UE 5.7.4 crashes on startup

UE 5.7.4 crashes while starting up before I even get to use it.

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000

UnrealEditor_RHICore
UnrealEditor_D3D12RHI
UnrealEditor_D3D12RHI
UnrealEditor_D3D12RHI
UnrealEditor_D3D12RHI
UnrealEditor_D3D12RHI
UnrealEditor_D3D12RHI
UnrealEditor_D3D12RHI
UnrealEditor_D3D12RHI
UnrealEditor_Core
UnrealEditor_Core
kernel32
ntdll

I’ve installed it twice and I don’t know what to do. Does anyone know a fix?

There are more data than this in the log, you need to find it and look at it for more information.
Also make sure your PC/Laptop has minimum requirement to run the editor (RAM/Graphic card specially)

This happens to me with this version as well. I can run other versions just fine.

Your computer fails to load all the graphics elements and then DX12 crashes. Most likely your computer cannot run 5.7+. You can try to open the DefaultEngine.ini with notepad and add this:

[/Script/WindowsTargetPlatform.WindowsTargetSettings] DefaultGraphicsRHI=DefaultGraphicsRHI_DX11

This instructs the engine to use DX11, which is a lot more stable on older hardware

I’ll try that workaround, but it seems strange that 5.8 seemed to launch fine when I installed it. And my computer isn’t even a year old.

The log you posted is incomplete. Please check the full log for more details, and also make sure your PC meets the editor’s minimum RAM and graphics requirements.

That isn’t my log. I was just replying that 5.7.4 crashes on startup for me as well.

At 65%, this is the crash report I get:

LoginId:2acc53b04d0952ba2f555593b6a4daa0
EpicAccountId:bf2ba3356806463c884aa6770f7c2a76

Unhandled Exception: 0x80000003

npu_d3d12_umd
D3D12Core
D3D12Core
D3D12Core
D3D12Core
D3D12Core
D3D12Core
D3D12Core
D3D12Core
D3D12
D3D12
UnrealEditor_NNERuntimeORT
UnrealEditor_NNERuntimeORT
UnrealEditor_NNERuntimeORT
UnrealEditor_NNERuntimeORT
UnrealEditor_Core
UnrealEditor_Projects
UnrealEditor_Projects
UnrealEditor_Projects
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll

Then the log file has this:

Failed to load ‘aqProf.dll’ (GetLastError=126)
File ‘aqProf.dll’ does not exist
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=38888)
Enabling Tpause support
Custom abort handler registered for crash reporting.
Running engine without a game
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-5.7-CL-51494982”
Metadata set : engineversion=“5.7.4-51494982+++UE5+Release-5.7”
Metadata set : enginereleaseversion=“5.7.4”
Metadata set : os=“Windows 11 (25H2) [10.0.26200.8655] "
Metadata set : cpu=“GenuineIntel|Intel(R) Core™ Ultra 9 275HX”
Metadata set : pgoenabled=“0”
Metadata set : pgoprofilingenabled=“0”
Metadata set : ltoenabled=“0”
Metadata set : asan=“0”
Metadata set : mergedmodules=“0”
Metadata set : commandline=”" -AUTH_LOGIN=unused -AUTH_PASSWORD=1732e641768f47e0b2e1451d1790a1ee -AUTH_TYPE=exchangecode -epicapp=UE_5.7 -epicenv=Prod -EpicPortal -epicusername=AdmDan1973 -epicuserid=bf2ba3356806463c884aa6770f7c2a76 -epiclocale=en -epicsandboxid=ue""
Metadata set : loginid=“2acc53b04d0952ba2f555593b6a4daa0”
Metadata set : llm=“0”
Stats thread started at 1.060771
Metadata set : systemresolution.resx=“1280”
Metadata set : systemresolution.resy=“720”
ICU TimeZone Detection - Raw Offset: -5:00, Platform Override: ‘’
Session CrashGUID >====================================================
Session CrashGUID > UECC-Windows-38E0E9C9460CEEF7DC4793AAD8879725
Session CrashGUID >====================================================
No local boot hotfix file found at: [../../../../../../Users/dbivo/AppData/Local/UnrealEngine/5.7/Saved/PersistentDownloadDir/HotfixForNextBoot.txt]
Pre-Initializing Audio Device Manager…
AudioInfo: ‘OPUS’ Registered
Lib vorbis DLL was dynamically loaded.
AudioInfo: ‘OGG’ Registered
AudioInfo: ‘ADPCM’ Registered
AudioInfo: ‘PCM’ Registered
AudioInfo: ‘BINKA’ Registered
AudioInfo: ‘RADA’ Registered
Audio Device Manager Pre-Initialized
Looking for build plugins target receipt
Unable to find target receipt in path: ../../../../../../Users/dbivo/AppData/Local/UnrealEngine/5.7/Binaries/Win64/.target
No AssetDiscovery cache present at ../../../../../../Users/dbivo/AppData/Local/UnrealEngine/5.7/Intermediate/CachedAssetRegistryDiscovery.bin. AssetRegistry discovery of files will be uncached.
Loading VulkanPC ini files took 0.07 seconds
Loading Windows ini files took 0.07 seconds
Loading Unix ini files took 0.09 seconds
Loading Mac ini files took 0.09 seconds
Loading Android ini files took 0.10 seconds
Loading IOS ini files took 0.12 seconds
Loading TVOS ini files took 0.12 seconds
Loading VisionOS ini files took 0.12 seconds
Loading Linux ini files took 0.13 seconds
Found matching target receipt: ../../../Engine/Binaries/Win64/UnrealEditor.target
Looking for enabled plugins target receipt
Unable to find target receipt in path: ../../../../../../Users/dbivo/AppData/Local/UnrealEngine/5.7/Binaries/Win64/
.target
Found matching target receipt: ../../../Engine/Binaries/Win64/UnrealEditor.target
Mounting Engine plugin AudioInsights
Mounting Engine plugin BaseMaterial
Mounting Engine plugin ChaosCloth
Mounting Engine plugin ChaosInsights
Mounting Engine plugin ChaosVD
Mounting Engine plugin EnhancedInput
Mounting Engine plugin IoStoreInsights
Mounting Engine plugin MassInsights
Mounting Engine plugin MeshPainting
Mounting Engine plugin CmdLinkServer
Mounting Engine plugin RenderGraphInsights
Mounting Engine plugin TraceUtilities
Mounting Engine plugin UbaController
Mounting Engine plugin WorldMetrics
Mounting Engine plugin XGEController
Mounting Engine plugin GameplayCameras
Mounting Engine plugin CameraShakePreviewer
Mounting Engine plugin CompositeCore
Mounting Engine plugin EngineCameras
Mounting Engine plugin OodleNetwork
Mounting Engine plugin DatasmithContent
Mounting Engine plugin GLTFExporter
Mounting Engine plugin VariantManager
Mounting Engine plugin VariantManagerContent
Mounting Engine plugin AlembicImporter
Mounting Engine plugin MetaHumanSDK
Mounting Engine plugin NNEDenoiser
Mounting Engine plugin NNERuntimeORT
Mounting Engine plugin EOSShared
Mounting Engine plugin OnlineBase
Mounting Engine plugin OnlineServices
Mounting Engine plugin OnlineSubsystem
Mounting Engine plugin OnlineSubsystemNull
Mounting Engine plugin OnlineSubsystemUtils
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 WmfMedia
Mounting Engine plugin UdpMessaging
Mounting Engine plugin TcpMessaging
Mounting Engine plugin WebMMedia
Mounting Engine plugin Takes
Mounting Engine plugin AISupport
Mounting Engine plugin Paper2D
Mounting Engine plugin EnvironmentQueryEditor
Mounting Engine plugin AnimationModifierLibrary
Mounting Engine plugin AnimationData
Mounting Engine plugin ACLPlugin
Mounting Engine plugin BlendSpaceMotionAnalysis
Mounting Engine plugin ControlRig
Mounting Engine plugin ControlRigModules
Mounting Engine plugin ControlRigSpline
Mounting Engine plugin DeformerGraph
Mounting Engine plugin EaseCurveTool
Mounting Engine plugin GameplayInsights
Mounting Engine plugin IKRig
Mounting Engine plugin TweeningUtils
Mounting Engine plugin AnimationSharing
Mounting Engine plugin CLionSourceCodeAccess
Mounting Engine plugin RigLogic
Mounting Engine plugin GPUReshape
Mounting Engine plugin SkeletalMeshModelingTools
Mounting Engine plugin DumpGPUServices
Mounting Engine plugin N10XSourceCodeAccess
Mounting Engine plugin KDevelopSourceCodeAccess
Mounting Engine plugin CodeLiteSourceCodeAccess
Mounting Engine plugin GitSourceControl
Mounting Engine plugin NamingTokens
Mounting Engine plugin PixWinPlugin
Mounting Engine plugin PlasticSourceControl
Mounting Engine plugin NullSourceCodeAccess
Mounting Engine plugin RiderSourceCodeAccess
Mounting Engine plugin RenderDocPlugin
Mounting Engine plugin SubversionSourceControl
Mounting Engine plugin PerforceSourceControl
Mounting Engine plugin TextureFormatOodle
Mounting Engine plugin PropertyAccessNode
Mounting Engine plugin UObjectPlugin
Mounting Engine plugin VisualStudioCodeSourceCodeAccess
Mounting Engine plugin ProjectLauncher
Mounting Engine plugin VisualStudioSourceCodeAccess
Mounting Engine plugin PluginUtils
Mounting Engine plugin AssetManagerEditor
Mounting Engine plugin BlueprintHeaderView
Mounting Engine plugin ChangelistReview
Mounting Engine plugin CryptoKeys
Mounting Engine plugin CurveEditorTools
Mounting Engine plugin DataValidation
Mounting Engine plugin ColorGrading
Mounting Engine plugin EditorScriptingUtilities
Mounting Engine plugin EditorDebugTools
Mounting Engine plugin EngineAssetDefinitions
Mounting Engine plugin FacialAnimation
Mounting Engine plugin XCodeSourceCodeAccess
Mounting Engine plugin GameplayTagsEditor
Mounting Engine plugin GeometryMode
Mounting Engine plugin MaterialAnalyzer
Mounting Engine plugin MacGraphicsSwitching
Mounting Engine plugin MeshLODToolset
Mounting Engine plugin ModelingToolsEditorMode
Mounting Engine plugin MobileLauncherProfileWizard
Mounting Engine plugin PluginBrowser
Mounting Engine plugin SequencerAnimTools
Mounting Engine plugin ProxyLODPlugin
Mounting Engine plugin SpeedTreeImporter
Mounting Engine plugin UVEditor
Mounting Engine plugin StylusInput
Mounting Engine plugin UMGWidgetPreview
Mounting Engine plugin WorldPartitionHLODUtilities
Mounting Engine plugin AdvancedRenamer
Mounting Engine plugin AutomationUtils
Mounting Engine plugin BackChannel
Mounting Engine plugin ChaosCaching
Mounting Engine plugin ChaosEditor
Mounting Engine plugin ChaosNiagara
Mounting Engine plugin ChaosSolverPlugin
Mounting Engine plugin CharacterAI
Mounting Engine plugin ChaosUserDataPT
Mounting Engine plugin EditorDataStorage
Mounting Engine plugin Dataflow
Mounting Engine plugin EditorPerformance
Mounting Engine plugin EditorDataStorageFeatures
Mounting Engine plugin EditorTelemetry
Mounting Engine plugin Fracture
Mounting Engine plugin FullBodyIK
Mounting Engine plugin GeometryCollectionPlugin
Mounting Engine plugin GeometryDataflow
Mounting Engine plugin GeometryFlow
Mounting Engine plugin GlobalConfigurationData
Mounting Engine plugin LevelSequenceNavigatorBridge
Mounting Engine plugin LocalizableMessage
Mounting Engine plugin LowLevelNetTrace
Mounting Engine plugin MeshModelingToolsetExp
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 Cascade
Mounting Engine plugin NiagaraPreviewContent
Mounting Engine plugin Niagara
Mounting Engine plugin NiagaraSimCaching
Mounting Engine plugin InterchangeAssets
Mounting Engine plugin Interchange
Mounting Engine plugin InterchangeEditor
Mounting Engine plugin ActorSequence
Mounting Engine plugin SequencerScripting
Mounting Engine plugin TemplateSequence
Mounting Engine plugin SequenceValidator
Mounting Engine plugin LevelSequenceEditor
Mounting Engine plugin LauncherChunkInstaller
Mounting Engine plugin ActorLayerUtilities
Mounting Engine plugin AndroidDeviceProfileSelector
Mounting Engine plugin AndroidFileServer
Mounting Engine plugin AndroidPermission
Mounting Engine plugin AppleImageUtils
Mounting Engine plugin ArchVisCharacter
Mounting Engine plugin AssetTags
Mounting Engine plugin AudioCapture
Mounting Engine plugin AudioSynesthesia
Mounting Engine plugin AudioWidgets
Mounting Engine plugin ComputeFramework
Mounting Engine plugin ChunkDownloader
Mounting Engine plugin CustomMeshComponent
Mounting Engine plugin CableComponent
Mounting Engine plugin ExampleDeviceProfileSelector
Mounting Engine plugin AppleMoviePlayer
Mounting Engine plugin AndroidMoviePlayer
Mounting Engine plugin GeometryCache
Mounting Engine plugin GeometryProcessing
Mounting Engine plugin GooglePAD
Mounting Engine plugin InputDebugging
Mounting Engine plugin GoogleCloudMessaging
Mounting Engine plugin HairStrands
Mounting Engine plugin IOSDeviceProfileSelector
Mounting Engine plugin LocationServicesBPLibrary
Mounting Engine plugin MeshModelingToolset
Mounting Engine plugin Metasound
Mounting Engine plugin MobilePatchingUtils
Mounting Engine plugin LinuxDeviceProfileSelector
Mounting Engine plugin MsQuic
Mounting Engine plugin ResonanceAudio
Mounting Engine plugin RigVM
Mounting Engine plugin ProceduralMeshComponent
Mounting Engine plugin SignificanceManager
Mounting Engine plugin PropertyAccessEditor
Mounting Engine plugin PropertyBindingUtils
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 OnlineSubsystemIOS
Mounting Engine plugin OnlineSubsystemGooglePlay
Mounting Engine plugin ContentBrowserAssetDataSource
Mounting Engine plugin ContentBrowserClassDataSource
Mounting Engine plugin PortableObjectFileDataSource
Mounting Engine plugin BaseCharacterFXEditor
Mounting Engine plugin LightMixer
Mounting Engine plugin ContentBrowserFileDataSource
Mounting Engine plugin ObjectMixer
Mounting Engine plugin XInputDevice
Revision control is disabled
Revision control is disabled
Revision control is disabled
Applying CVar settings from Section [/Script/CompositeCore.CompositeCorePluginSettings] File [Engine]
Loaded “C:/Program Files/Epic Games/UE_5.7/Engine/Binaries/Win64/EOSSDK-Win64-Shipping.dll”
FEOSSDKManager::Initialize Initializing EOSSDK Version:1.19.0.3-49960398
Using libcurl 8.12.1

  • 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
  • CVarHttpCurlReuseConnectionEnabled = 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 256 concurrent requests
    WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
    OSS: Created online subsystem instance for: NULL
    OSS: TryLoadSubsystemAndSetDefault: Loaded subsystem for type [NULL]
    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.
    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.
    Started StudioTelemetry Session
    NFORDenoise function starting up
    Started StudioTelemetry Session
    ExecutableName: UnrealEditor.exe
    Build: ++UE5+Release-5.7-CL-51494982
    Platform=WindowsEditor
    MachineId=2acc53b04d0952ba2f555593b6a4daa0
    DeviceId=
    Engine Version: 5.7.4-51494982+++UE5+Release-5.7
    Compatible Engine Version: 5.7.0-47537391+++UE5+Release-5.7
    Net CL: 47537391
    OS: Windows 11 (25H2) [10.0.26200.8655] (), CPU: Intel(R) Core™ Ultra 9 275HX, GPU: Intel(R) Graphics
    CPU Model ID: 6c62, microcode revision: 121
    Compiled (64-bit): Mar 6 2026 12:43:05
    Architecture: x64
    Compiled with Visual C++: 19.44.35223.00
    Build Configuration: Development
    Branch Name: ++UE5+Release-5.7
    Command Line: -AUTH_LOGIN=unused -AUTH_PASSWORD=1732e641768f47e0b2e1451d1790a1ee -AUTH_TYPE=exchangecode -epicapp=UE_5.7 -epicenv=Prod -EpicPortal -epicusername=AdmDan1973 -epicuserid=bf2ba3356806463c884aa6770f7c2a76 -epiclocale=en -epicsandboxid=ue
    Base Directory: C:/Program Files/Epic Games/UE_5.7/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): 225
    FortniteValkyrie (8DBC2C5B-54A7-43E0-A768-FCBB7DA29060): 8
    FortniteSeason (5B4C06B7-2463-4AF8-805B-BF70CDF5D0DD): 15
    FortniteRelease (E7086368-6B23-4C58-8439-1B7016265E91): 17
    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): 121
    UE5-Release (D89B5E42-24BD-4D46-8412-ACA8DF641779): 61
    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.
    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.SheenQuality: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]]
    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.FlushStreamingOnGC:0]]
    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]]
    Set CVar [[gc.GarbageEliminationEnabled:1]]
    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=“1707”
    Metadata set : systemresolution.resy=“1067”
    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]]
    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.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:100]]
    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.BentNormal:1]]
    Set CVar [[r.Lumen.ScreenProbeGather.ShortRangeAO.HorizonSearch.HZB:0]]
    Set CVar [[r.Lumen.ScreenProbeGather.ShortRangeAO.HorizonSearch.ForegroundSampleRejectPower:1]]
    Set CVar [[r.Lumen.TranslucencyVolume.GridPixelSize:32]]
    Set CVar [[r.Lumen.TranslucencyVolume.TraceFromVolume:1]]
    Set CVar [[r.Lumen.TranslucencyVolume.TracingOctahedronResolution:3]]
    Set CVar [[r.Lumen.TranslucencyVolume.RadianceCache.ProbeResolution:8]]
    Set CVar [[r.Lumen.TranslucencyVolume.RadianceCache.NumProbesToTraceBudget:70]]
    Set CVar [[r.RayTracing.Scene.BuildMode: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.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 [[fx.Niagara.QualityLevel:3]]
    Set CVar [[r.Refraction.OffsetQuality: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]]
    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]
    Using Default RHI: D3D12
    Using Highest Feature Level of D3D12: SM5
    Loading RHI module D3D12RHI
    Loading WinPixEventRuntime.dll for PIX profiling (from ../../../Engine/Binaries/ThirdParty/Windows/WinPixEventRuntime/x64).
    Checking if RHI D3D12 with Feature Level SM5 is supported by your system.
    Found D3D12 adapter 0: NVIDIA GeForce RTX 5070 Laptop GPU (VendorId: 10de, DeviceId: 2d58, SubSysId: 801617aa, Revision: 00a1
    Max supported Feature Level 12_2, shader model 6.7, binding tier 3, wave ops supported, atomic64 supported
    Adapter has 7891MB of dedicated video memory, 0MB of dedicated system memory, and 18347MB of shared system memory, 1 output[s], UMA:false
    Driver Version: 592.01 (internal:32.0.15.9201, unified:592.01)
    Driver Date: 2-15-2026
    Intel Extensions Framework enabled (version: 4.8.0).
    Intel Extensions Framework unloaded
    Found D3D12 adapter 1: Intel(R) Graphics (VendorId: 8086, DeviceId: 7d67, SubSysId: 801617aa, Revision: 0006
    Max supported Feature Level 12_1, shader model 6.7, binding tier 3, wave ops supported, atomic64 supported
    Adapter has 128MB of dedicated video memory, 0MB of dedicated system memory, and 18347MB of shared system memory, 0 output[s], UMA:true
    Driver Version: 32.0.101.8243 (internal:32.0.101.8243, unified:101.8243)
    Driver Date: 1-26-2026
    Found D3D12 adapter 2: 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 18347MB of shared system memory, 0 output[s], UMA:true
    D3D10Warp Version: 10.0.26100.8521
    DirectX Agility SDK runtime found.
    Chosen D3D12 Adapter Id = 0
    RHI D3D12 with Feature Level SM5 is supported and will be used.
    Selected Device Profile: [WindowsEditor]
    Platform has ~ 32 GB [33752997888 / 34359738368 / 32], 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 [[r.DumpShaderDebugInfo:2]]
    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]]
    Applying CVar settings from Section [ConsoleVariables] File [C:/Users/dbivo/AppData/Local/UnrealEngine/5.7/Saved/Config/WindowsEditor/Editor.ini]
    Computer: DANS_LENOVO
    User: dbivo
    CPU Page size=4096, Cores=24
    High frequency timer resolution =10.000000 MHz
    Handheld Device: 0
    Process is running as part of a Windows Job with separate resource limits
    Memory total: Physical=31.4GB (32GB approx) Virtual=95.4GB
    Platform Memory Stats for WindowsEditor
    Process Physical Memory: 595.49 MB used, 621.10 MB peak
    Process Virtual Memory: 604.86 MB used, 623.86 MB peak
    Physical Memory: 21830.14 MB used, 10359.23 MB free, 32189.37 MB total
    Virtual Memory: 31379.56 MB used, 66345.80 MB free, 97725.37 MB total
    Metadata set : extradevelopmentmemorymb=“0”
    WindowsPlatformFeatures enabled
    Registered spline type: TypeId=0x54E3AD22, Impl=MultiSpline, Value=Vector
    Chaos Debug Draw Startup
    Physics initialised using underlying interface: Chaos
    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
    Available input methods:
  • English (United States) - (Keyboard).
    Activated input method: English (United States) - (Keyboard).
    CacheForceMaxTouchpadSensitivityMode SetMaxTouchpadSensitivity
    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.
    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
    Using Default RHI: D3D12
    Using Highest Feature Level of D3D12: SM5
    Loading RHI module D3D12RHI
    Checking if RHI D3D12 with Feature Level SM5 is supported by your system.
    RHI D3D12 with Feature Level SM5 is supported and will be used.
    Integrated GPU (iGPU): false
    Creating D3D12 RHI with Max Feature Level SM5
    Attached monitors:
    resolution: 2560x1600, work area: (0, 0) → (2560, 1528), device: ‘\.\DISPLAY1’ [PRIMARY]
    Found 1 attached monitors.
    Gathering driver information using Windows Setup API
    RHI Adapter Info:
    Name: NVIDIA GeForce RTX 5070 Laptop GPU
    Driver Version: 592.01 (internal:32.0.15.9201, unified:592.01)
    Driver Date: 2-15-2026
    GPU DeviceId: 0x2d58 (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:
  • Feature: EnableResourceTracking
    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
    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
    [GPUBreadCrumb] Successfully setup breadcrumb resource for DiagnosticBuffer (Queue: 0x000001946D79B380)
    [GPUBreadCrumb] Successfully setup breadcrumb resource for DiagnosticBuffer (Queue: 0x000001946D79B640)
    [GPUBreadCrumb] Successfully setup breadcrumb resource for DiagnosticBuffer (Queue: 0x000001946D79B900)
    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 interface supported!
    NVIDIA Ray Tracing Cluster Operations supported and enabled
    Texture pool is 4487 MB (70% of 6410 MB)
    Async texture creation enabled
    RHI has support for 64 bit atomics
    Current RHI supports per-draw and screenspace Variable Rate Shading
    Metadata set : verbatimrhiname=“D3D12”
    Metadata set : rhiname=“D3D12”
    Metadata set : rhifeaturelevel=“SM5”
    Metadata set : shaderplatform=“PCD3D_SM5”
    Initializing FReadOnlyCVARCache
    Running Turnkey SDK detection: ‘Turnkey -utf8output -WaitForUATMutex -command=VerifySdk -ReportFilename=“C:/Users/dbivo/AppData/Local/UnrealEngine/5.7/Intermediate/TurnkeyReport_0.log” -log=“C:/Users/dbivo/AppData/Local/UnrealEngine/5.7/Intermediate/TurnkeyLog_0.log” -platform=all’
    Running Serialized UAT: [ cmd.exe /c ““C:/Program Files/Epic Games/UE_5.7/Engine/Build/BatchFiles/RunUAT.bat” Turnkey -utf8output -WaitForUATMutex -command=VerifySdk -ReportFilename=“C:/Users/dbivo/AppData/Local/UnrealEngine/5.7/Intermediate/TurnkeyReport_0.log” -log=“C:/Users/dbivo/AppData/Local/UnrealEngine/5.7/Intermediate/TurnkeyLog_0.log” -platform=all” ]
    ASTCEnc version 5.0.1 library loaded
    Loaded Base TextureFormat: TextureFormatASTC
    Loaded Base TextureFormat: TextureFormatDXT
    Loaded Base TextureFormat: TextureFormatETC2
    Loaded Base TextureFormat: TextureFormatIntelISPCTexComp
    Loaded Base TextureFormat: TextureFormatUncompressed
    Oodle Texture TFO init; latest sdk version = 2.9.14
    Oodle Texture loading DLL: oo2tex_win64_2.9.14.dll
    Oodle Texture loading DLL: oo2tex_win64_2.9.5.dll
    Loaded Base TextureFormat: TextureFormatOodle
    Loaded TargetPlatform ‘Android’
    Loaded TargetPlatform ‘Android_ASTC’
    Loaded TargetPlatform ‘Android_DXT’
    Loaded TargetPlatform ‘Android_ETC2’
    Loaded TargetPlatform ‘Android_OpenXR’
    Loaded TargetPlatform ‘AndroidClient’
    Loaded TargetPlatform ‘Android_ASTCClient’
    Loaded TargetPlatform ‘Android_DXTClient’
    Loaded TargetPlatform ‘Android_ETC2Client’
    Loaded TargetPlatform ‘Android_OpenXRClient’
    Loaded TargetPlatform ‘Android_Multi’
    Loaded TargetPlatform ‘Android_MultiClient’
    Loaded TargetPlatform ‘IOS’
    Loaded TargetPlatform ‘IOSClient’
    Loaded TargetPlatform ‘Linux’
    Loaded TargetPlatform ‘LinuxEditor’
    Loaded TargetPlatform ‘LinuxServer’
    Loaded TargetPlatform ‘LinuxClient’
    Loaded TargetPlatform ‘Mac’
    Loaded TargetPlatform ‘MacEditor’
    Loaded TargetPlatform ‘MacServer’
    Loaded TargetPlatform ‘MacClient’
    Loaded TargetPlatform ‘TVOS’
    Loaded TargetPlatform ‘TVOSClient’
    Loaded TargetPlatform ‘Windows’
    Loaded TargetPlatform ‘WindowsEditor’
    Loaded TargetPlatform ‘WindowsServer’
    Loaded TargetPlatform ‘WindowsClient’
    Building Assets For WindowsEditor
    Unable to find shader format SF_METAL_ES3_1_IOS from hinted modules, loading all potential format modules to find it
    Loaded format module MetalShaderFormat
    SF_METAL_ES3_1_IOS
    SF_METAL_SM5_IOS
    SF_METAL_ES3_1_TVOS
    SF_METAL_SM5_TVOS
    SF_METAL_SM5
    SF_METAL_SM6
    SF_METAL_SIM
    SF_METAL_ES3_1
    Loaded format module ShaderFormatD3D
    PCD3D_SM6
    PCD3D_SM5
    PCD3D_ES31
    Loaded format module ShaderFormatOpenGL
    GLSL_150_ES31
    GLSL_ES3_1_ANDROID
    Loaded format module ShaderFormatVectorVM
    VVM_1_0
    Loaded format module VulkanShaderFormat
    SF_VULKAN_SM5
    SF_VULKAN_ES31_ANDROID
    SF_VULKAN_ES31
    SF_VULKAN_SM5_ANDROID
    SF_VULKAN_SM6
    Ray tracing is disabled. Reason: disabled through project setting (r.RayTracing=0).
    Memory: Max Cache Size: -1 MB
    FDerivedDataBackendGraph: Pak pak cache file ../../../../../../Users/dbivo/AppData/Local/UnrealEngine/5.7/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
    Unable to find inner node Pak for hierarchy Hierarchy.
    FDerivedDataBackendGraph: CompressedPak pak cache file ../../../../../../Users/dbivo/AppData/Local/UnrealEngine/5.7/DerivedDataCache/Compressed.ddp not found, will not use a pak cache.
    Unable to find inner node CompressedPak for hierarchy Hierarchy.
    ../../../Engine/DerivedDataCache/Compressed.ddp: Opened pak cache for reading. (1729 MiB)
    FDerivedDataBackendGraph: EnterprisePak pak cache file ../../../Enterprise/DerivedDataCache/Compressed.ddp not found, will not use a pak cache.
    Unable to find inner node EnterprisePak for hierarchy Hierarchy.
    Found Zen config default=C:/Users/dbivo/AppData/Local/UnrealEngine/Common/Zen/Data
    Launching zen utility ‘C:/Program Files/Epic Games/UE_5.7/Engine/Binaries/Win64/zen.exe service status’.
    Launching zen utility ‘C:/Program Files/Epic Games/UE_5.7/Engine/Binaries/Win64/zen.exe service status’.
    Read zen version cache file from ‘C:/Users/dbivo/AppData/Local/UnrealEngine/5.7/Saved/Zen/zen.version’, version: ‘5.7.6-202510061608-windows-x64-release-9a1ebb9’
    InTree version at ‘C:/Program Files/Epic Games/UE_5.7/Engine/Binaries/Win64/zenserver.exe’ is ‘5.7.6-202510061608-windows-x64-release-9a1ebb9’
    Read zen version cache file from ‘C:/Users/dbivo/AppData/Local/UnrealEngine/Common/Zen/Install/zen.version’, version: ‘5.8.13-202605190912-windows-x64-release-094f62c2’
    Installed version at ‘C:/Users/dbivo/AppData/Local/UnrealEngine/Common/Zen/Install/zenserver.exe’ is ‘5.8.13-202605190912-windows-x64-release-094f62c2’
    Installed service at ‘C:/Users/dbivo/AppData/Local/UnrealEngine/Common/Zen/Install/zenserver.exe’ is up to date
    No current process using the data dir found, launching a new instance
    Migrating default data path from ‘C:/ProgramData/Epic/Zen/Data’ to ‘C:/Users/dbivo/AppData/Local/UnrealEngine/Common/Zen/Data’. Old location will be deleted.
    Launching executable ‘C:/Users/dbivo/AppData/Local/UnrealEngine/Common/Zen/Install/zenserver.exe’, working dir ‘C:/Users/dbivo/AppData/Local/UnrealEngine/Common/Zen/Install’, data dir ‘C:/Users/dbivo/AppData/Local/UnrealEngine/Common/Zen/Data’, args ‘–port 8558 --data-dir C:\Users\dbivo\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 --http-forceloopback --owner-pid 38832 --child-id Zen_38832_Startup’
    Unreal Zen Storage Server HTTP service at http://[::1]:8558 status: OK!.
    Local ZenServer AutoLaunch initialization completed in 0.891 seconds
    ZenLocal: Using ZenServer HTTP service at [::1] with namespace ue.ddc status: OK!.
    C:/Users/dbivo/AppData/Local/UnrealEngine/Common/DerivedDataCache: Speed tests took 0.11 seconds.
    C:/Users/dbivo/AppData/Local/UnrealEngine/Common/DerivedDataCache: Performance: Latency=0.41ms. RandomReadSpeed=10.22MBs, RandomWriteSpeed=96.76MBs. Assigned SpeedClass ‘Local’
    Local: Using data cache path C:/Users/dbivo/AppData/Local/UnrealEngine/Common/DerivedDataCache: DeleteOnly
    ZenShared: Disabled because Host is set to ‘None’
    Unable to find inner node ZenShared for hierarchy Hierarchy.
    Shared: Disabled because no path is configured.
    Unable to find inner node Shared for hierarchy Hierarchy.
    Cloud: Disabled because Host is set to ‘None’
    Unable to find inner node Cloud for hierarchy Hierarchy.
    Guid format shader working directory is -15 characters bigger than the processId version (../../../../../../Users/dbivo/AppData/Local/UnrealEngine/5.7/Intermediate/Shaders/WorkingDirectory/38832/).
    Cleaned the shader compiler working directory ‘C:/Users/dbivo/AppData/Local/Temp/UnrealShaderWorkingDir/CBF13C984253D797437A63B1B70ED4EF/’.
    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
    Compiling shader autogen file: ../../../../../../Users/dbivo/AppData/Local/UnrealEngine/5.7/Intermediate/ShaderAutogen/PCD3D_SM5/AutogenShaderHeaders.ush
    Autogen file is unchanged, skipping write.
    Completed SDK detection: ExitCode = 0
    Using FreeType 2.10.0
    SlateFontServices - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
    Failed to read file ‘../../../Engine/Platforms/VisionOS/Content/Editor/Slate/Launcher/Platform_VisionOS_24x.png’ error.
    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]
    Failed to read file ‘../../../Engine/Platforms/VisionOS/Content/Editor/Slate/Launcher/Platform_VisionOS_128x.png’ error.
    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]
    FAssetRegistry took 0.0059 seconds to start up
    EditorDomain is Disabled
    AssetDataGatherer spent 0.000s loading caches ../../../../../../Users/dbivo/AppData/Local/UnrealEngine/5.7/Intermediate/CachedAssetRegistry_*.bin.
    Deviceprofile LinuxArm64Editor not found.
    Deviceprofile LinuxArm64 not found.
    Active device profile: [0000019425485C80][0000019418CB0000 82] WindowsEditor
    Metadata set : deviceprofile=“WindowsEditor”
    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
    Turnkey Platform: Win64: (Status=Valid, MinAllowed_Sdk=10.0.19041.0, MaxAllowed_Sdk=10.9.99999.0, Current_Sdk=10.0.22621.0, Allowed_AutoSdk=10.0.22621.0, Current_AutoSdk=, Flags=“InstalledSdk_ValidVersionExists, Sdk_HasBestVersion”)
    Running Turnkey device detection: ‘Turnkey -utf8output -WaitForUATMutex -command=VerifySdk -ReportFilename=“C:/Users/dbivo/AppData/Local/UnrealEngine/5.7/Intermediate/TurnkeyReport_1.log” -log=“C:/Users/dbivo/AppData/Local/UnrealEngine/5.7/Intermediate/TurnkeyLog_1.log” -Device=Win64@DANS_LENOVO’
    Running Serialized UAT: [ cmd.exe /c ““C:/Program Files/Epic Games/UE_5.7/Engine/Build/BatchFiles/RunUAT.bat” Turnkey -utf8output -WaitForUATMutex -command=VerifySdk -ReportFilename=“C:/Users/dbivo/AppData/Local/UnrealEngine/5.7/Intermediate/TurnkeyReport_1.log” -log=“C:/Users/dbivo/AppData/Local/UnrealEngine/5.7/Intermediate/TurnkeyLog_1.log” -Device=Win64@DANS_LENOVO” -nocompile -nocompileuat ]
    Flushing package /Engine/Functions/Engine_MaterialFunctions01/Shading/PowerToRoughness (state: WaitingForIo) recursively from another package /Engine/EngineMaterials/DefaultTextMaterialOpaque (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
    Package /Engine/EngineMaterials/DefaultTextMaterialOpaque is adding a dynamic import to package /Engine/Functions/Engine_MaterialFunctions01/Shading/PowerToRoughness because of a recursive sync load
    Flushing package /Engine/Functions/Engine_MaterialFunctions01/Shading/PowerToRoughness (state: DeferredPostLoad) recursively from another package /Engine/EngineMaterials/DefaultTextMaterialOpaque (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
    Flushing package /Engine/Functions/Engine_MaterialFunctions01/Shading/ConvertFromDiffSpec (state: WaitingForIo) recursively from another package /Engine/EngineMaterials/DefaultTextMaterialOpaque (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
    Package /Engine/EngineMaterials/DefaultTextMaterialOpaque is adding a dynamic import to package /Engine/Functions/Engine_MaterialFunctions01/Shading/ConvertFromDiffSpec because of a recursive sync load
    Flushing package /Engine/Functions/Engine_MaterialFunctions01/Shading/ConvertFromDiffSpec (state: DeferredPostLoad) recursively from another package /Engine/EngineMaterials/DefaultTextMaterialOpaque (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
    Flushing package /Engine/EngineMaterials/WorldGridMaterial (state: WaitingForIo) recursively from another package /Engine/EngineMaterials/DefaultTextMaterialOpaque (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
    Flushing package /Engine/EngineMaterials/DefaultDeferredDecalMaterial (state: WaitingForIo) recursively from another package /Engine/EngineMaterials/WorldGridMaterial (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
    Flushing package /Engine/EngineMaterials/DefaultLightFunctionMaterial (state: WaitingForIo) recursively from another package /Engine/EngineMaterials/DefaultDeferredDecalMaterial (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
    Flushing package /Engine/EngineMaterials/DefaultPostProcessMaterial (state: WaitingForIo) recursively from another package /Engine/EngineMaterials/DefaultLightFunctionMaterial (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
    Package /Engine/EngineMaterials/DefaultLightFunctionMaterial is adding a dynamic import to package /Engine/EngineMaterials/DefaultPostProcessMaterial because of a recursive sync load
    Flushing package /Engine/EngineMaterials/DefaultPostProcessMaterial (state: DeferredPostLoad) recursively from another package /Engine/EngineMaterials/DefaultLightFunctionMaterial (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
    Package /Engine/EngineMaterials/DefaultDeferredDecalMaterial is adding a dynamic import to package /Engine/EngineMaterials/DefaultLightFunctionMaterial because of a recursive sync load
    Flushing package /Engine/EngineMaterials/DefaultLightFunctionMaterial (state: DeferredPostLoad) recursively from another package /Engine/EngineMaterials/DefaultDeferredDecalMaterial (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
    Package /Engine/EngineMaterials/WorldGridMaterial is adding a dynamic import to package /Engine/EngineMaterials/DefaultDeferredDecalMaterial because of a recursive sync load
    Flushing package /Engine/EngineMaterials/DefaultDeferredDecalMaterial (state: DeferredPostLoad) recursively from another package /Engine/EngineMaterials/WorldGridMaterial (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
    Package /Engine/EngineMaterials/DefaultTextMaterialOpaque is adding a dynamic import to package /Engine/EngineMaterials/WorldGridMaterial because of a recursive sync load
    Flushing package /Engine/EngineMaterials/WorldGridMaterial (state: DeferredPostLoad) recursively from another package /Engine/EngineMaterials/DefaultTextMaterialOpaque (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
    Using QuadricMeshReduction for automatic static mesh reduction
    Using SkeletalMeshReduction for automatic skeletal mesh reduction
    Using ProxyLODMeshReduction for automatic mesh merging
    No distributed automatic mesh merging module available
    No distributed automatic mesh merging module available
    Applying CVar settings from Section [/Script/CQTest.CQTestSettings] File [Engine]
    VirtualizationSystem name found in ini file: None
    FNullVirtualizationSystem mounted, virtualization will be disabled
    Starting LiveCoding
    LiveCodingConsole Arguments: UnrealEditor Win64 Development
    First instance in process group “UE__0xcff2fbf9”, spawning console
    Waiting for server
    Border
    BreadcrumbButton
    Brushes.Title
    ColorPicker.ColorThemes
    Default
    Icons.Save
    Icons.Toolbar.Settings
    ListView
    SoftwareCursor_CardinalCross
    SoftwareCursor_Grab
    TableView.DarkRow
    TableView.Row
    TreeView
    Completed device detection: Code = 0
    FWorldPartitionClassDescRegistry::Initialize started…
    FWorldPartitionClassDescRegistry::Initialize took 7.328 ms
    XR: Instanced Stereo Rendering is Disabled
    XR: MultiViewport is Disabled
    XR: Mobile Multiview is Disabled
    Turnkey Device: Win64@Dans_Lenovo: (Name=Dans_Lenovo, Type=Computer, Status=Valid, MinAllowed=10.0.19041.0, MaxAllowed=, Current=10.0.26200.0, Flags=“Device_InstallSoftwareValid”)
    UGameplayTagsManager::InitializeManager - 0.001 s
    Selecting NPU adapter: Intel(R) AI Boost

You have more than one issue.

The DDP cache is missing
The DCC cache is missing,
Some DLL files are also missing.
Your Zen Server is not configured correctly so it stops

You have probably moved your engine folder or had a bad sector or crash that caused some files misplaced or removed.

First run a Chkdsk /f on your OS drive using command line (I assume it is same as where you have installed your engine, if not run it on both drives). the tool provided in drive properties does not work most of the times.

Once you are done with checking disk, do a repair on your Unreal engine version from Epic Launcher. click on the tiny arrow on right side of the engine launch button and select Verify.

Since you are working on your project alone, probably you want to disable the ZEN server too.

What I don’t understand is that this is a fresh install and my computer is less than a year old. I have tried to do a repair on my Unreal engine install and it doesn’t fix the issue. It goes through the whole verification process without downloading a single new asset or file.
I have not had any trouble with any other piece of software on my computer aside from this single version of UE. And when I purchased this computer, I specifically made sure that it met or exceeded the requirements for both UE and Unity.

I have been playing around with 5.6.1 in order to learn UE, but the project I signed up for is in 5.7.4.

I am very frustrated that seem to not be getting anywhere in resolving this issue.