVar [[r.SkyAtmosphere.MultiScatteringLUT.SampleCount:15.0]]
    Set CVar [[r.Fog.SeparateComposition:-1 ; Allow fog separate composition when FSSS is enabled.]]
    Set CVar [[fx.Niagara.QualityLevel:3]]
    Set CVar [[r.Refraction.OffsetQuality:1]]
    Set CVar [[r.HeterogeneousVolumes.Allowed:1]]
    Set CVar [[r.HeterogeneousVolumes.DownsampleFactor:2]]
    Set CVar [[r.HeterogeneousVolumes.MaxStepCount:256]]
    Set CVar [[r.HeterogeneousVolumes.Shadows.Resolution:512]]
    Set CVar [[r.HeterogeneousVolumes.Shadows.Precision:0]]
    Set CVar [[r.HeterogeneousVolumes.UseExistenceMask:0]]
    Applying CVar settings from Section [FoliageQuality@3] File [Scalability]
    Set CVar [[foliage.DensityScale:1.0]]
    Set CVar [[grass.DensityScale:1.0]]
    CVar [[pcg.Quality:3]] deferred - dummy variable created
    Applying CVar settings from Section [ShadingQuality@3] File [Scalability]
    Set CVar [[r.HairStrands.SkyLighting.IntegrationType:2]]
    Set CVar [[r.HairStrands.SkyAO.SampleCount:4]]
    Set CVar [[r.HairStrands.Visibility.MSAA.SamplePerPixel:4]]
    Set CVar [[r.AnisotropicMaterials:1]]
    Applying CVar settings from Section [LandscapeQuality@3] File [Scalability]
    Selected Device Profile: [WindowsEditor]
    Platform has ~ 64 GB [68568109056 / 68719476736 / 64], which maps to Largest [LargestMinGB=32, LargerMinGB=12, DefaultMinGB=8, SmallerMinGB=6, SmallestMinGB=0)
    Going up to parent DeviceProfile [Windows]
    Going up to parent DeviceProfile
    Pushing Device Profile CVar: [[UI.SlateSDFText.RasterizationMode:Bitmap → Msdf]]
    Pushing Device Profile CVar: [[UI.SlateSDFText.ResolutionLevel:2 → 2]]
    Applying CVar settings from Section [Startup] File [../../../Engine/Config/ConsoleVariables.ini]
    Set CVar [[p.chaos.AllowCreatePhysxBodies:1]]
    Set CVar [[fx.SkipVectorVMBackendOptimizations:1]]
    Applying CVar settings from Section [Startup_Windows] File [../../../Engine/Config/ConsoleVariables.ini]
    Applying CVar settings from Section [ConsoleVariables] File [Engine]
    Set CVar [[WindowsApplication.UseWorkerThreadForRawInput:0]]
    Set CVar [[r.PSOPrecache.KeepInMemoryForActiveMaterials:1]]
    Applying CVar settings from Section [ConsoleVariables] File [C:/Users/Joseph/AppData/Local/UnrealEngine/5.8/Saved/Config/WindowsEditor/Editor.ini]
    Set CVar [[SplineComponent.OnlyUpdateActiveSpline:0]]
    Computer: DESKTOP-M4HDD8G
    User: Joseph
    CPU Page size=4096, Cores=16
    High frequency timer resolution =10.000000 MHz
    Gaming Handheld Device: 0
    Process is running as part of a Windows Job with separate resource limits
    Memory total: Physical=63.9GB (64GB approx) Virtual=67.9GB
    Platform Memory Stats for WindowsEditor
    Process Physical Memory: 620.76 MB used, 620.76 MB peak
    Process Virtual Memory: 617.79 MB used, 617.79 MB peak
    Physical Memory: 20634.12 MB used, 44757.53 MB free, 65391.64 MB total
    Virtual Memory: 28446.64 MB used, 41041.00 MB free, 69487.64 MB total
    Metadata set : extradevelopmentmemorymb=“0”
    InternalLoadLibrary: ‘IoStoreOnDemandCore’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-IoStoreOnDemandCore.dll’)
    InternalLoadLibrary: ‘BandwidthDebugDelegates’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-BandwidthDebugDelegates.dll’)
    InternalLoadLibrary: ‘ClientBandwidthDebugVisualizer’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-ClientBandwidthDebugVisualizer.dll’)
    InternalLoadLibrary: ‘BandwidthMeasurementTool’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-BandwidthMeasurementTool.dll’)
    InternalLoadLibrary: ‘DownlinkBandwidthManager’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-DownlinkBandwidthManager.dll’)
    Attempting to load config data for Default__DownlinkBandwidthManagerConfig before the Class has been constructed/registered/linked (likely during module loading or early startup). This will result in the load silently failing and should be fixed.
    WindowsPlatformFeatures enabled
    InternalLoadLibrary: ‘WindowsPlatformFeatures’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-WindowsPlatformFeatures.dll’)
    InternalLoadLibrary: ‘GameplayMediaEncoder’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-GameplayMediaEncoder.dll’)
    InternalLoadLibrary: ‘AVEncoder’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AVEncoder.dll’)
    InternalLoadLibrary: ‘Chaos’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-Chaos.dll’)
    InternalLoadLibrary: ‘GeometryCore’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-GeometryCore.dll’)
    Registered spline type: TypeId=0x54E3AD22, Impl=MultiSpline, Value=Vector
    InternalLoadLibrary: ‘ChaosSolverEngine’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-ChaosSolverEngine.dll’)
    Chaos Debug Draw Startup
    Physics initialised using underlying interface: Chaos
    InternalLoadLibrary: ‘DirectoryWatcher’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-DirectoryWatcher.dll’)
    Using OS detected language (en-US).
    Using OS detected locale (en-US).
    No specific localization for ‘en-US’ exists, so ‘en’ will be used for the language.
    Setting process to per monitor DPI aware
    CacheForceMaxTouchpadSensitivityMode SetMaxTouchpadSensitivity
    RegisterDevice: DeviceId=0 InputDeviceName=WindowsApplication HardwareDeviceIdentifier=KBM (changed=true)
    Attempting to load config data for Default__SlateThemeManager before the Class has been constructed/registered/linked (likely during module loading or early startup). This will result in the load silently failing and should be fixed.
    InternalLoadLibrary: ‘Settings’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-Settings.dll’)
    InternalLoadLibrary: ‘InputCore’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-InputCore.dll’)
    New Slate User Created. Platform User Id 0, User Index 0, Is Virtual User: 0
    Slate User Registered. User Index 0, Is Virtual User: 0
    Running DelayedAutoRegister Phase PreRHIInit
    Using Default RHI: D3D12
    Using Highest Feature Level of D3D12: SM6
    Loading RHI module D3D12RHI
    InternalLoadLibrary: ‘D3D12RHI’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-D3D12RHI.dll’)
    Loading WinPixEventRuntime.dll for PIX profiling (from ../../../Engine/Binaries/ThirdParty/Windows/WinPixEventRuntime/x64).
    Checking if RHI D3D12 with Feature Level SM6 is supported by your system.
    Found D3D12 adapter 0: NVIDIA GeForce RTX 2060 SUPER (VendorId: 10de, DeviceId: 1f06, SubSysId: c7571462, Revision: 00a1
    Max supported Feature Level 12_2, shader model 6.7, binding tier 3, wave ops supported, atomic64 supported
    Adapter has 8006MB of dedicated video memory, 0MB of dedicated system memory, and 49007MB of shared system memory, 2 output[s], TileBased:false UMA:false CacheCoherentUMA:false GPU Upload Heaps:false
    Driver Version: 617.42 (internal:32.0.16.1742, unified:617.42)
    Driver Date: 9-30-2026
    Found D3D12 adapter 1: Microsoft Basic Render Driver (VendorId: 1414, DeviceId: 008c, SubSysId: 0000, Revision: 0000
    Max supported Feature Level 12_1, shader model 6.7, binding tier 3, wave ops supported, atomic64 supported
    Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 49007MB of shared system memory, 0 output[s], TileBased:false UMA:true CacheCoherentUMA:true GPU Upload Heaps:true
    D3D10Warp Version: 10.0.26100.9711
    DirectX Agility SDK runtime found.
    Chosen D3D12 Adapter Id = 0
    RHI D3D12 with Feature Level SM6 is supported and will be used.
    Integrated GPU (iGPU): false
    Creating D3D12 RHI with Max Feature Level SM6
    NVIDIA Architecture=352
    Timeout Detection and Recovery (TDR) summary:
    • TDR settings OK - Level: Recover, Delay: 2, DdiDelay: 5
      Attached monitors:
      resolution: 1680x1050, work area: (0, 0) → (1680, 975), device: ‘\.\DISPLAY6’ [PRIMARY]
      resolution: 1920x1080, work area: (1680, 0) → (3600, 1080), device: ‘\.\DISPLAY7’
      Found 2 attached monitors.
      Gathering driver information using Windows Setup API
      RHI Adapter Info:
      Name: NVIDIA GeForce RTX 2060 SUPER
      Driver Version: 617.42 (internal:32.0.16.1742, unified:617.42)
      Driver Date: 9-30-2026
      Performing driver check for denylisted drivers.
      GPU DeviceId: 0x1f06 (for the marketing name, search the web for “GPU Device Id”)
      InitD3DDevice: -D3DDebug = off -D3D12GPUValidation = off
      Aftermath initialized
      Emitting draw events for PIX profiling.
      Aftermath enabled. Active feature flags:
      ID3D12Device1 is supported.
      ID3D12Device2 is supported.
      ID3D12Device3 is supported.
      ID3D12Device4 is supported.
      ID3D12Device5 is supported.
      ID3D12Device6 is supported.
      ID3D12Device7 is supported.
      ID3D12Device8 is supported.
      ID3D12Device9 is supported.
      ID3D12Device10 is supported.
      ID3D12Device11 is supported.
      ID3D12Device12 is supported.
      Bindless is supported. MaxNonSamplerDescriptors: 1000000, MaxSamplerDescriptors: 2048
      Stencil ref from pixel shader is not supported
      Raster order views are supported
      Wave Operations are supported (wave size: min=32 max=32).
      Legacy Barriers Present in Build: Yes
      Enhanced Barriers Present in Build: Yes
      Enhanced Barriers Driver Support: Yes
      Preferred Barrier Implementation Type: Legacy
      Chosen Barrier Implementation: D3D12LegacyBarriers
      D3D12 ray tracing tier 1.1 and bindless resources are supported.
      Mesh shader tier 1.0 is supported
      AtomicInt64OnTypedResource is supported
      AtomicInt64OnGroupShared is supported
      AtomicInt64OnDescriptorHeapResource is supported
      Shader Model 6.6 atomic64 is supported
      Work Graphs are supported
      Bindless is enabled (Configuration=RayTracing). Initializing allocators with 32768 Resource and 2048 Sampler descriptors
      [GPUBreadCrumb] Successfully setup breadcrumb resource for DiagnosticBuffer (Queue: 0x000002849BAD3C00)
      [GPUBreadCrumb] Successfully setup breadcrumb resource for DiagnosticBuffer (Queue: 0x000002849BAD3EC0)
      [GPUBreadCrumb] Successfully setup breadcrumb resource for DiagnosticBuffer (Queue: 0x000002849BAD4180)
      Not using pipeline state disk cache per r.D3D12.PSO.DiskCache=0
      Not using driver-optimized pipeline state disk cache per r.D3D12.PSO.DriverOptimizedDiskCache=0
      NVIDIA Shader Execution Reordering NOT supported!
      NVIDIA Ray Tracing Cluster Operations supported and enabled
      LSS not supported on this device.
      NVIDIA Extended ray tracing pipeline state applied.
      Texture pool is 4559 MB (70% of 6514 MB)
      Async texture creation enabled
      RHI has support for 64 bit atomics
      Current RHI supports per-draw and screenspace Variable Rate Shading
      Render tracing channels set: ‘Submission’ → 0xf
      Metadata set : verbatimrhiname=“D3D12”
      Metadata set : rhiname=“D3D12”
      Metadata set : rhifeaturelevel=“SM6”
      Metadata set : shaderplatform=“PCD3D_SM6”
      Metadata set : gpu=“NVIDIA GeForce RTX 2060 SUPER”
      Metadata set : gpudriver=“617.42”
      Initializing FReadOnlyCVARCache
      InternalLoadLibrary: ‘TurnkeySupport’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-TurnkeySupport.dll’)
      Running Turnkey SDK detection: ’ -ScriptsForProject=“E:/Unreal Projects/MyProject/MyProject.uproject” Turnkey -utf8output -WaitForUATMutex -command=VerifySdk -ReportFilename=“E:/Unreal Projects/MyProject/Intermediate/TurnkeyReport_0.log” -log=“E:/Unreal Projects/MyProject/Intermediate/TurnkeyLog_0.log” -project=“E:/Unreal Projects/MyProject/MyProject.uproject” -platform=all’
      Running Serialized UAT: [ cmd.exe /c ““E:/Unreal Engine Program/UE_5.8/Engine/Build/BatchFiles/RunUAT.bat” -ScriptsForProject=“E:/Unreal Projects/MyProject/MyProject.uproject” Turnkey -utf8output -WaitForUATMutex -command=VerifySdk -ReportFilename=“E:/Unreal Projects/MyProject/Intermediate/TurnkeyReport_0.log” -log=“E:/Unreal Projects/MyProject/Intermediate/TurnkeyLog_0.log” -project=“E:/Unreal Projects/MyProject/MyProject.uproject” -platform=all” ]
      UBT AutoSDK ReturnCode: 0
      InternalLoadLibrary: ‘TextureFormat’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-TextureFormat.dll’)
      InternalLoadLibrary: ‘TextureFormatASTC’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-TextureFormatASTC.dll’)
      InternalLoadLibrary: ‘TextureFormatDXT’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-TextureFormatDXT.dll’)
      InternalLoadLibrary: ‘TextureFormatETC2’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-TextureFormatETC2.dll’)
      InternalLoadLibrary: ‘TextureFormatIntelISPCTexComp’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-TextureFormatIntelISPCTexComp.dll’)
      InternalLoadLibrary: ‘TextureFormatOodle’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-TextureFormatOodle.dll’)
      InternalLoadLibrary: ‘TextureFormatUncompressed’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-TextureFormatUncompressed.dll’)
      ASTCEnc version 5.0.1 library loaded
      Loaded Base TextureFormat: TextureFormatASTC
      Loaded Base TextureFormat: TextureFormatDXT
      Loaded Base TextureFormat: TextureFormatETC2
      Loaded Base TextureFormat: TextureFormatIntelISPCTexComp
      Oodle Texture TFO init; latest sdk version = 2.9.16
      Oodle Texture loading DLL: oo2tex_win64_2.9.16.dll
      Loaded Base TextureFormat: TextureFormatOodle
      Loaded Base TextureFormat: TextureFormatUncompressed
      InternalLoadLibrary: ‘AndroidTargetPlatform’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/Android/UnrealEditor-AndroidTargetPlatform.dll’)
      InternalLoadLibrary: ‘AndroidTargetPlatformSettings’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/Android/UnrealEditor-AndroidTargetPlatformSettings.dll’)
      Failed to SetupSDK for platform ‘Android’
      InternalLoadLibrary: ‘IOSTargetPlatform’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/IOS/UnrealEditor-IOSTargetPlatform.dll’)
      InternalLoadLibrary: ‘IOSTargetPlatformSettings’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/IOS/UnrealEditor-IOSTargetPlatformSettings.dll’)
      Failed to SetupSDK for platform ‘IOS’
      InternalLoadLibrary: ‘LinuxTargetPlatform’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/Linux/UnrealEditor-LinuxTargetPlatform.dll’)
      InternalLoadLibrary: ‘LinuxTargetPlatformSettings’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/Linux/UnrealEditor-LinuxTargetPlatformSettings.dll’)
      Failed to SetupSDK for platform ‘Linux’
      InternalLoadLibrary: ‘MacTargetPlatform’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-MacTargetPlatform.dll’)
      InternalLoadLibrary: ‘MacTargetPlatformSettings’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-MacTargetPlatformSettings.dll’)
      Failed to SetupSDK for platform ‘Mac’
      InternalLoadLibrary: ‘TVOSTargetPlatform’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/IOS/UnrealEditor-TVOSTargetPlatform.dll’)
      InternalLoadLibrary: ‘TVOSTargetPlatformSettings’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/IOS/UnrealEditor-TVOSTargetPlatformSettings.dll’)
      Failed to SetupSDK for platform ‘TVOS’
      InternalLoadLibrary: ‘WindowsTargetPlatform’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-WindowsTargetPlatform.dll’)
      InternalLoadLibrary: ‘WindowsTargetPlatformSettings’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-WindowsTargetPlatformSettings.dll’)
      InternalLoadLibrary: ‘WindowsTargetPlatformControls’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-WindowsTargetPlatformControls.dll’)
      Loaded TargetPlatform ‘Windows’
      Loaded TargetPlatform ‘WindowsEditor’
      Loaded TargetPlatform ‘WindowsServer’
      Loaded TargetPlatform ‘WindowsClient’
      Building Assets For WindowsEditor
      InternalLoadLibrary: ‘AudioFormatOPUS’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AudioFormatOpus.dll’)
      InternalLoadLibrary: ‘AudioFormatOGG’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AudioFormatOgg.dll’)
      InternalLoadLibrary: ‘AudioFormatADPCM’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AudioFormatADPCM.dll’)
      InternalLoadLibrary: ‘AudioFormatBINK’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AudioFormatBink.dll’)
      InternalLoadLibrary: ‘AudioFormatRAD’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AudioFormatRad.dll’)
      InternalLoadLibrary: ‘ShaderFormatD3D’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-ShaderFormatD3D.dll’)
      InternalLoadLibrary: ‘ShaderFormatOpenGL’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-ShaderFormatOpenGL.dll’)
      InternalLoadLibrary: ‘VulkanShaderFormat’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-VulkanShaderFormat.dll’)
      InternalLoadLibrary: ‘ShaderFormatVectorVM’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-ShaderFormatVectorVM.dll’)
      Ray tracing is enabled (dynamic). Reason: r.RayTracing=1 and r.RayTracing.EnableOnDemand=1.
      Ray tracing shaders are enabled.
      InternalLoadLibrary: ‘DerivedDataCache’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-DerivedDataCache.dll’)
      ProjectPak: Pak cache file ../../../../../Unreal Projects/MyProject/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
      InstalledProjectPak: Pak cache file ../../../../../Unreal Projects/MyProject/DerivedDataCache/Compressed.ddp not found, will not use a pak cache.
      ../../../Engine/DerivedDataCache/Compressed.ddp: Opened pak cache for reading. (1670 MiB)
      EnterprisePak: Pak cache file ../../../Enterprise/DerivedDataCache/Compressed.ddp not found, will not use a pak cache.
      Found Zen config default=C:/Users/Joseph/AppData/Local/UnrealEngine/Common/Zen/Data
      Launching zen utility ‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/zen.exe service status’.
      Writing plugin version info to ‘C:/Users/Joseph/AppData/Local/UnrealEngine/Common/Zen/Install/zen_plugin_versions.json’
      Read zen version cache file from ‘C:/Users/Joseph/AppData/Local/UnrealEngine/5.8/Saved/Zen/zen.version’, version: ‘5.8.13-202605190912-windows-x64-release-094f62c2’
      InTree version at ‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/zenserver.exe’ is ‘5.8.13-202605190912-windows-x64-release-094f62c2’
      Read zen version cache file from ‘C:/Users/Joseph/AppData/Local/UnrealEngine/Common/Zen/Install/zen.version’, version: ‘5.8.13-202605190912-windows-x64-release-094f62c2’
      Installed version at ‘C:/Users/Joseph/AppData/Local/UnrealEngine/Common/Zen/Install/zenserver.exe’ is ‘5.8.13-202605190912-windows-x64-release-094f62c2’
      Installed service at ‘C:/Users/Joseph/AppData/Local/UnrealEngine/Common/Zen/Install/zenserver.exe’ is up to date
      No current process using the data dir found, launching a new instance
      Launching executable ‘C:/Users/Joseph/AppData/Local/UnrealEngine/Common/Zen/Install/zenserver.exe’, working dir ‘C:/Users/Joseph/AppData/Local/UnrealEngine/Common/Zen/Install’, data dir ‘C:/Users/Joseph/AppData/Local/UnrealEngine/Common/Zen/Data’, args ‘–port 8558 --data-dir C:\Users\Joseph\AppData\Local\UnrealEngine\Common\Zen\Data --http asio --gc-cache-duration-seconds 1209600 --gc-interval-seconds 21600 --gc-low-diskspace-threshold 2147483648 --cache-bucket-limit-overwrites --quiet --restrict-content-types --allow-external-oidctoken-exe=false --plugins-config “C:/Users/Joseph/AppData/Local/UnrealEngine/Common/Zen/Install/zen_plugins_v1.json” --security-config-path “C:/Users/Joseph/AppData/Local/UnrealEngine/Common/Zen/Install/security-config.json” --owner-pid 26444 --child-id Zen_26444_Startup’
      Unreal Zen Storage Server HTTP service at http://[::1]:8558 status: OK!.
      Local ZenServer AutoLaunch initialization completed in 3.170 seconds
      ZenLocal: Using ZenServer HTTP service at [::1] with namespace ue.ddc. Status: OK!.
      C:/Users/Joseph/AppData/Local/UnrealEngine/Common/DerivedDataCache: Speed tests took 0.04 seconds.
      C:/Users/Joseph/AppData/Local/UnrealEngine/Common/DerivedDataCache: Performance: Latency=0.03ms. RandomReadSpeed=24.05MBs, RandomWriteSpeed=332.39MBs. Assigned SpeedClass ‘Local’
      Local: Using data cache path C:/Users/Joseph/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable
      ZenShared: Disabled because Host is set to ‘None’
      Shared: Disabled because no path is configured.
      Cloud: Disabled because Host is set to ‘None’
      InternalLoadLibrary: ‘ShaderPreprocessor’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-ShaderPreprocessor.dll’)
      Guid format shader working directory is 6 characters bigger than the processId version (../../../../../Unreal Projects/MyProject/Intermediate/Shaders/WorkingDirectory/26444/).
      Cleaned the shader compiler working directory ‘C:/Users/Joseph/AppData/Local/Temp/UnrealShaderWorkingDir/EDA988CC438DBA94C350CC85EA18B380/’.
      Cannot use XGE Controller as Incredibuild is not installed on this machine.
      UBA/Horde Configuration [Uba.Provider.Horde]: Not Enabled
      No distributed shader compiler controller found
      Using 12 local workers for shader compilation
      InternalLoadLibrary: ‘MetalShaderFormat’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-MetalShaderFormat.dll’)
      Compiling shader autogen file: ../../../../../Unreal Projects/MyProject/Intermediate/ShaderAutogen/PCD3D_SM6/AutogenShaderHeaders.ush
      Autogen file is unchanged, skipping write.
      Completed SDK detection: ExitCode = 0
      Running DelayedAutoRegister Phase ShaderTypesReady
      Using FreeType 2.14.1
      SlateFontServices - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
      InternalLoadLibrary: ‘ImageWrapper’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-ImageWrapper.dll’)
      Could not load file for Slate resource: [../../../Engine/Platforms/VisionOS/Content/Editor/Slate/Launcher/Platform_VisionOS_128x.png] file: [../../../Engine/Platforms/VisionOS/Content/Editor/Slate/Launcher/Platform_VisionOS_128x.png]
      Could not load file for Slate resource: [../../../Engine/Platforms/VisionOS/Content/Editor/Slate/Launcher/Platform_VisionOS_24x.png] file: [../../../Engine/Platforms/VisionOS/Content/Editor/Slate/Launcher/Platform_VisionOS_24x.png]
      InternalLoadLibrary: ‘NullInstallBundleManager’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-NullInstallBundleManager.dll’)
      InternalLoadLibrary: ‘AssetRegistry’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AssetRegistry.dll’)
      ActiveMountsLoading is disabled.
      FAssetRegistry took 0.0031 seconds to start up
      EditorDomain is Disabled
      Running DelayedAutoRegister Phase PreObjectSystemReady
      AssetDataGatherer spent 0.000s loading caches from ../../../../../Unreal Projects/MyProject/Intermediate/CachedAssetRegistry.

Hello there @Proflooney!

Thanks for the extended log. Checking through it, most of the errors are not related to the crash, and come from optional components. Is it possible that there are more lines in the log? If so, please share the full stack in the thread.

Still, since this is happening even with clean new projects, the issue is most likely at engine level, either with GPU drivers, or the install itself. Verify your engine install, by going to the Epic Launcher > Unreal Engine > Library, and from 5.8’s dropdown menu, click on “Verify”. After that, use DDU to clean up your current driver set, and install the latest version from nVidia’s Studio drivers, instead of the Game Ready ones.

If the issue persists, I would suggest a full uninstall/reinstall of all Epic soft in your system:

  • First, uninstall the engine, launcher, any asset packs, etc
  • Next, open the registry directory HKEY_CURRENT_USER\Software\Epic Games\Unreal Engine\Builds, and delete any build entries
  • Finally, delete the folders %userprofile%\AppData\Local\UnrealEngine and %userprofile%\AppData\Local\UnrealHeaderTool
  • After that, no elements related to UE should be left in your system
  • Now, reinstall UE launcher from scratch, and only add the latest version of the engine (in this case, 5.8)
  • After the process is complete, test opening a blank project in 5.8

thanks I tried the video drivers, it still crashed creating the project. will try the uninstall this weekend when I have the time

Ok I tried the last method eleted the registry, the appdata, and ov course the program, also added the latest creator drivers from Nvida no good

Failed to load ‘aqProf.dll’ (GetLastError=193)
Loading WinPixEventRuntime.dll for PIX profiling (from ../../../Engine/Binaries/ThirdParty/Windows/WinPixEventRuntime/x64).
Failed to load ‘VtuneApi.dll’ (GetLastError=126)
File ‘VtuneApi.dll’ does not exist
Failed to load ‘VtuneApi32e.dll’ (GetLastError=126)
File ‘VtuneApi32e.dll’ does not exist
Started CrashReportClient (pid=19780)
Enabling Tpause support
Custom abort handler registered for crash reporting.
Running DelayedAutoRegister Phase StartOfEnginePreInit
Running engine for game: Sci_Fi_Project
UTS: Unreal Trace Server launched successfully
Initializing trace…
Requested channels: ‘cpu,gpu,frame,log,bookmark,screenshot,region’
No trace connection. Tracing to in-memory cache.
Control listening on port 38124
Finished trace initialization.
Metadata set : platform=“Windows”
Metadata set : config=“Development”
Metadata set : buildversion=“++UE5+Release-5.8-CL-58902052”
Metadata set : engineversion=“5.8.4-58902052+++UE5+Release-5.8”
Metadata set : enginereleaseversion=“5.8.4”
Metadata set : os=“Windows 11 (25H2) [10.0.26200.9711] "
Metadata set : cpu=“GenuineIntel|13th Gen Intel(R) Core™ i7-13700KF”
Metadata set : pgoenabled=“0”
Metadata set : pgoprofilingenabled=“0”
Metadata set : ltoenabled=“0”
Metadata set : asan=“0”
Metadata set : mergedmodules=“0”
Metadata set : compacttset=“0”
Metadata set : commandline=”" “E:\Unreal Projects\Sci_Fi_Project\Sci_Fi_Project.uproject” -AUTH_LOGIN=unused -AUTH_PASSWORD=9d0b8e97dafe40c6bde61768d3aa40fc -AUTH_TYPE=exchangecode -epicapp=UE_5.8 -epicenv=Prod -EpicPortal -epicusername=“Joseph Huntley” -epicuserid=61f52ae3608e4c7d8a88207c0ea77474 -epiclocale=en -epicsandboxid=ue""
Metadata set : loginid=“cc7ae66198f049469bb8c834cf29304b”
Metadata set : llm=“0”
InternalLoadLibrary: ‘StorageServerClient’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-StorageServerClient.dll’)
InternalLoadLibrary: ‘CookOnTheFly’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-CookOnTheFly.dll’)
InternalLoadLibrary: ‘StreamingFile’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-StreamingFile.dll’)
InternalLoadLibrary: ‘NetworkFile’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-NetworkFile.dll’)
InternalLoadLibrary: ‘PakFile’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-PakFile.dll’)
InternalLoadLibrary: ‘RSA’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-RSA.dll’)
InternalLoadLibrary: ‘SandboxFile’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-SandboxFile.dll’)
Metadata set : zenstreaming=“0”
Running DelayedAutoRegister Phase FileSystemReady
Running DelayedAutoRegister Phase TaskGraphSystemReady
Stats thread started at 0.340988
Running DelayedAutoRegister Phase StatSystemReady
InternalLoadLibrary: ‘CoreUObject’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-CoreUObject.dll’)
Metadata set : systemresolution.resx=“1280”
Metadata set : systemresolution.resy=“720”
InternalLoadLibrary: ‘Engine’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-Engine.dll’)
InternalLoadLibrary: ‘UniversalObjectLocator’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-UniversalObjectLocator.dll’)
InternalLoadLibrary: ‘Renderer’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-Renderer.dll’)
InternalLoadLibrary: ‘AnimGraphRuntime’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AnimGraphRuntime.dll’)
InternalLoadLibrary: ‘SlateRHIRenderer’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-SlateRHIRenderer.dll’)
InternalLoadLibrary: ‘Landscape’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-Landscape.dll’)
InternalLoadLibrary: ‘RHICore’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-RHICore.dll’)
InternalLoadLibrary: ‘RenderCore’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-RenderCore.dll’)
InternalLoadLibrary: ‘TextureCompressor’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-TextureCompressor.dll’)
InternalLoadLibrary: ‘OpenColorIOWrapper’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-OpenColorIOWrapper.dll’)
InternalLoadLibrary: ‘Virtualization’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-Virtualization.dll’)
InternalLoadLibrary: ‘MessageLog’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-MessageLog.dll’)
InternalLoadLibrary: ‘AudioEditor’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AudioEditor.dll’)
InternalLoadLibrary: ‘PropertyEditor’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-PropertyEditor.dll’)
InternalLoadLibrary: ‘AudioExtensions’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AudioExtensions.dll’)
InternalLoadLibrary: ‘SignalProcessing’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-SignalProcessing.dll’)
InternalLoadLibrary: ‘AudioMixerCore’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AudioMixerCore.dll’)
InternalLoadLibrary: ‘AnimationModifiers’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AnimationModifiers.dll’)
ICU TimeZone Detection - Raw Offset: -6:00, Platform Override: ‘’
Session CrashGUID >====================================================
Session CrashGUID > UECC-Windows-697F6228473D4568F238869D8F485677
Session CrashGUID >====================================================
No local boot hotfix file found at: [../../../../../Unreal Projects/Sci_Fi_Project/Saved/PersistentDownloadDir/HotfixForNextBoot.txt]
Running DelayedAutoRegister Phase IniSystemReady
InternalLoadLibrary: ‘TargetPlatform’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-TargetPlatform.dll’)
InternalLoadLibrary: ‘DesktopPlatform’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-DesktopPlatform.dll’)
Launching UnrealBuildTool… [E:/Unreal Engine Program/UE_5.8/Engine/Build/BatchFiles/Build.bat -Mode=ValidatePlatforms -OutputSDKs -AllPlatforms -project=“E:/Unreal Projects/Sci_Fi_Project/Sci_Fi_Project.uproject” -log=“E:/Unreal Projects/Sci_Fi_Project/Saved/Logs/AutoSDKInfo.txt” -verbose -timestamps]
Loading Mac ini files took 0.03 seconds
Loading VulkanPC ini files took 0.03 seconds
Loading IOS ini files took 0.03 seconds
Loading Android ini files took 0.03 seconds
Pre-Initializing Audio Device Manager…
InternalLoadLibrary: ‘OpusAudioDecoder’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-OpusAudioDecoder.dll’)
AudioInfo: ‘OPUS’ Registered
InternalLoadLibrary: ‘VorbisAudioDecoder’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-VorbisAudioDecoder.dll’)
Lib vorbis DLL was dynamically loaded.
AudioInfo: ‘OGG’ Registered
InternalLoadLibrary: ‘AdpcmAudioDecoder’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AdpcmAudioDecoder.dll’)
AudioInfo: ‘ADPCM’ Registered
AudioInfo: ‘PCM’ Registered
InternalLoadLibrary: ‘BinkAudioDecoder’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-BinkAudioDecoder.dll’)
AudioInfo: ‘BINKA’ Registered
InternalLoadLibrary: ‘RadAudioDecoder’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-RadAudioDecoder.dll’)
Loading Windows ini files took 0.03 seconds
AudioInfo: ‘RADA’ Registered
Audio Device Manager Pre-Initialized
InternalLoadLibrary: ‘TelemetryUtils’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-TelemetryUtils.dll’)
FindShardedCacheFiles: 0 via .ref, 0 via migration fallback, 0 total
Looking for build plugins target receipt
Unable to find target receipt in path: ../../../../../Unreal Projects/Sci_Fi_Project/Binaries/Win64/.target
No AssetDiscovery cache present at ../../../../../Unreal Projects/Sci_Fi_Project/Intermediate/CachedAssetRegistryDiscovery.bin. AssetRegistry discovery of files will be uncached.
Loading Unix ini files took 0.04 seconds
Loading TVOS ini files took 0.04 seconds
Loading VisionOS ini files took 0.04 seconds
Loading Linux ini files took 0.04 seconds
Found matching target receipt: ../../../Engine/Binaries/Win64/UnrealEditor.target
Looking for enabled plugins target receipt
Unable to find target receipt in path: ../../../../../Unreal Projects/Sci_Fi_Project/Binaries/Win64/
.target
Found matching target receipt: ../../../Engine/Binaries/Win64/UnrealEditor.target
Mounting Engine plugin AudioInsights
Mounting Engine plugin AudioInsightsRuntime
Mounting Engine plugin AudioModulationInsights
Mounting Engine plugin BaseMaterial
Mounting Engine plugin ChaosCloth
Mounting Engine plugin ChaosInsights
Mounting Engine plugin ChaosVD
Mounting Engine plugin CmdLinkServer
Mounting Engine plugin Dataflow
Mounting Engine plugin DerivedDataBuildController
Mounting Engine plugin EnhancedInput
Mounting Engine plugin Fab
Mounting Engine plugin IoStoreInsights
Mounting Engine plugin MassInsights
Mounting Engine plugin MeshPainting
Mounting Engine plugin Mutable
Mounting Engine plugin PCG
Mounting Engine plugin RenderGraphInsights
Mounting Engine plugin RenderTraceInsights
Mounting Engine plugin UbaController
Mounting Engine plugin TraceUtilities
Mounting Engine plugin WorldMetrics
Mounting Engine plugin XGEController
Mounting Engine plugin AssetManagerEditor
Mounting Engine plugin BlueprintHeaderView
Mounting Engine plugin BlueprintMaterialTextureNodes
Mounting Engine plugin ChangelistReview
Mounting Engine plugin ColorGrading
Mounting Engine plugin ConsoleVariables
Mounting Engine plugin CryptoKeys
Mounting Engine plugin CurveEditorTools
Mounting Engine plugin DataValidation
Mounting Engine plugin EditorDebugTools
Mounting Engine plugin EditorScriptingUtilities
Mounting Engine plugin EngineAssetDefinitions
Mounting Engine plugin FacialAnimation
Mounting Engine plugin GameplayTagsEditor
Mounting Engine plugin GeometryMode
Mounting Engine plugin MacGraphicsSwitching
Mounting Engine plugin MaterialAnalyzer
Mounting Engine plugin MaterialAssetWizard
Mounting Engine plugin MeshLODToolset
Mounting Engine plugin MobileLauncherProfileWizard
Mounting Engine plugin ModelingToolsEditorMode
Mounting Engine plugin PluginBrowser
Mounting Engine plugin ProxyLODPlugin
Mounting Engine plugin SequencerAnimTools
Mounting Engine plugin SpeedTreeImporter
Mounting Engine plugin StylusInput
Mounting Engine plugin UMGWidgetPreview
Mounting Engine plugin UVEditor
Mounting Engine plugin WorldPartitionHLODUtilities
Mounting Engine plugin AdvancedRenamer
Mounting Engine plugin AutomationUtils
Mounting Engine plugin BackChannel
Mounting Engine plugin ChaosEditor
Mounting Engine plugin ChaosCaching
Mounting Engine plugin Buoyancy
Mounting Engine plugin ChaosNiagara
Mounting Engine plugin ChaosUserDataPT
Mounting Engine plugin ChaosSolverPlugin
Mounting Engine plugin CharacterAI
Mounting Engine plugin ControlRigPhysics
Mounting Engine plugin EditorDataStorage
Mounting Engine plugin EditorDataStorageFeatures
Mounting Engine plugin EditorPerformance
Mounting Engine plugin EditorTelemetry
Mounting Engine plugin EditorTRSGizmo
Mounting Engine plugin Fracture
Mounting Engine plugin GeometryCollectionPlugin
Mounting Engine plugin FullBodyIK
Mounting Engine plugin GeometryFlow
Mounting Engine plugin GlobalConfigurationData
Mounting Engine plugin GizmoFramework
Mounting Engine plugin GeometryDataflow
Mounting Engine plugin HttpInsights
Mounting Engine plugin Landmass
Mounting Engine plugin LevelSequenceNavigatorBridge
Mounting Engine plugin LowLevelNetTrace
Mounting Engine plugin LocalizableMessage
Mounting Engine plugin MeshModelingToolsetExp
Mounting Engine plugin MutableAssetUserData
Mounting Engine plugin NFORDenoise
Mounting Engine plugin PlanarCut
Mounting Engine plugin PlatformCrypto
Mounting Engine plugin PythonScriptPlugin
Mounting Engine plugin RuntimeTelemetry
Mounting Engine plugin SequenceNavigator
Mounting Engine plugin SkeletalReduction
Mounting Engine plugin ToolPresets
Mounting Engine plugin Water
Mounting Engine plugin TcpMessaging
Mounting Engine plugin UdpMessaging
Mounting Engine plugin ActorSequence
Mounting Engine plugin LevelSequenceEditor
Mounting Engine plugin SequenceValidator
Mounting Engine plugin SequencerScripting
Mounting Engine plugin TemplateSequence
Mounting Engine plugin OnlineBase
Mounting Engine plugin EOSShared
Mounting Engine plugin OnlineServices
Mounting Engine plugin OnlineSubsystem
Mounting Engine plugin OnlineSubsystemNull
Mounting Engine plugin OnlineSubsystemUtils
Mounting Engine plugin LauncherChunkInstaller
Mounting Engine plugin Paper2D
Mounting Engine plugin AnimationData
Mounting Engine plugin ACLPlugin
Mounting Engine plugin AISupport
Mounting Engine plugin AnimationModifierLibrary
Mounting Engine plugin EnvironmentQueryEditor
Mounting Engine plugin AnimatorKit
Mounting Engine plugin BlendSpaceMotionAnalysis
Mounting Engine plugin ControlRigModules
Mounting Engine plugin ControlRig
Mounting Engine plugin Takes
Mounting Engine plugin DeformerGraph
Mounting Engine plugin EaseCurveTool
Mounting Engine plugin GameplayInsights
Mounting Engine plugin ControlRigSpline
Mounting Engine plugin RigLogic
Mounting Engine plugin IKRig
Mounting Engine plugin SkeletalMeshModelingTools
Mounting Engine plugin TweeningUtils
Mounting Engine plugin CameraShakePreviewer
Mounting Engine plugin EngineCameras
Mounting Engine plugin PhysicsControl
Mounting Engine plugin OodleNetwork
Mounting Engine plugin CompositeCore
Mounting Engine plugin CLionSourceCodeAccess
Mounting Engine plugin GameplayCameras
Mounting Engine plugin CodeLiteSourceCodeAccess
Mounting Engine plugin DumpGPUServices
Mounting Engine plugin AnimationSharing
Mounting Engine plugin GitSourceControl
Mounting Engine plugin NullSourceCodeAccess
Mounting Engine plugin KDevelopSourceCodeAccess
Mounting Engine plugin NamingTokens
Mounting Engine plugin PixWinPlugin
Mounting Engine plugin GPUReshape
Mounting Engine plugin PerforceSourceControl
Mounting Engine plugin PlasticSourceControl
Mounting Engine plugin N10XSourceCodeAccess
Mounting Engine plugin PropertyAccessNode
Mounting Engine plugin RenderDocPlugin
Mounting Engine plugin RiderSourceCodeAccess
Mounting Engine plugin ProjectLauncher
Mounting Engine plugin VisualStudioCodeSourceCodeAccess
Mounting Engine plugin VisualStudioSourceCodeAccess
Mounting Engine plugin SubversionSourceControl
Mounting Engine plugin XCodeSourceCodeAccess
Mounting Engine plugin DatasmithContent
Mounting Engine plugin UObjectPlugin
Mounting Engine plugin PluginUtils
Mounting Engine plugin GLTFExporter
Mounting Engine plugin Cascade
Mounting Engine plugin VariantManagerContent
Mounting Engine plugin NiagaraInsights
Mounting Engine plugin NiagaraPreviewContent
Mounting Engine plugin NiagaraSimCaching
Mounting Engine plugin AlembicImporter
Mounting Engine plugin Niagara
Mounting Engine plugin InterchangeEditor
Mounting Engine plugin InterchangeAssets
Mounting Engine plugin Interchange
Mounting Engine plugin AvfMedia
Mounting Engine plugin AndroidMedia
Mounting Engine plugin VariantManager
Mounting Engine plugin MediaCompositing
Mounting Engine plugin MediaPlate
Mounting Engine plugin ImgMedia
Mounting Engine plugin MP4Utilities
Mounting Engine plugin MediaPlayerEditor
Mounting Engine plugin TmvMedia
Mounting Engine plugin WebMMedia
Mounting Engine plugin WmfMedia
Mounting Engine plugin MetaHumanSDK
Mounting Engine plugin NNEDenoiser
Mounting Engine plugin AutomatedPerfTestTools
Mounting Engine plugin ActorLayerUtilities
Mounting Engine plugin NNERuntimeORT
Mounting Engine plugin AndroidFileServer
Mounting Engine plugin AndroidDeviceProfileSelector
Mounting Engine plugin AppleMoviePlayer
Mounting Engine plugin AudioCapture
Mounting Engine plugin AndroidPermission
Mounting Engine plugin ArchVisCharacter
Mounting Engine plugin AppleImageUtils
Mounting Engine plugin AndroidMoviePlayer
Mounting Engine plugin AssetTags
Mounting Engine plugin CableComponent
Mounting Engine plugin AudioWidgets
Mounting Engine plugin ComputeFramework
Mounting Engine plugin CustomMeshComponent
Mounting Engine plugin ChunkDownloader
Mounting Engine plugin GameplayStateTree
Mounting Engine plugin GeometryScripting
Mounting Engine plugin AudioSynesthesia
Mounting Engine plugin GeometryCache
Mounting Engine plugin GeometryProcessing
Mounting Engine plugin HairStrands
Mounting Engine plugin GoogleCloudMessaging
Mounting Engine plugin GooglePAD
Mounting Engine plugin InputDebugging
Mounting Engine plugin IOSDeviceProfileSelector
Mounting Engine plugin LinuxDeviceProfileSelector
Mounting Engine plugin ExampleDeviceProfileSelector
Mounting Engine plugin MeshModelingToolset
Mounting Engine plugin LocationServicesBPLibrary
Mounting Engine plugin Metasound
Mounting Engine plugin MobilePatchingUtils
Mounting Engine plugin ModelViewViewModel
Mounting Engine plugin MsQuic
Mounting Engine plugin ProceduralMeshComponent
Mounting Engine plugin PropertyAccessEditor
Mounting Engine plugin RigVM
Mounting Engine plugin PropertyBindingUtils
Mounting Engine plugin ResonanceAudio
Mounting Engine plugin SignificanceManager
Mounting Engine plugin SkeletalMerging
Mounting Engine plugin StateTree
Mounting Engine plugin Synthesis
Mounting Engine plugin WaveTable
Mounting Engine plugin WebMMoviePlayer
Mounting Engine plugin SoundFields
Mounting Engine plugin WindowsMoviePlayer
Mounting Engine plugin InterchangeTests
Mounting Engine plugin WindowsDeviceProfileSelector
Mounting Engine plugin ContentBrowserAssetDataSource
Mounting Engine plugin ContentBrowserFileDataSource
Mounting Engine plugin ContentBrowserClassDataSource
Mounting Engine plugin BaseCharacterFXEditor
Mounting Engine plugin OnlineSubsystemGooglePlay
Mounting Engine plugin InterchangeAxfAssets
Mounting Engine plugin PortableObjectFileDataSource
Mounting Engine plugin ConcertMain
Mounting Engine plugin Scribble
Mounting Engine plugin XInputDevice
Mounting Engine plugin FileSandbox
Mounting Engine plugin OnlineSubsystemIOS
Mounting Engine plugin ObjectMixer
Mounting Engine plugin LightMixer
Mounting Engine plugin SQLiteCore
Mounting Engine plugin ConcertSharedSlate
Mounting Engine plugin ConcertSyncClient
Mounting Engine plugin ConcertSyncCore
InternalLoadLibrary: ‘DerivedDataBuildController’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/DerivedDataBuildController/Binaries/Win64/UnrealEditor-DerivedDataBuildController.dll’)
InternalLoadLibrary: ‘UbaController’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/UbaController/Binaries/Win64/UnrealEditor-UbaController.dll’)
InternalLoadLibrary: ‘XGEController’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/XGEController/Binaries/Win64/UnrealEditor-XGEController.dll’)
InternalLoadLibrary: ‘PlatformCrypto’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Experimental/PlatformCrypto/Binaries/Win64/UnrealEditor-PlatformCrypto.dll’)
InternalLoadLibrary: ‘PlatformCryptoTypes’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Experimental/PlatformCrypto/Binaries/Win64/UnrealEditor-PlatformCryptoTypes.dll’)
InternalLoadLibrary: ‘PlatformCryptoContext’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Experimental/PlatformCrypto/Binaries/Win64/UnrealEditor-PlatformCryptoContext.dll’)
InternalLoadLibrary: ‘PythonScriptPluginPreload’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Experimental/PythonScriptPlugin/Binaries/Win64/UnrealEditor-PythonScriptPluginPreload.dll’)
InternalLoadLibrary: ‘PerforceSourceControl’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Developer/PerforceSourceControl/Binaries/Win64/UnrealEditor-PerforceSourceControl.dll’)
InternalLoadLibrary: ‘SourceControl’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-SourceControl.dll’)
Revision control is disabled
Revision control is disabled
InternalLoadLibrary: ‘PlasticSourceControl’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Developer/PlasticSourceControl/Binaries/Win64/UnrealEditor-PlasticSourceControl.dll’)
Revision control is disabled
Running DelayedAutoRegister Phase EarliestPossiblePluginsLoaded
InternalLoadLibrary: ‘ChaosCloth’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/ChaosCloth/Binaries/Win64/UnrealEditor-ChaosCloth.dll’)
InternalLoadLibrary: ‘PCGCompute’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/PCG/Binaries/Win64/UnrealEditor-PCGCompute.dll’)
InternalLoadLibrary: ‘Buoyancy’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Experimental/Buoyancy/Binaries/Win64/UnrealEditor-Buoyancy.dll’)
InternalLoadLibrary: ‘EditorPerformance’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Experimental/EditorPerformance/Binaries/Win64/UnrealEditor-EditorPerformance.dll’)
InternalLoadLibrary: ‘StallLogSubsystem’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Experimental/EditorPerformance/Binaries/Win64/UnrealEditor-StallLogSubsystem.dll’)
InternalLoadLibrary: ‘CrashDiagnostics’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Experimental/EditorPerformance/Binaries/Win64/UnrealEditor-CrashDiagnostics.dll’)
InternalLoadLibrary: ‘EditorTelemetry’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Experimental/EditorTelemetry/Binaries/Win64/UnrealEditor-EditorTelemetry.dll’)
Provider StudioTelemetry.Provider.Log is disabled for this application
Provider StudioTelemetry.Provider.CSV is disabled for this application
Provider StudioTelemetry.Provider.Horde is disabled for this application
InternalLoadLibrary: ‘Analytics’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-Analytics.dll’)
Started StudioTelemetry Session
InternalLoadLibrary: ‘NFORDenoise’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Experimental/NFORDenoise/Binaries/Win64/UnrealEditor-NFORDenoise.dll’)
NFORDenoise function starting up
InternalLoadLibrary: ‘RuntimeTelemetry’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Experimental/RuntimeTelemetry/Binaries/Win64/UnrealEditor-RuntimeTelemetry.dll’)
Provider StudioTelemetry.Provider.Log is disabled for this application
Provider StudioTelemetry.Provider.CSV is disabled for this application
Provider StudioTelemetry.Provider.Horde is disabled for this application
Started StudioTelemetry Session
InternalLoadLibrary: ‘Water’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Experimental/Water/Binaries/Win64/UnrealEditor-Water.dll’)
InternalLoadLibrary: ‘EOSShared’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Online/EOSShared/Binaries/Win64/UnrealEditor-EOSShared.dll’)
Loaded “E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/EOSSDK-Win64-Shipping.dll”
FEOSSDKManager::Initialize Initializing EOSSDK Version:1.19.2.1-58105819
InternalLoadLibrary: ‘OnlineServicesInterface’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Online/OnlineServices/Binaries/Win64/UnrealEditor-OnlineServicesInterface.dll’)
InternalLoadLibrary: ‘OnlineServicesCommon’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Online/OnlineServices/Binaries/Win64/UnrealEditor-OnlineServicesCommon.dll’)
InternalLoadLibrary: ‘OnlineServicesCommonEngineUtils’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Online/OnlineServices/Binaries/Win64/UnrealEditor-OnlineServicesCommonEngineUtils.dll’)
InternalLoadLibrary: ‘OnlineSubsystem’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Online/OnlineSubsystem/Binaries/Win64/UnrealEditor-OnlineSubsystem.dll’)
InternalLoadLibrary: ‘HTTP’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-HTTP.dll’)
InternalLoadLibrary: ‘SSL’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-SSL.dll’)
Using libcurl 8.15.0

  • built for Windows
  • supports SSL with OpenSSL/1.1.1t
  • supports HTTP deflate (compression) using libz 1.3
  • other features:
    CURL_VERSION_SSL
    CURL_VERSION_LIBZ
    CURL_VERSION_IPV6
    CURL_VERSION_ASYNCHDNS
    CURL_VERSION_LARGEFILE
    CURL_VERSION_TLSAUTH_SRP
    CURL_VERSION_HTTP2
    CurlRequestOptions (configurable via config and command line):
  • bVerifyPeer = true - Libcurl will verify peer certificate
  • bUseHttpProxy = false - Libcurl will NOT use HTTP proxy
  • CVarHttpReuseConnectionEnabled = true - Libcurl will reuse connections
  • MaxHostConnections = 16 - Libcurl will limit the number of connections to a host
  • LocalHostAddr = Default
  • BufferSize = 65536
    CreateHttpThread using FCurlMultiPollEventLoopHttpThread
    Creating http thread with maximum 251 concurrent requests
    InternalLoadLibrary: ‘XMPP’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-XMPP.dll’)
    InternalLoadLibrary: ‘WebSockets’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-WebSockets.dll’)
    InternalLoadLibrary: ‘OnlineSubsystemNULL’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Online/OnlineSubsystemNull/Binaries/Win64/UnrealEditor-OnlineSubsystemNull.dll’)
    InternalLoadLibrary: ‘Sockets’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-Sockets.dll’)
    WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
    OSS: Created online subsystem instance for: NULL
    OSS: TryLoadSubsystemAndSetDefault: Loaded subsystem for type [NULL]
    InternalLoadLibrary: ‘OnlineSubsystemUtils’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Online/OnlineSubsystemUtils/Binaries/Win64/UnrealEditor-OnlineSubsystemUtils.dll’)
    InternalLoadLibrary: ‘OnlineBlueprintSupport’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Online/OnlineSubsystemUtils/Binaries/Win64/UnrealEditor-OnlineBlueprintSupport.dll’)
    InternalLoadLibrary: ‘LauncherChunkInstaller’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Portal/LauncherChunkInstaller/Binaries/Win64/UnrealEditor-LauncherChunkInstaller.dll’)
    InternalLoadLibrary: ‘ACLPlugin’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Animation/ACLPlugin/Binaries/Win64/UnrealEditor-ACLPlugin.dll’)
    InternalLoadLibrary: ‘AISupportModule’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/AI/AISupport/Binaries/Win64/UnrealEditor-AISupportModule.dll’)
    InternalLoadLibrary: ‘OptimusSettings’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Animation/DeformerGraph/Binaries/Win64/UnrealEditor-OptimusSettings.dll’)
    InternalLoadLibrary: ‘CompositeCore’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Compositing/CompositeCore/Binaries/Win64/UnrealEditor-CompositeCore.dll’)
    Applying CVar settings from Section [/Script/CompositeCore.CompositeCorePluginSettings] File [Engine]
    InternalLoadLibrary: ‘PixWinPlugin’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Developer/PixWinPlugin/Binaries/Win64/UnrealEditor-PixWinPlugin.dll’)
    Failed to load ‘WinPixGpuCapturer.dll’ (GetLastError=126)
    File ‘WinPixGpuCapturer.dll’ does not exist
    PIX capture plugin failed to initialize! Check that the process is launched from PIX.
    InternalLoadLibrary: ‘GPUReshape’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Developer/GPUReshape/Binaries/Win64/UnrealEditor-GPUReshape.dll’)
    InternalLoadLibrary: ‘RenderDocPlugin’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Developer/RenderDocPlugin/Binaries/Win64/UnrealEditor-RenderDocPlugin.dll’)
    Applying CVar settings from Section [/Script/RenderDocPlugin.RenderDocPluginSettings] File [Engine]
    RenderDoc plugin will not be loaded. Use ‘-AttachRenderDoc’ on the cmd line or enable ‘renderdoc.AutoAttach’ in the plugin settings.
    InternalLoadLibrary: ‘DatasmithContent’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Enterprise/DatasmithContent/Binaries/Win64/UnrealEditor-DatasmithContent.dll’)
    InternalLoadLibrary: ‘GLTFExporter’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Enterprise/GLTFExporter/Binaries/Win64/UnrealEditor-GLTFExporter.dll’)
    InternalLoadLibrary: ‘VariantManagerContent’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Enterprise/VariantManagerContent/Binaries/Win64/UnrealEditor-VariantManagerContent.dll’)
    InternalLoadLibrary: ‘NiagaraShader’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/FX/Niagara/Binaries/Win64/UnrealEditor-NiagaraShader.dll’)
    InternalLoadLibrary: ‘NiagaraVertexFactories’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/FX/Niagara/Binaries/Win64/UnrealEditor-NiagaraVertexFactories.dll’)
    InternalLoadLibrary: ‘InterchangeAssets’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Interchange/Assets/Binaries/Win64/UnrealEditor-InterchangeAssets.dll’)
    InternalLoadLibrary: ‘ExrReaderGpu’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Media/ImgMedia/Binaries/Win64/UnrealEditor-ExrReaderGpu.dll’)
    InternalLoadLibrary: ‘TmvMediaShaders’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Media/TmvMedia/Binaries/Win64/UnrealEditor-TmvMediaShaders.dll’)
    InternalLoadLibrary: ‘WmfMedia’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Media/WmfMedia/Binaries/Win64/UnrealEditor-WmfMedia.dll’)
    InternalLoadLibrary: ‘Media’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-Media.dll’)
    InternalLoadLibrary: ‘NNEDenoiserShaders’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/NNE/NNEDenoiser/Binaries/Win64/UnrealEditor-NNEDenoiserShaders.dll’)
    InternalLoadLibrary: ‘ComputeFramework’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Runtime/ComputeFramework/Binaries/Win64/UnrealEditor-ComputeFramework.dll’)
    InternalLoadLibrary: ‘ChunkDownloader’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Runtime/ChunkDownloader/Binaries/Win64/UnrealEditor-ChunkDownloader.dll’)
    InternalLoadLibrary: ‘HairStrandsCore’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Runtime/HairStrands/Binaries/Win64/UnrealEditor-HairStrandsCore.dll’)
    MemorySharingInfo: UsedMemory=354MiB, MaxMemoryAvailable=69487MiB
    InternalLoadLibrary: ‘ExampleDeviceProfileSelector’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Runtime/ExampleDeviceProfileSelector/Binaries/Win64/UnrealEditor-ExampleDeviceProfileSelector.dll’)
    InternalLoadLibrary: ‘WindowsDeviceProfileSelector’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Runtime/WindowsDeviceProfileSelector/Binaries/Win64/UnrealEditor-WindowsDeviceProfileSelector.dll’)
    InternalLoadLibrary: ‘InterchangeAxFAssets’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Plugins/Experimental/InterchangeAxF/Assets/Binaries/Win64/UnrealEditor-InterchangeAxFAssets.dll’)
    ExecutableName: UnrealEditor.exe
    Build: ++UE5+Release-5.8-CL-58902052
    Platform=WindowsEditor
    MachineId=cc7ae66198f049469bb8c834cf29304b
    DeviceId=
    Engine Version: 5.8.4-58902052+++UE5+Release-5.8
    Compatible Engine Version: 5.8.0-55116800+++UE5+Release-5.8
    Net CL: 55116800
    OS: Windows 11 (25H2) [10.0.26200.9711] (), CPU: 13th Gen Intel(R) Core™ i7-13700KF, GPU: NVIDIA GeForce RTX 2060 SUPER
    CPU Model ID: 6b71, microcode revision: 123
    Compiled (64-bit): Oct 6 2026 00:34:06
    Architecture: x64
    Compiled with Visual C++: 19.44.35229.00
    Build Configuration: Development
    Branch Name: ++UE5+Release-5.8
    Command Line: -AUTH_LOGIN=unused -AUTH_PASSWORD=9d0b8e97dafe40c6bde61768d3aa40fc -AUTH_TYPE=exchangecode -epicapp=UE_5.8 -epicenv=Prod -EpicPortal -epicusername=“Joseph Huntley” -epicuserid=61f52ae3608e4c7d8a88207c0ea77474 -epiclocale=en -epicsandboxid=ue
    Base Directory: E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/
    Allocator: Mimalloc
    Installed Engine Build: 1
    This binary is optimized with LTO: no, PGO: no, instrumented for PGO data collection: no
    Number of dev versions registered: 36
    Dev-Blueprints (B0D832E4-1F89-4F0D-ACCF-7EB736FD4AA2): 10
    Dev-Build (E1C64328-A22C-4D53-A36C-8E866417BD8C): 0
    Dev-Core (375EC13C-06E4-48FB-B500-84F0262A717E): 4
    Dev-Editor (E4B068ED-F494-42E9-A231-DA0B2E46BB41): 40
    Dev-Framework (CFFC743F-43B0-4480-9391-14DF171D2073): 37
    Dev-Mobile (B02B49B5-BB20-44E9-A304-32B752E40360): 3
    Dev-Networking (A4E4105C-59A1-49B5-A7C5-40C4547EDFEE): 0
    Dev-Online (39C831C9-5AE6-47DC-9A44-9C173E1C8E7C): 0
    Dev-Physics (78F01B33-EBEA-4F98-B9B4-84EACCB95AA2): 20
    Dev-Platform (6631380F-2D4D-43E0-8009-CF276956A95A): 0
    Dev-Rendering (12F88B9F-8875-4AFC-A67C-D90C383ABD29): 49
    Dev-Sequencer (7B5AE74C-D270-4C10-A958-57980B212A5A): 13
    Dev-VR (D7296918-1DD6-4BDD-9DE2-64A83CC13884): 3
    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): 15
    Dev-ReflectionCapture (6B266CEC-1EC7-4B8F-A30B-E4D90942FC07): 1
    Dev-Automation (0DF73D61-A23F-47EA-B727-89E90C41499A): 1
    FortniteMain (601D1886-AC64-4F84-AA16-D3DE0DEAC7D6): 268
    FortniteValkyrie (8DBC2C5B-54A7-43E0-A768-FCBB7DA29060): 8
    FortniteSeason (5B4C06B7-2463-4AF8-805B-BF70CDF5D0DD): 15
    FortniteRelease (E7086368-6B23-4C58-8439-1B7016265E91): 20
    Dev-Enterprise (9DFFBCD6-494F-0158-E221-12823C92A888): 11
    Dev-Niagara (F2AED0AC-9AFE-416F-8664-AA7FFA26D6FC): 1
    Dev-Destruction (174F1F0B-B4C6-45A5-B13F-2EE8D0FB917D): 10
    Dev-Physics-Ext (35F94A83-E258-406C-A318-09F59610247C): 41
    Dev-PhysicsMaterial-Chaos (B68FC16E-8B1B-42E2-B453-215C058844FE): 1
    Dev-CineCamera (B2E18506-4273-CFC2-A54E-F4BB758BBA07): 1
    Dev-VirtualProduction (64F58936-FD1B-42BA-BA96-7289D5D0FA4E): 1
    UE5-Main (697DD581-E64F-41AB-AA4A-51ECBEB7B628): 123
    UE5-Release (D89B5E42-24BD-4D46-8412-ACA8DF641779): 68
    UE5-SpecialProject (59DA5D52-1232-4948-B878-597870B8E98B): 9
    Dev-MediaFramework (6F0ED827-A609-4895-9C91-998D90180EA4): 2
    Dev-NaniteResearch (30D58BE3-95EA-4282-A6E3-B159D8EBB06A): 1
    Dev-ComputeFramework (6304A3E7-0059-4F59-8CFC-21BD7721FD4E): 0
    Presizing for max 25165824 objects, including 0 objects not considered by GC.
    AsyncLoading2 - Created: Async Loading Thread: false, Async Post Load: false, Multithreaded: false
    Object subsystem initialized
    Set CVar [[con.DebugEarlyDefault:1]]
    CVar [[con.DebugLateDefault:1]] deferred - dummy variable created
    CVar [[con.DebugLateCheat:1]] deferred - dummy variable created
    CVar [[LogNamedEventFilters:Frame *]] deferred - dummy variable created
    Set CVar [[r.setres:1280x720]]
    CVar [[framepro.ScopeMinTimeMicroseconds:10]] deferred - dummy variable created
    Set CVar [[fx.NiagaraAllowRuntimeScalabilityChanges:1]]
    CVar [[QualityLevelMapping:high]] deferred - dummy variable created
    CVar [[r.Occlusion.SingleRHIThreadStall:1]] deferred - dummy variable created
    Set CVar [[r.Nanite.Streaming.ReservedResources:1]]
    CVar [[D3D12.Bindless.ResourceDescriptorHeapSize:32768]] deferred - dummy variable created
    CVar [[D3D12.Bindless.SamplerDescriptorHeapSize:2048]] deferred - dummy variable created
    Set CVar [[r.PSOPrecache.GlobalShaders:1]]
    Set CVar [[r.VRS.EnableSoftware:1]]
    Set CVar [[r.VRS.ContrastAdaptiveShading:1]]
    Set CVar [[r.VSync:0]]
    Applying CVar settings from Section [/Script/Engine.RendererSettings] File [Engine]
    CVar [[VisualizeCalibrationColorMaterialPath:/Engine/EngineMaterials/PPM_DefaultCalibrationColor.PPM_DefaultCalibrationColor]] deferred - dummy variable created
    CVar [[VisualizeCalibrationGrayscaleMaterialPath:/Engine/EngineMaterials/PPM_DefaultCalibrationGrayscale.PPM_DefaultCalibrationGrayscale]] deferred - dummy variable created
    Set CVar [[r.GPUCrashDebugging:0]]
    CVar [[MaxSkinBones:(Default=65536,PerPlatform=((“Mobile”, 256)))]] deferred - dummy variable created
    Set CVar [[r.Shaders.RemoveUnusedInterpolators:1]]
    Set CVar [[r.Shadow.DetectVertexShaderLayerAtRuntime:1]]
    Set CVar [[r.Substrate.RoughDiffuse:1]]
    Set CVar [[r.Substrate.ShadingQuality:1]]
    Set CVar [[r.Substrate.TileCoord8bits:0]]
    Set CVar [[r.Substrate.Glints:1]]
    Set CVar [[r.Substrate.ClosuresPerPixel:4]]
    Set CVar [[r.Refraction.Blur:1]]
    Set CVar [[r.ReflectionMethod:1]]
    Set CVar [[r.GenerateMeshDistanceFields:1]]
    Set CVar [[r.DynamicGlobalIlluminationMethod:1]]
    Set CVar [[r.Lumen.TraceMeshSDFs:0]]
    Set CVar [[r.Shadow.Virtual.Enable:1]]
    Set CVar [[r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange:1]]
    Set CVar [[r.AllowStaticLighting:0]]
    Set CVar [[r.SkinCache.CompileShaders:1]]
    Set CVar [[r.RayTracing:1]]
    Set CVar [[r.RayTracing.RayTracingProxies.ProjectEnabled:1]]
    Set CVar [[r.Substrate:1]]
    Set CVar [[r.Substrate.ProjectGBufferFormat:0]]
    Set CVar [[r.DefaultFeature.LocalExposure.HighlightContrastScale:0.8]]
    Set CVar [[r.DefaultFeature.LocalExposure.ShadowContrastScale:0.8]]
    Applying CVar settings from Section [/Script/Engine.RendererOverrideSettings] File [Engine]
    Applying CVar settings from Section [/Script/Engine.StreamingSettings] File [Engine]
    Set CVar [[s.MinBulkDataSizeForAsyncLoading:131072]]
    Set CVar [[s.AsyncLoadingThreadEnabled:1]]
    Set CVar [[s.EventDrivenLoaderEnabled:1]]
    Set CVar [[s.WarnIfTimeLimitExceeded:0]]
    Set CVar [[s.TimeLimitExceededMultiplier:1.5]]
    Set CVar [[s.TimeLimitExceededMinTime:0.005]]
    Set CVar [[s.UseBackgroundLevelStreaming:1]]
    Set CVar [[s.PriorityAsyncLoadingExtraTime:15.0]]
    Set CVar [[s.LevelStreamingActorsUpdateTimeLimit:5.0]]
    Set CVar [[s.PriorityLevelStreamingActorsUpdateExtraTime:5.0]]
    Set CVar [[s.LevelStreamingComponentsRegistrationGranularity:10]]
    Set CVar [[s.UnregisterComponentsTimeLimit:1.0]]
    Set CVar [[s.LevelStreamingComponentsUnregistrationGranularity:5]]
    CVar [[s.MaxPackageSummarySize:16384]] deferred - dummy variable created
    Set CVar [[s.FlushStreamingOnExit:1]]
    CVar [[FixedBootOrder:/Script/Engine/Default__SoundBase]] deferred - dummy variable created
    CVar [[FixedBootOrder:/Script/Engine/Default__MaterialInterface]] deferred - dummy variable created
    CVar [[FixedBootOrder:/Script/Engine/Default__DeviceProfileManager]] deferred - dummy variable created
    Applying CVar settings from Section [/Script/Engine.GarbageCollectionSettings] File [Engine]
    Set CVar [[gc.MaxObjectsNotConsideredByGC:1]]
    Set CVar [[gc.NumRetriesBeforeForcingGC:10]]
    Set CVar [[gc.AllowParallelGC:1]]
    Set CVar [[gc.TimeBetweenPurgingPendingKillObjects:61.1]]
    Set CVar [[gc.MaxObjectsInEditor:25165824]]
    Set CVar [[gc.IncrementalBeginDestroyEnabled:1]]
    Set CVar [[gc.CreateGCClusters:1]]
    Set CVar [[gc.MinGCClusterSize:5]]
    Set CVar [[gc.AssetClustreringEnabled:0]]
    Set CVar [[gc.ActorClusteringEnabled:0]]
    Set CVar [[gc.VerifyUObjectsAreNotFGCObjects:0]]
    Applying CVar settings from Section [/Script/Engine.NetworkSettings] File [Engine]
    CVar [[NetworkEmulationProfiles:(ProfileName=“Average”,ToolTip=“Simulates average internet conditions”)]] deferred - dummy variable created
    CVar [[NetworkEmulationProfiles:(ProfileName=“Bad”,ToolTip=“Simulates laggy internet conditions”)]] deferred - dummy variable created
    CVar [[NetworkEmulationProfiles:(ProfileName=“BufferBloat”,ToolTip=“Simulates a connection affected by buffer bloat (in and out)”)]] deferred - dummy variable created
    Applying CVar settings from Section [/Script/UnrealEd.CookerSettings] File [Engine]
    CVar [[DefaultASTCQualityBySpeed:2]] deferred - dummy variable created
    CVar [[DefaultASTCQualityBySize:3]] deferred - dummy variable created
    CVar [[DefaultASTCQualityBySizeHQ:4]] deferred - dummy variable created
    CVar [[ClassesExcludedOnDedicatedServer:WidgetBlueprint]] deferred - dummy variable created
    CVar [[ClassesExcludedOnDedicatedServer:GroupActor]] deferred - dummy variable created
    CVar [[ClassesExcludedOnDedicatedServer:MetaData]] deferred - dummy variable created
    CVar [[ClassesExcludedOnDedicatedServer:ObjectRedirector]] deferred - dummy variable created
    CVar [[ClassesExcludedOnDedicatedServer:NavMeshRenderingComponent]] deferred - dummy variable created
    CVar [[ClassesExcludedOnDedicatedServer:ReflectionCaptureComponent]] deferred - dummy variable created
    CVar [[ClassesExcludedOnDedicatedServer:TextRenderComponent]] deferred - dummy variable created
    CVar [[ClassesExcludedOnDedicatedServer:Font]] deferred - dummy variable created
    CVar [[ClassesExcludedOnDedicatedServer:InterpCurveEdSetup]] deferred - dummy variable created
    CVar [[ClassesExcludedOnDedicatedServer:MaterialExpression]] deferred - dummy variable created
    CVar [[ClassesExcludedOnDedicatedServer:NiagaraEmitter]] deferred - dummy variable created
    CVar [[ClassesExcludedOnDedicatedServer:NiagaraScript]] deferred - dummy variable created
    CVar [[ClassesExcludedOnDedicatedServer:ParticleEmitter]] deferred - dummy variable created
    CVar [[ClassesExcludedOnDedicatedServer:ParticleLODLevel]] deferred - dummy variable created
    CVar [[ClassesExcludedOnDedicatedServer:ParticleModule]] deferred - dummy variable created
    CVar [[ClassesExcludedOnDedicatedServer:SubUVAnimation]] deferred - dummy variable created
    CVar [[ClassesExcludedOnDedicatedServer:SoundNode]] deferred - dummy variable created
    CVar [[ClassesExcludedOnDedicatedServer:GameplayEffectUIData]] deferred - dummy variable created
    CVar [[ClassesExcludedOnDedicatedServer:AmbientSound]] deferred - dummy variable created
    CVar [[ClassesExcludedOnDedicatedClient:WidgetBlueprint]] deferred - dummy variable created
    CVar [[ClassesExcludedOnDedicatedClient:GroupActor]] deferred - dummy variable created
    CVar [[ClassesExcludedOnDedicatedClient:MetaData]] deferred - dummy variable created
    CVar [[ClassesExcludedOnDedicatedClient:ObjectRedirector]] deferred - dummy variable created
    CVar [[ClassesExcludedOnDedicatedClient:InterpCurveEdSetup]] deferred - dummy variable created
    CVar [[VersionedIntRValues:r.AllowStaticLighting]] deferred - dummy variable created
    CVar [[VersionedIntRValues:r.MaterialEditor.LWCTruncateMode]] deferred - dummy variable created
    CVar [[VersionedIntRValues:r.VelocityOutputPass]] deferred - dummy variable created
    CVar [[VersionedIntRValues:r.SelectiveBasePassOutputs]] deferred - dummy variable created
    CVar [[VersionedIntRValues:r.DBuffer]] deferred - dummy variable created
    CVar [[VersionedIntRValues:r.Mobile.DBuffer]] deferred - dummy variable created
    CVar [[VersionedIntRValues:r.Shaders.Symbols]] deferred - dummy variable created
    CVar [[VersionedIntRValues:r.Shaders.GenerateSymbols]] deferred - dummy variable created
    CVar [[VersionedIntRValues:r.Shaders.WriteSymbols]] deferred - dummy variable created
    CVar [[VersionedIntRValues:r.Shaders.AllowUniqueSymbols]] deferred - dummy variable created
    CVar [[VersionedIntRValues:r.Shaders.ExtraData]] deferred - dummy variable created
    CVar [[VersionedIntRValues:r.Shaders.Optimize]] deferred - dummy variable created
    CVar [[VersionedIntRValues:r.CompileShadersForDevelopment]] deferred - dummy variable created
    CVar [[VersionedIntRValues:r.MobileHDR]] deferred - dummy variable created
    CVar [[VersionedIntRValues:r.UsePreExposure]] deferred - dummy variable created
    Metadata set : systemresolution.resx=“1344”
    Metadata set : systemresolution.resy=“840”
    Applying CVar settings from Section [ViewDistanceQuality@3] File [Scalability]
    Set CVar [[r.SkeletalMeshLODBias:0]]
    Set CVar [[r.ViewDistanceScale:1.0]]
    Applying CVar settings from Section [AntiAliasingQuality@3] File [Scalability]
    Set CVar [[r.FXAA.Quality:4]]
    Set CVar [[r.TemporalAA.Quality:2]]
    Set CVar [[r.TSR.History.R11G11B10:1]]
    Set CVar [[r.TSR.History.ScreenPercentage:200]]
    Set CVar [[r.TSR.History.UpdateQuality:3]]
    Set CVar [[r.TSR.ShadingRejection.Flickering:1]]
    Set CVar [[r.TSR.RejectionAntiAliasingQuality:2]]
    Set CVar [[r.TSR.ReprojectionField:1]]
    Set CVar [[r.TSR.Resurrection:1]]
    Applying CVar settings from Section [ShadowQuality@3] File [Scalability]
    Set CVar [[r.LightFunctionQuality:1]]
    Set CVar [[r.ShadowQuality:5]]
    Set CVar [[r.Shadow.CSM.MaxCascades:10]]
    Set CVar [[r.Shadow.MaxResolution:2048]]
    Set CVar [[r.Shadow.MaxCSMResolution:2048]]
    Set CVar [[r.Shadow.RadiusThreshold:0.01]]
    Set CVar [[r.Shadow.DistanceScale:1.0]]
    Set CVar [[r.Shadow.CSM.TransitionScale:1.0]]
    Set CVar [[r.Shadow.PreShadowResolutionFactor:1.0]]
    Set CVar [[r.DistanceFieldShadowing:1]]
    Set CVar [[r.VolumetricFog:1]]
    Set CVar [[r.VolumetricFog.GridPixelSize:8]]
    Set CVar [[r.VolumetricFog.GridSizeZ:128]]
    Set CVar [[r.VolumetricFog.HistoryMissSupersampleCount:4]]
    Set CVar [[r.LightMaxDrawDistanceScale:1]]
    Set CVar [[r.CapsuleShadows:1]]
    Set CVar [[r.Shadow.Virtual.MaxPhysicalPages:4096]]
    Set CVar [[r.Shadow.Virtual.ResolutionLodBiasDirectional:-1.5]]
    Set CVar [[r.Shadow.Virtual.ResolutionLodBiasDirectionalMoving:-1.5]]
    Set CVar [[r.Shadow.Virtual.ResolutionLodBiasLocal:0.0]]
    Set CVar [[r.Shadow.Virtual.ResolutionLodBiasLocalMoving:1.0]]
    Set CVar [[r.Shadow.Virtual.SMRT.RayCountDirectional:8]]
    Set CVar [[r.Shadow.Virtual.SMRT.SamplesPerRayDirectional:4]]
    Set CVar [[r.Shadow.Virtual.SMRT.RayCountLocal:8]]
    Set CVar [[r.Shadow.Virtual.SMRT.SamplesPerRayLocal:4]]
    Set CVar [[r.Shadow.Virtual.MarkCoarsePagesLocal:1]]
    Set CVar [[r.MegaLights.NumSamplesPerPixel:4]]
    Set CVar [[r.MegaLights.DownsampleMode:2]]
    Set CVar [[r.MegaLights.ScreenTraces.Quality:1]]
    Set CVar [[r.MegaLights.FrontLayerTranslucency.Allow:1]]
    Set CVar [[r.MegaLights.FrontLayerTranslucency.SpecularOnly:1]]
    Set CVar [[r.MegaLights.FrontLayerTranslucency.SoftShadows:0]]
    Set CVar [[r.MegaLights.FrontLayerTranslucency.TexturedRectLights:0]]
    Set CVar [[r.MegaLights.Spatial.UseHistorySpatialVariance:1]]
    Set CVar [[r.MegaLights.Volume.GridPixelSize:8]]
    Set CVar [[r.MegaLights.Volume.GridSizeZ:128]]
    Applying CVar settings from Section [GlobalIlluminationQuality@3] File [Scalability]
    Set CVar [[r.DistanceFieldAO:1]]
    Set CVar [[r.SkylightIntensityMultiplier:1.0]]
    Set CVar [[r.AOQuality:2]]
    Set CVar [[r.Lumen.DiffuseIndirect.Allow:1]]
    Set CVar [[r.Lumen.FinalGatherMethod:1]]
    Set CVar [[r.LumenScene.SurfaceCache.AtlasSize:4096]]
    Set CVar [[r.LumenScene.SurfaceCache.CardTexelDensityScale:100]]
    Set CVar [[r.LumenScene.SurfaceCache.CardMinResolution:2]]
    Set CVar [[r.LumenScene.SurfaceCache.CardMaxResolution:512]]
    Set CVar [[r.LumenScene.DirectLighting.MaxLightsPerTile:8]]
    Set CVar [[r.LumenScene.DirectLighting.UpdateFactor:32]]
    Set CVar [[r.LumenScene.Radiosity.UpdateFactor:64]]
    Set CVar [[r.LumenScene.Radiosity.ProbeSpacing:4]]
    Set CVar [[r.LumenScene.Radiosity.HemisphereProbeResolution:4]]
    Set CVar [[r.Lumen.TraceMeshSDFs.Allow:1]]
    Set CVar [[r.Lumen.ScreenProbeGather.RadianceCache.ProbeResolution:32]]
    Set CVar [[r.Lumen.ScreenProbeGather.RadianceCache.NumProbesToTraceBudget:150]]
    Set CVar [[r.Lumen.ScreenProbeGather.DownsampleFactor:16]]
    Set CVar [[r.Lumen.ScreenProbeGather.NumAdaptiveProbes:8]]
    Set CVar [[r.Lumen.ScreenProbeGather.TracingOctahedronResolution:8]]
    Set CVar [[r.Lumen.ScreenProbeGather.IrradianceFormat:0]]
    Set CVar [[r.Lumen.ScreenProbeGather.StochasticInterpolation:0]]
    Set CVar [[r.Lumen.ScreenProbeGather.FullResolutionJitterWidth:1]]
    Set CVar [[r.Lumen.ScreenProbeGather.TwoSidedFoliageBackfaceDiffuse:1]]
    Set CVar [[r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal.FullResDepth:1]]
    Set CVar [[r.Lumen.ScreenProbeGather.ShortRangeAO.DownsampleFactor:1]]
    Set CVar [[r.Lumen.ScreenProbeGather.ShortRangeAO.HorizonSearch.SliceCount:2]]
    Set CVar [[r.Lumen.ScreenProbeGather.ShortRangeAO.BentNormal:1]]
    Set CVar [[r.Lumen.ScreenProbeGather.ShortRangeAO.HorizonSearch.HZB:0]]
    Set CVar [[r.Lumen.ScreenProbeGather.ShortRangeAO.HorizonSearch.ForegroundSampleRejectPower:1]]
    Set CVar [[r.Lumen.ScreenProbeGather.ShortRangeAO.FoliageOcclusionStrength:.7]]
    Set CVar [[r.Lumen.TranslucencyVolume.GridPixelSize:32]]
    Set CVar [[r.Lumen.TranslucencyVolume.TraceFromVolume:1]]
    Set CVar [[r.Lumen.TranslucencyVolume.ShareRadianceCacheWithOpaque:0]]
    Set CVar [[r.Lumen.TranslucencyVolume.SpatialFilter:1]]
    Set CVar [[r.Lumen.TranslucencyVolume.TracingOctahedronResolution:3]]
    Set CVar [[r.Lumen.TranslucencyVolume.RadianceCache.ProbeResolution:8]]
    Set CVar [[r.Lumen.TranslucencyVolume.RadianceCache.GridResolution:24]]
    Set CVar [[r.Lumen.TranslucencyVolume.RadianceCache.NumProbesToTraceBudget:100]]
    Set CVar [[r.Lumen.HardwareRayTracing.HitLighting.Allowed:1]]
    Set CVar [[r.RayTracing.Scene.BuildMode:1]]
    Set CVar [[r.RayTracing.Geometry.SkeletalMeshes:1]]
    Set CVar [[r.MeshCardRepresentation.SkeletalMesh:1]]
    Set CVar [[r.RayTracing.DynamicGeometry.MaxUpdatePrimitivesPerFrame:-1]]
    Applying CVar settings from Section [ReflectionQuality@3] File [Scalability]
    Set CVar [[r.SSR.Quality:3]]
    Set CVar [[r.SSR.HalfResSceneColor:0]]
    Set CVar [[r.Lumen.Reflections.Allow:1]]
    Set CVar [[r.Lumen.Reflections.DownsampleFactor:1]]
    Set CVar [[r.Lumen.Reflections.MaxRoughnessToTraceForFoliage:0.4]]
    Set CVar [[r.Lumen.ScreenProbeGather.MaxRoughnessToEvaluateRoughSpecularForFoliage:0.8]]
    Set CVar [[r.Lumen.Reflections.ScreenSpaceReconstruction.NumSamples:5]]
    Set CVar [[r.Lumen.Reflections.ScreenSpaceReconstruction.MinWeight:0]]
    Set CVar [[r.Lumen.TranslucencyReflections.FrontLayer.Allow:1]]
    Set CVar [[r.Lumen.TranslucencyReflections.FrontLayer.Enable:0]]
    Applying CVar settings from Section [PostProcessQuality@3] File [Scalability]
    Set CVar [[r.MotionBlurQuality:4]]
    Set CVar [[r.MotionBlur.HalfResGather:0]]
    Set CVar [[r.AmbientOcclusionMipLevelFactor:0.4]]
    Set CVar [[r.AmbientOcclusionMaxQuality:100]]
    Set CVar [[r.AmbientOcclusionLevels:-1]]
    Set CVar [[r.AmbientOcclusionRadiusScale:1.0]]
    Set CVar [[r.DepthOfFieldQuality:2]]
    Set CVar [[r.RenderTargetPoolMin:400]]
    Set CVar [[r.LensFlareQuality:2]]
    Set CVar [[r.SceneColorFringeQuality:1]]
    Set CVar [[r.EyeAdaptationQuality:2]]
    Set CVar [[r.BloomQuality:5]]
    Set CVar [[r.Bloom.ScreenPercentage:50.000]]
    Set CVar [[r.FastBlurThreshold:100]]
    Set CVar [[r.Upscale.Quality:3]]
    Set CVar [[r.LightShaftQuality:1]]
    Set CVar [[r.Filter.SizeScale:1]]
    Set CVar [[r.LUT.Shaper:0]]
    Set CVar [[r.LUT.Size:32]]
    Set CVar [[r.Tonemapper.Quality:5]]
    Set CVar [[r.DOF.Gather.ResolutionDivisor:2 ; lower gathering resolution]]
    Set CVar [[r.DOF.Gather.AccumulatorQuality:1 ; higher gathering accumulator quality]]
    Set CVar [[r.DOF.Gather.PostfilterMethod:1 ; Median3x3 postfilering method]]
    Set CVar [[r.DOF.Gather.EnableBokehSettings:0 ; no bokeh simulation when gathering]]
    Set CVar [[r.DOF.Gather.RingCount:4 ; medium number of samples when gathering]]
    Set CVar [[r.DOF.Scatter.ForegroundCompositing:1 ; additive foreground scattering]]
    Set CVar [[r.DOF.Scatter.BackgroundCompositing:2 ; additive background scattering]]
    Set CVar [[r.DOF.Scatter.EnableBokehSettings:1 ; bokeh simulation when scattering]]
    Set CVar [[r.DOF.Scatter.MaxSpriteRatio:0.1 ; only a maximum of 10% of scattered bokeh]]
    Set CVar [[r.DOF.Recombine.Quality:1 ; cheap slight out of focus]]
    Set CVar [[r.DOF.Recombine.EnableBokehSettings:0 ; no bokeh simulation on slight out of focus]]
    Set CVar [[r.DOF.TemporalAAQuality:1 ; more stable temporal accumulation]]
    Set CVar [[r.DOF.Kernel.MaxForegroundRadius:0.025]]
    Set CVar [[r.DOF.Kernel.MaxBackgroundRadius:0.025]]
    Applying CVar settings from Section [TextureQuality@3] File [Scalability]
    Set CVar [[r.Streaming.MipBias:0]]
    Set CVar [[r.Streaming.AmortizeCPUToGPUCopy:0]]
    Set CVar [[r.Streaming.MaxNumTexturesToStreamPerFrame:0]]
    Set CVar [[r.Streaming.Boost:1]]
    Set CVar [[r.MaxAnisotropy:8]]
    Set CVar [[r.VT.MaxAnisotropy:8]]
    Set CVar [[r.Streaming.LimitPoolSizeToVRAM:0]]
    Set CVar [[r.Streaming.PoolSize:1000]]
    Set CVar [[r.Streaming.MaxEffectiveScreenSize:0]]
    Applying CVar settings from Section [EffectsQuality@3] File [Scalability]
    Set CVar [[r.TranslucencyLightingVolume.Dim:64]]
    Set CVar [[r.RefractionQuality:2]]
    Set CVar [[r.SceneColorFormat:4]]
    Set CVar [[r.DetailMode:3]]
    Set CVar [[r.TranslucencyLightingVolume.Blur:1]]
    Set CVar [[r.MaterialQualityLevel:1 ; High quality]]
    Set CVar [[r.SSS.Scale:1]]
    Set CVar [[r.SSS.SampleSet:2]]
    Set CVar [[r.SSS.Quality:1]]
    Set CVar [[r.SSS.HalfRes:0]]
    Set CVar [[r.SSGI.Quality:3]]
    Set CVar [[r.EmitterSpawnRateScale:1.0]]
    Set CVar [[r.ParticleLightQuality:2]]
    Set CVar [[r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque:1 ; Always have FastSkyLUT 1 in this case to avoid wrong sky]]
    Set CVar [[r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountMaxPerSlice:4]]
    Set CVar [[r.SkyAtmosphere.AerialPerspectiveLUT.DepthResolution:16.0]]
    Set CVar [[r.SkyAtmosphere.FastSkyLUT:1]]
    Set CVar [[r.SkyAtmosphere.FastSkyLUT.SampleCountMin:4.0]]
    Set CVar [[r.SkyAtmosphere.FastSkyLUT.SampleCountMax:128.0]]
    Set CVar [[r.SkyAtmosphere.SampleCountMin:4.0]]
    Set CVar [[r.SkyAtmosphere.SampleCountMax:128.0]]
    Set CVar [[r.SkyAtmosphere.TransmittanceLUT.UseSmallFormat:0]]
    Set CVar [[r.SkyAtmosphere.TransmittanceLUT.SampleCount:10.0]]
    Set CVar [[r.SkyAtmosphere.MultiScatteringLUT.SampleCount:15.0]]
    Set CVar [[r.Fog.SeparateComposition:-1 ; Allow fog separate composition when FSSS is enabled.]]
    Set CVar [[fx.Niagara.QualityLevel:3]]
    Set CVar [[r.Refraction.OffsetQuality:1]]
    Set CVar [[r.HeterogeneousVolumes.Allowed:1]]
    Set CVar [[r.HeterogeneousVolumes.DownsampleFactor:2]]
    Set CVar [[r.HeterogeneousVolumes.MaxStepCount:256]]
    Set CVar [[r.HeterogeneousVolumes.Shadows.Resolution:512]]
    Set CVar [[r.HeterogeneousVolumes.Shadows.Precision:0]]
    Set CVar [[r.HeterogeneousVolumes.UseExistenceMask:0]]
    Applying CVar settings from Section [FoliageQuality@3] File [Scalability]
    Set CVar [[foliage.DensityScale:1.0]]
    Set CVar [[grass.DensityScale:1.0]]
    CVar [[pcg.Quality:3]] deferred - dummy variable created
    Applying CVar settings from Section [ShadingQuality@3] File [Scalability]
    Set CVar [[r.HairStrands.SkyLighting.IntegrationType:2]]
    Set CVar [[r.HairStrands.SkyAO.SampleCount:4]]
    Set CVar [[r.HairStrands.Visibility.MSAA.SamplePerPixel:4]]
    Set CVar [[r.AnisotropicMaterials:1]]
    Applying CVar settings from Section [LandscapeQuality@3] File [Scalability]
    Selected Device Profile: [WindowsEditor]
    Platform has ~ 64 GB [68568109056 / 68719476736 / 64], which maps to Largest [LargestMinGB=32, LargerMinGB=12, DefaultMinGB=8, SmallerMinGB=6, SmallestMinGB=0)
    Going up to parent DeviceProfile [Windows]
    Going up to parent DeviceProfile
    Pushing Device Profile CVar: [[UI.SlateSDFText.RasterizationMode:Bitmap → Msdf]]
    Pushing Device Profile CVar: [[UI.SlateSDFText.ResolutionLevel:2 → 2]]
    Applying CVar settings from Section [Startup] File [../../../Engine/Config/ConsoleVariables.ini]
    Set CVar [[p.chaos.AllowCreatePhysxBodies:1]]
    Set CVar [[fx.SkipVectorVMBackendOptimizations:1]]
    Applying CVar settings from Section [Startup_Windows] File [../../../Engine/Config/ConsoleVariables.ini]
    Applying CVar settings from Section [ConsoleVariables] File [Engine]
    Set CVar [[WindowsApplication.UseWorkerThreadForRawInput:0]]
    Set CVar [[r.PSOPrecache.KeepInMemoryForActiveMaterials:1]]
    Applying CVar settings from Section [ConsoleVariables] File [E:/Unreal Projects/Sci_Fi_Project/Saved/Config/WindowsEditor/Editor.ini]
    Set CVar [[SplineComponent.OnlyUpdateActiveSpline:0]]
    Computer: DESKTOP-M4HDD8G
    User: Joseph
    CPU Page size=4096, Cores=16
    High frequency timer resolution =10.000000 MHz
    Gaming Handheld Device: 0
    Process is running as part of a Windows Job with separate resource limits
    Memory total: Physical=63.9GB (64GB approx) Virtual=67.9GB
    Platform Memory Stats for WindowsEditor
    Process Physical Memory: 597.38 MB used, 597.38 MB peak
    Process Virtual Memory: 596.39 MB used, 596.39 MB peak
    Physical Memory: 28186.88 MB used, 37204.77 MB free, 65391.64 MB total
    Virtual Memory: 38233.94 MB used, 31253.70 MB free, 69487.64 MB total
    Metadata set : extradevelopmentmemorymb=“0”
    InternalLoadLibrary: ‘IoStoreOnDemandCore’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-IoStoreOnDemandCore.dll’)
    InternalLoadLibrary: ‘BandwidthDebugDelegates’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-BandwidthDebugDelegates.dll’)
    InternalLoadLibrary: ‘ClientBandwidthDebugVisualizer’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-ClientBandwidthDebugVisualizer.dll’)
    InternalLoadLibrary: ‘BandwidthMeasurementTool’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-BandwidthMeasurementTool.dll’)
    InternalLoadLibrary: ‘DownlinkBandwidthManager’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-DownlinkBandwidthManager.dll’)
    Attempting to load config data for Default__DownlinkBandwidthManagerConfig before the Class has been constructed/registered/linked (likely during module loading or early startup). This will result in the load silently failing and should be fixed.
    WindowsPlatformFeatures enabled
    InternalLoadLibrary: ‘WindowsPlatformFeatures’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-WindowsPlatformFeatures.dll’)
    InternalLoadLibrary: ‘GameplayMediaEncoder’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-GameplayMediaEncoder.dll’)
    InternalLoadLibrary: ‘AVEncoder’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AVEncoder.dll’)
    InternalLoadLibrary: ‘Chaos’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-Chaos.dll’)
    InternalLoadLibrary: ‘GeometryCore’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-GeometryCore.dll’)
    Registered spline type: TypeId=0x54E3AD22, Impl=MultiSpline, Value=Vector
    InternalLoadLibrary: ‘ChaosSolverEngine’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-ChaosSolverEngine.dll’)
    Chaos Debug Draw Startup
    Physics initialised using underlying interface: Chaos
    InternalLoadLibrary: ‘DirectoryWatcher’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-DirectoryWatcher.dll’)
    Using OS detected language (en-US).
    Using OS detected locale (en-US).
    No specific localization for ‘en-US’ exists, so ‘en’ will be used for the language.
    Setting process to per monitor DPI aware
    CacheForceMaxTouchpadSensitivityMode SetMaxTouchpadSensitivity
    RegisterDevice: DeviceId=0 InputDeviceName=WindowsApplication HardwareDeviceIdentifier=KBM (changed=true)
    Attempting to load config data for Default__SlateThemeManager before the Class has been constructed/registered/linked (likely during module loading or early startup). This will result in the load silently failing and should be fixed.
    InternalLoadLibrary: ‘Settings’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-Settings.dll’)
    InternalLoadLibrary: ‘InputCore’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-InputCore.dll’)
    New Slate User Created. Platform User Id 0, User Index 0, Is Virtual User: 0
    Slate User Registered. User Index 0, Is Virtual User: 0
    Running DelayedAutoRegister Phase PreRHIInit
    Using Default RHI: D3D12
    Using Highest Feature Level of D3D12: SM6
    Loading RHI module D3D12RHI
    InternalLoadLibrary: ‘D3D12RHI’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-D3D12RHI.dll’)
    Loading WinPixEventRuntime.dll for PIX profiling (from ../../../Engine/Binaries/ThirdParty/Windows/WinPixEventRuntime/x64).
    Checking if RHI D3D12 with Feature Level SM6 is supported by your system.
    Found D3D12 adapter 0: NVIDIA GeForce RTX 2060 SUPER (VendorId: 10de, DeviceId: 1f06, SubSysId: c7571462, Revision: 00a1
    Max supported Feature Level 12_2, shader model 6.7, binding tier 3, wave ops supported, atomic64 supported
    Adapter has 8006MB of dedicated video memory, 0MB of dedicated system memory, and 49007MB of shared system memory, 2 output[s], TileBased:false UMA:false CacheCoherentUMA:false GPU Upload Heaps:false
    Driver Version: 617.42 (internal:32.0.16.1742, unified:617.42)
    Driver Date: 9-30-2026
    Found D3D12 adapter 1: Microsoft Basic Render Driver (VendorId: 1414, DeviceId: 008c, SubSysId: 0000, Revision: 0000
    Max supported Feature Level 12_1, shader model 6.7, binding tier 3, wave ops supported, atomic64 supported
    Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 49007MB of shared system memory, 0 output[s], TileBased:false UMA:true CacheCoherentUMA:true GPU Upload Heaps:true
    D3D10Warp Version: 10.0.26100.9711
    DirectX Agility SDK runtime found.
    Chosen D3D12 Adapter Id = 0
    RHI D3D12 with Feature Level SM6 is supported and will be used.
    Integrated GPU (iGPU): false
    Creating D3D12 RHI with Max Feature Level SM6
    NVIDIA Architecture=352
    Timeout Detection and Recovery (TDR) summary:
    • TDR settings OK - Level: Recover, Delay: 2, DdiDelay: 5
      Attached monitors:
      resolution: 1680x1050, work area: (0, 0) → (1680, 975), device: ‘\.\DISPLAY2’ [PRIMARY]
      resolution: 1920x1080, work area: (1680, 0) → (3600, 1080), device: ‘\.\DISPLAY1’
      Found 2 attached monitors.
      Gathering driver information using Windows Setup API
      RHI Adapter Info:
      Name: NVIDIA GeForce RTX 2060 SUPER
      Driver Version: 617.42 (internal:32.0.16.1742, unified:617.42)
      Driver Date: 9-30-2026
      Performing driver check for denylisted drivers.
      GPU DeviceId: 0x1f06 (for the marketing name, search the web for “GPU Device Id”)
      InitD3DDevice: -D3DDebug = off -D3D12GPUValidation = off
      Aftermath initialized
      Emitting draw events for PIX profiling.
      Aftermath enabled. Active feature flags:
      ID3D12Device1 is supported.
      ID3D12Device2 is supported.
      ID3D12Device3 is supported.
      ID3D12Device4 is supported.
      ID3D12Device5 is supported.
      ID3D12Device6 is supported.
      ID3D12Device7 is supported.
      ID3D12Device8 is supported.
      ID3D12Device9 is supported.
      ID3D12Device10 is supported.
      ID3D12Device11 is supported.
      ID3D12Device12 is supported.
      Bindless is supported. MaxNonSamplerDescriptors: 1000000, MaxSamplerDescriptors: 2048
      Stencil ref from pixel shader is not supported
      Raster order views are supported
      Wave Operations are supported (wave size: min=32 max=32).
      Legacy Barriers Present in Build: Yes
      Enhanced Barriers Present in Build: Yes
      Enhanced Barriers Driver Support: Yes
      Preferred Barrier Implementation Type: Legacy
      Chosen Barrier Implementation: D3D12LegacyBarriers
      D3D12 ray tracing tier 1.1 and bindless resources are supported.
      Mesh shader tier 1.0 is supported
      AtomicInt64OnTypedResource is supported
      AtomicInt64OnGroupShared is supported
      AtomicInt64OnDescriptorHeapResource is supported
      Shader Model 6.6 atomic64 is supported
      Work Graphs are supported
      Bindless is enabled (Configuration=RayTracing). Initializing allocators with 32768 Resource and 2048 Sampler descriptors
      [GPUBreadCrumb] Successfully setup breadcrumb resource for DiagnosticBuffer (Queue: 0x00000243EB7B3C00)
      [GPUBreadCrumb] Successfully setup breadcrumb resource for DiagnosticBuffer (Queue: 0x00000243EB7B3EC0)
      [GPUBreadCrumb] Successfully setup breadcrumb resource for DiagnosticBuffer (Queue: 0x00000243EB7B4180)
      Not using pipeline state disk cache per r.D3D12.PSO.DiskCache=0
      Not using driver-optimized pipeline state disk cache per r.D3D12.PSO.DriverOptimizedDiskCache=0
      NVIDIA Shader Execution Reordering NOT supported!
      NVIDIA Ray Tracing Cluster Operations supported and enabled
      LSS not supported on this device.
      NVIDIA Extended ray tracing pipeline state applied.
      Texture pool is 4559 MB (70% of 6514 MB)
      Async texture creation enabled
      RHI has support for 64 bit atomics
      Current RHI supports per-draw and screenspace Variable Rate Shading
      Render tracing channels set: ‘Submission’ → 0xf
      Metadata set : verbatimrhiname=“D3D12”
      Metadata set : rhiname=“D3D12”
      Metadata set : rhifeaturelevel=“SM6”
      Metadata set : shaderplatform=“PCD3D_SM6”
      Metadata set : gpu=“NVIDIA GeForce RTX 2060 SUPER”
      Metadata set : gpudriver=“617.42”
      Initializing FReadOnlyCVARCache
      InternalLoadLibrary: ‘TurnkeySupport’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-TurnkeySupport.dll’)
      Running Turnkey SDK detection: ’ -ScriptsForProject=“E:/Unreal Projects/Sci_Fi_Project/Sci_Fi_Project.uproject” Turnkey -utf8output -WaitForUATMutex -command=VerifySdk -ReportFilename=“E:/Unreal Projects/Sci_Fi_Project/Intermediate/TurnkeyReport_0.log” -log=“E:/Unreal Projects/Sci_Fi_Project/Intermediate/TurnkeyLog_0.log” -project=“E:/Unreal Projects/Sci_Fi_Project/Sci_Fi_Project.uproject” -platform=all’
      Running Serialized UAT: [ cmd.exe /c ““E:/Unreal Engine Program/UE_5.8/Engine/Build/BatchFiles/RunUAT.bat” -ScriptsForProject=“E:/Unreal Projects/Sci_Fi_Project/Sci_Fi_Project.uproject” Turnkey -utf8output -WaitForUATMutex -command=VerifySdk -ReportFilename=“E:/Unreal Projects/Sci_Fi_Project/Intermediate/TurnkeyReport_0.log” -log=“E:/Unreal Projects/Sci_Fi_Project/Intermediate/TurnkeyLog_0.log” -project=“E:/Unreal Projects/Sci_Fi_Project/Sci_Fi_Project.uproject” -platform=all” ]
      UBT AutoSDK ReturnCode: 0
      InternalLoadLibrary: ‘TextureFormat’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-TextureFormat.dll’)
      InternalLoadLibrary: ‘TextureFormatASTC’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-TextureFormatASTC.dll’)
      InternalLoadLibrary: ‘TextureFormatDXT’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-TextureFormatDXT.dll’)
      InternalLoadLibrary: ‘TextureFormatETC2’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-TextureFormatETC2.dll’)
      InternalLoadLibrary: ‘TextureFormatIntelISPCTexComp’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-TextureFormatIntelISPCTexComp.dll’)
      InternalLoadLibrary: ‘TextureFormatOodle’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-TextureFormatOodle.dll’)
      InternalLoadLibrary: ‘TextureFormatUncompressed’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-TextureFormatUncompressed.dll’)
      ASTCEnc version 5.0.1 library loaded
      Loaded Base TextureFormat: TextureFormatASTC
      Loaded Base TextureFormat: TextureFormatDXT
      Loaded Base TextureFormat: TextureFormatETC2
      Loaded Base TextureFormat: TextureFormatIntelISPCTexComp
      Oodle Texture TFO init; latest sdk version = 2.9.16
      Oodle Texture loading DLL: oo2tex_win64_2.9.16.dll
      Loaded Base TextureFormat: TextureFormatOodle
      Loaded Base TextureFormat: TextureFormatUncompressed
      InternalLoadLibrary: ‘AndroidTargetPlatform’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/Android/UnrealEditor-AndroidTargetPlatform.dll’)
      InternalLoadLibrary: ‘AndroidTargetPlatformSettings’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/Android/UnrealEditor-AndroidTargetPlatformSettings.dll’)
      Failed to SetupSDK for platform ‘Android’
      InternalLoadLibrary: ‘IOSTargetPlatform’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/IOS/UnrealEditor-IOSTargetPlatform.dll’)
      InternalLoadLibrary: ‘IOSTargetPlatformSettings’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/IOS/UnrealEditor-IOSTargetPlatformSettings.dll’)
      Failed to SetupSDK for platform ‘IOS’
      InternalLoadLibrary: ‘LinuxTargetPlatform’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/Linux/UnrealEditor-LinuxTargetPlatform.dll’)
      InternalLoadLibrary: ‘LinuxTargetPlatformSettings’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/Linux/UnrealEditor-LinuxTargetPlatformSettings.dll’)
      Failed to SetupSDK for platform ‘Linux’
      InternalLoadLibrary: ‘MacTargetPlatform’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-MacTargetPlatform.dll’)
      InternalLoadLibrary: ‘MacTargetPlatformSettings’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-MacTargetPlatformSettings.dll’)
      Failed to SetupSDK for platform ‘Mac’
      InternalLoadLibrary: ‘TVOSTargetPlatform’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/IOS/UnrealEditor-TVOSTargetPlatform.dll’)
      InternalLoadLibrary: ‘TVOSTargetPlatformSettings’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/IOS/UnrealEditor-TVOSTargetPlatformSettings.dll’)
      Failed to SetupSDK for platform ‘TVOS’
      InternalLoadLibrary: ‘WindowsTargetPlatform’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-WindowsTargetPlatform.dll’)
      InternalLoadLibrary: ‘WindowsTargetPlatformSettings’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-WindowsTargetPlatformSettings.dll’)
      InternalLoadLibrary: ‘WindowsTargetPlatformControls’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-WindowsTargetPlatformControls.dll’)
      Loaded TargetPlatform ‘Windows’
      Loaded TargetPlatform ‘WindowsEditor’
      Loaded TargetPlatform ‘WindowsServer’
      Loaded TargetPlatform ‘WindowsClient’
      Building Assets For WindowsEditor
      InternalLoadLibrary: ‘AudioFormatOPUS’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AudioFormatOpus.dll’)
      InternalLoadLibrary: ‘AudioFormatOGG’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AudioFormatOgg.dll’)
      InternalLoadLibrary: ‘AudioFormatADPCM’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AudioFormatADPCM.dll’)
      InternalLoadLibrary: ‘AudioFormatBINK’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AudioFormatBink.dll’)
      InternalLoadLibrary: ‘AudioFormatRAD’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AudioFormatRad.dll’)
      InternalLoadLibrary: ‘ShaderFormatD3D’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-ShaderFormatD3D.dll’)
      InternalLoadLibrary: ‘ShaderFormatOpenGL’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-ShaderFormatOpenGL.dll’)
      InternalLoadLibrary: ‘VulkanShaderFormat’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-VulkanShaderFormat.dll’)
      InternalLoadLibrary: ‘ShaderFormatVectorVM’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-ShaderFormatVectorVM.dll’)
      Ray tracing is enabled (dynamic). Reason: r.RayTracing=1 and r.RayTracing.EnableOnDemand=1.
      Ray tracing shaders are enabled.
      InternalLoadLibrary: ‘DerivedDataCache’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-DerivedDataCache.dll’)
      ProjectPak: Pak cache file ../../../../../Unreal Projects/Sci_Fi_Project/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
      InstalledProjectPak: Pak cache file ../../../../../Unreal Projects/Sci_Fi_Project/DerivedDataCache/Compressed.ddp not found, will not use a pak cache.
      ../../../Engine/DerivedDataCache/Compressed.ddp: Opened pak cache for reading. (1666 MiB)
      EnterprisePak: Pak cache file ../../../Enterprise/DerivedDataCache/Compressed.ddp not found, will not use a pak cache.
      Found Zen config default=C:/Users/Joseph/AppData/Local/UnrealEngine/Common/Zen/Data
      Launching zen utility ‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/zen.exe service status’.
      Writing plugin version info to ‘C:/Users/Joseph/AppData/Local/UnrealEngine/Common/Zen/Install/zen_plugin_versions.json’
      Read zen version cache file from ‘C:/Users/Joseph/AppData/Local/UnrealEngine/5.8/Saved/Zen/zen.version’, version: ‘5.8.13-202605190912-windows-x64-release-094f62c2’
      InTree version at ‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/zenserver.exe’ is ‘5.8.13-202605190912-windows-x64-release-094f62c2’
      Read zen version cache file from ‘C:/Users/Joseph/AppData/Local/UnrealEngine/Common/Zen/Install/zen.version’, version: ‘5.8.13-202605190912-windows-x64-release-094f62c2’
      Installed version at ‘C:/Users/Joseph/AppData/Local/UnrealEngine/Common/Zen/Install/zenserver.exe’ is ‘5.8.13-202605190912-windows-x64-release-094f62c2’
      Installed service at ‘C:/Users/Joseph/AppData/Local/UnrealEngine/Common/Zen/Install/zenserver.exe’ is up to date
      Found existing instance running on port 8558 matching our settings, no actions needed
      Completed SDK detection: ExitCode = 0
      Unreal Zen Storage Server HTTP service at http://[::1]:8558 status: OK!.
      Local ZenServer AutoLaunch initialization completed in 0.405 seconds
      ZenLocal: Using ZenServer HTTP service at [::1] with namespace ue.ddc. Status: OK!.
      C:/Users/Joseph/AppData/Local/UnrealEngine/Common/DerivedDataCache: Speed tests took 0.00 seconds.
      C:/Users/Joseph/AppData/Local/UnrealEngine/Common/DerivedDataCache: Performance: Latency=0.02ms. RandomReadSpeed=1575.48MBs, RandomWriteSpeed=245.74MBs. Assigned SpeedClass ‘Local’
      Local: Using data cache path C:/Users/Joseph/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable
      ZenShared: Disabled because Host is set to ‘None’
      Shared: Disabled because no path is configured.
      Cloud: Disabled because Host is set to ‘None’
      InternalLoadLibrary: ‘ShaderPreprocessor’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-ShaderPreprocessor.dll’)
      Guid format shader working directory is 1 characters bigger than the processId version (../../../../../Unreal Projects/Sci_Fi_Project/Intermediate/Shaders/WorkingDirectory/32500/).
      Cleaned the shader compiler working directory ‘C:/Users/Joseph/AppData/Local/Temp/UnrealShaderWorkingDir/35430D3F427292158AF4FDAD61F57961/’.
      Cannot use XGE Controller as Incredibuild is not installed on this machine.
      UBA/Horde Configuration [Uba.Provider.Horde]: Not Enabled
      No distributed shader compiler controller found
      Using 12 local workers for shader compilation
      InternalLoadLibrary: ‘MetalShaderFormat’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-MetalShaderFormat.dll’)
      Compiling shader autogen file: ../../../../../Unreal Projects/Sci_Fi_Project/Intermediate/ShaderAutogen/PCD3D_SM6/AutogenShaderHeaders.ush
      Failed to delete old shader autogen file: ../../../../../Unreal Projects/Sci_Fi_Project/Intermediate/ShaderAutogen/PCD3D_SM6/AutogenShaderHeaders.ush
      Shader autogen file written: ../../../../../Unreal Projects/Sci_Fi_Project/Intermediate/ShaderAutogen/PCD3D_SM6/AutogenShaderHeaders.ush
      Running DelayedAutoRegister Phase ShaderTypesReady
      Using FreeType 2.14.1
      SlateFontServices - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
      InternalLoadLibrary: ‘ImageWrapper’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-ImageWrapper.dll’)
      Could not load file for Slate resource: [../../../Engine/Platforms/VisionOS/Content/Editor/Slate/Launcher/Platform_VisionOS_24x.png] file: [../../../Engine/Platforms/VisionOS/Content/Editor/Slate/Launcher/Platform_VisionOS_24x.png]
      Could not load file for Slate resource: [../../../Engine/Platforms/VisionOS/Content/Editor/Slate/Launcher/Platform_VisionOS_128x.png] file: [../../../Engine/Platforms/VisionOS/Content/Editor/Slate/Launcher/Platform_VisionOS_128x.png]
      InternalLoadLibrary: ‘NullInstallBundleManager’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-NullInstallBundleManager.dll’)
      InternalLoadLibrary: ‘AssetRegistry’ (‘E:/Unreal Engine Program/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AssetRegistry.dll’)
      ActiveMountsLoading is disabled.
      FAssetRegistry took 0.0032 seconds to start up
      EditorDomain is Disabled
      Running DelayedAutoRegister Phase PreObjectSystemReady
      AssetDataGatherer spent 0.000s loading caches from ../../../../../Unreal Projects/Sci_Fi_Project/Intermediate/CachedAssetRegistry.
      Deviceprofile LinuxArm64Editor not found.
      Deviceprofile LinuxArm64 not found.
      Active device profile: [00000244C8A67800][00000244C8C25000 82] WindowsEditor
      Metadata set : deviceprofile=“WindowsEditor”
      Running DelayedAutoRegister Phase DeviceProfileManagerReady
      FlushAsyncLoading(1): 1 QueuedPackages, 0 AsyncPackages
      Texture Encode Speed: FinalIfAvailable (editor).
      Oodle Texture Encode Speed settings: Fast: RDO Off Lambda=0, Effort=Normal Final: RDO Off Lambda=0, Effort=Normal
      Shared linear texture encoding: Disabled