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)
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:
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.
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
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.