Hello Unreal Engine Community,
I’ve recently installed Unreal Engine 5.4 and have yet to successfully see the editor interface. Every attempt to create a new project or open an existing project from version 5.1.1 results in a crash during shader compilation.
Moreover, I experience a blue screen about once in every ten attempts.
In contrast, Unreal Engine 5.1.1 works flawlessly, allowing me to create and operate new projects without any issues. Here are the troubleshooting steps I have already attempted:
- Reinstalled both the launcher and Unreal Engine 5.4
- Deleted cache in the local folder after each step
- Performed a clean installation of GPU drivers using DDU
- Tried installing different versions of GPU drivers, including Studio drivers
- Completed all Windows updates
- Updated the motherboard BIOS to the latest version (ASUS ROG STRIX Z790-F)
- Disabled antivirus software
- Ran ‘sfc /scannow’
- Conducted a memory check
- Installed PIX, even though I encountered an error with ‘WinPixGpuCapturer.dll not found’ which I don’t believe is related
- Switched to DirectX 11
- Reinstalled Visual Studio 2022 and followed Epic’s guidelines for setting up a C++ development environment in Unreal Engine as per the link below:
12-1. Setting Up Visual Studio for C++ Projects in Unreal Engine
12-2. Installed version 14.38.33135 and configured BuildConfiguration.xml accordingly
My PC specs are:
- CPU: 13th Gen Intel(R) Core™ i9-13900KS, 3.20 GHz
- GPU: NVIDIA GeForce RTX 4090, 24GB
- OS: Windows 10 Home 64-bit, version 22H2, build 19045.4291
- RAM: 128 GB DDR5-4800
English is not my first language, so please let me know if anything is unclear.
I’m eager to experience the new features in Unreal Engine 5.4 and would appreciate any help.
Thank you in advance for your help!
- Crash Reporter
LoginId:4476291d4322a653259bce97e759dbf2
EpicAccountId:8e6e4d59d50143f4aa4718ba15d58a19
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000
UnrealEditor_ShaderPreprocessor!copy_to_action_point() [D:\build++UE5\Sync\Engine\Source\Developer\ShaderPreprocessor\Private\stb_preprocess\preprocessor.c:1476]
UnrealEditor_ShaderPreprocessor!preprocess_string() [D:\build++UE5\Sync\Engine\Source\Developer\ShaderPreprocessor\Private\stb_preprocess\preprocessor.c:2321]
UnrealEditor_ShaderPreprocessor!maybe_expand_macro() [D:\build++UE5\Sync\Engine\Source\Developer\ShaderPreprocessor\Private\stb_preprocess\preprocessor.c:3603]
UnrealEditor_ShaderPreprocessor!preprocess_string() [D:\build++UE5\Sync\Engine\Source\Developer\ShaderPreprocessor\Private\stb_preprocess\preprocessor.c:2339]
UnrealEditor_ShaderPreprocessor!process_include() [D:\build++UE5\Sync\Engine\Source\Developer\ShaderPreprocessor\Private\stb_preprocess\preprocessor.c:3823]
UnrealEditor_ShaderPreprocessor!process_directive() [D:\build++UE5\Sync\Engine\Source\Developer\ShaderPreprocessor\Private\stb_preprocess\preprocessor.c:4196]
UnrealEditor_ShaderPreprocessor!preprocess_string() [D:\build++UE5\Sync\Engine\Source\Developer\ShaderPreprocessor\Private\stb_preprocess\preprocessor.c:2327]
UnrealEditor_ShaderPreprocessor!process_include() [D:\build++UE5\Sync\Engine\Source\Developer\ShaderPreprocessor\Private\stb_preprocess\preprocessor.c:3823]
UnrealEditor_ShaderPreprocessor!process_directive() [D:\build++UE5\Sync\Engine\Source\Developer\ShaderPreprocessor\Private\stb_preprocess\preprocessor.c:4196]
UnrealEditor_ShaderPreprocessor!preprocess_string() [D:\build++UE5\Sync\Engine\Source\Developer\ShaderPreprocessor\Private\stb_preprocess\preprocessor.c:2327]
UnrealEditor_ShaderPreprocessor!process_include() [D:\build++UE5\Sync\Engine\Source\Developer\ShaderPreprocessor\Private\stb_preprocess\preprocessor.c:3823]
UnrealEditor_ShaderPreprocessor!process_directive() [D:\build++UE5\Sync\Engine\Source\Developer\ShaderPreprocessor\Private\stb_preprocess\preprocessor.c:4196]
UnrealEditor_ShaderPreprocessor!preprocess_string() [D:\build++UE5\Sync\Engine\Source\Developer\ShaderPreprocessor\Private\stb_preprocess\preprocessor.c:2327]
UnrealEditor_ShaderPreprocessor!preprocess_file() [D:\build++UE5\Sync\Engine\Source\Developer\ShaderPreprocessor\Private\stb_preprocess\preprocessor.c:4997]
UnrealEditor_ShaderPreprocessor!PreprocessShader() [D:\build++UE5\Sync\Engine\Source\Developer\ShaderPreprocessor\Private\ShaderPreprocessor.cpp:802]
UnrealEditor_ShaderCompilerCommon!UE::ShaderCompilerCommon::ExecuteShaderPreprocessingSteps() [D:\build++UE5\Sync\Engine\Source\Developer\ShaderCompilerCommon\Private\ShaderCompilerCommon.cpp:1753]
UnrealEditor_ShaderCompilerCommon!UE::ShaderCompilerCommon::FBaseShaderFormat::PreprocessShader() [D:\build++UE5\Sync\Engine\Source\Developer\ShaderCompilerCommon\Private\ShaderCompilerCommon.cpp:1778]
UnrealEditor_RenderCore!FInternalShaderCompilerFunctions::PreprocessShaderInternal() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\ShaderCore.cpp:1243]
UnrealEditor_RenderCore!FInternalShaderCompilerFunctions::PreprocessShaderInternal() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\ShaderCore.cpp:1272]
UnrealEditor_RenderCore!ConditionalPreprocessShader() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\ShaderCore.cpp:1409]
UnrealEditor_Engine!FShaderJobCache::SubmitJobs'::
17’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp:1769]
UnrealEditor_Engine!UE::Tasks::Private::TExecutableTaskBase<FShaderJobCache::SubmitJobs'::
17’::<lambda_1>,void,void>::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:855]
UnrealEditor_Engine!UE::Tasks::Private::FTaskBase::TryExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:504]
UnrealEditor_Engine!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __ptr64 __cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask::Init<
UE::Tasks::Private::FTaskBase::Init’::2'::<lambda_1> >'::
13’::<lambda_1>,0>::CallAndMove() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:177]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:397]
UnrealEditor_Core!UE::Core::Private::Function::TFunctionRefCaller<LowLevelTasks::FScheduler::CreateWorker'::
2’::<lambda_1>,void __cdecl(void)>::Call() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:406]
UnrealEditor_Core!FThreadImpl::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
- CrashLog
Stats thread started at 0.195993
ICU TimeZone Detection - Raw Offset: +9:00, Platform Override: ‘’
Session CrashGUID >====================================================
Session CrashGUID > UECC-Windows-4A0626774077A779EC007F807C7436CE
Session CrashGUID >====================================================
No local boot hotfix file found at: […/…/…/…/…/…/Users/sutea/OneDrive/Documents/Unreal Projects/MyProject37/Saved/PersistentDownloadDir/HotfixForNextBoot.txt]
Loading Mac ini files took 0.02 seconds
Loading Android ini files took 0.02 seconds
Loading IOS ini files took 0.02 seconds
Loading VulkanPC ini files took 0.02 seconds
Loading TVOS ini files took 0.03 seconds
Loading Unix ini files took 0.03 seconds
Loading Windows ini files took 0.03 seconds
Loading VisionOS ini files took 0.03 seconds
Loading Linux ini files took 0.03 seconds
Loading LinuxArm64 ini files took 0.03 seconds
Ignored optional reference to ‘ConcertSyncClient’ plugin from ‘LiveLink’ plugin; plugin was not built by target.
Mounting Engine plugin Bridge
Mounting Engine plugin ChaosCloth
Mounting Engine plugin ChaosVD
Found config from plugin[ChaosVD] Engine
Mounting Engine plugin BlueprintFileUtils
Mounting Engine plugin FastBuildController
Mounting Engine plugin CmdLinkServer
Mounting Engine plugin JsonBlueprintUtilities
Mounting Engine plugin MeshPainting
Mounting Engine plugin DiscoveryBeaconReceiver
Mounting Engine plugin RenderGraphInsights
Mounting Engine plugin EnhancedInput
Found config from plugin[EnhancedInput] Input
Mounting Engine plugin XGEController
Mounting Engine plugin TraceUtilities
Mounting Engine plugin WorldMetrics
Mounting Engine plugin AISupport
Mounting Engine plugin EnvironmentQueryEditor
Mounting Engine plugin LauncherChunkInstaller
Mounting Engine plugin ACLPlugin
Mounting Engine plugin AnimationData
Mounting Engine plugin AnimationModifierLibrary
Mounting Engine plugin ControlRig
Mounting Engine plugin ControlRigModules
Mounting Engine plugin BlendSpaceMotionAnalysis
Mounting Engine plugin IKRig
Mounting Engine plugin ControlRigSpline
Mounting Engine plugin LiveLink
Mounting Engine plugin InterchangeTests
Mounting Engine plugin Composure
Mounting Engine plugin OpenCVLensDistortion
Mounting Engine plugin OodleNetwork
Mounting Engine plugin AutomationUtils
Mounting Engine plugin BackChannel
Mounting Engine plugin ChaosEditor
Mounting Engine plugin ChaosSolverPlugin
Mounting Engine plugin ChaosCaching
Mounting Engine plugin CineCameraRigs
Mounting Engine plugin OpenColorIO
Mounting Engine plugin ChaosNiagara
Mounting Engine plugin ChaosUserDataPT
Mounting Engine plugin CineCameraSceneCapture
Mounting Engine plugin CharacterAI
Mounting Engine plugin Dataflow
Mounting Engine plugin ColorCorrectRegions
Mounting Engine plugin FullBodyIK
Mounting Engine plugin GizmoFramework
Mounting Engine plugin Fracture
Mounting Engine plugin GeometryCollectionPlugin
Mounting Engine plugin GeometryFlow
Mounting Engine plugin GizmoEdMode
Mounting Engine plugin LocalizableMessage
Mounting Engine plugin MeshModelingToolsetExp
Mounting Engine plugin PlatformCrypto
Mounting Engine plugin OpenImageDenoise
Mounting Engine plugin PlanarCut
Mounting Engine plugin PythonScriptPlugin
Mounting Engine plugin RemoteSession
Mounting Engine plugin SkeletalReduction
Mounting Engine plugin StructUtils
Mounting Engine plugin StudioTelemetry
Mounting Engine plugin VirtualScouting
Mounting Engine plugin VirtualProductionUtilities
Mounting Engine plugin ToolPresets
Mounting Engine plugin XRCreativeFramework
Mounting Engine plugin AnimationSharing
Mounting Engine plugin CLionSourceCodeAccess
Mounting Engine plugin NullSourceCodeAccess
Mounting Engine plugin N10XSourceCodeAccess
Mounting Engine plugin CodeLiteSourceCodeAccess
Mounting Engine plugin PixWinPlugin
Mounting Engine plugin DumpGPUServices
Mounting Engine plugin RenderDocPlugin
Mounting Engine plugin GitSourceControl
Mounting Engine plugin PlasticSourceControl
Mounting Engine plugin RiderSourceCodeAccess
Mounting Engine plugin KDevelopSourceCodeAccess
Mounting Engine plugin SubversionSourceControl
Mounting Engine plugin TraceDataFilters
Mounting Engine plugin PerforceSourceControl
Mounting Engine plugin UObjectPlugin
Mounting Engine plugin PluginUtils
Mounting Engine plugin VisualStudioCodeSourceCodeAccess
Mounting Engine plugin Interchange
Mounting Engine plugin PropertyAccessNode
Mounting Engine plugin TextureFormatOodle
Mounting Engine plugin WebSocketNetworking
Mounting Engine plugin VisualStudioSourceCodeAccess
Mounting Engine plugin XCodeSourceCodeAccess
Mounting Engine plugin InterchangeEditor
Mounting Engine plugin OnlineServices
Mounting Engine plugin OnlineSubsystem
Mounting Engine plugin OnlineBase
Mounting Engine plugin OnlineSubsystemNull
Mounting Engine plugin OnlineSubsystemUtils
Mounting Engine plugin LevelSnapshots
Mounting Engine plugin CameraCalibrationCore
Mounting Engine plugin LensComponent
Mounting Engine plugin RemoteControl
Mounting Engine plugin MultiUserTakes
Mounting Engine plugin RemoteControlInterception
Mounting Engine plugin VirtualCameraCore
Mounting Engine plugin GameplayCameras
Mounting Engine plugin Takes
Mounting Engine plugin DatasmithContent
Mounting Engine plugin VariantManager
Mounting Engine plugin CameraShakePreviewer
Mounting Engine plugin VirtualCamera
Mounting Engine plugin GLTFExporter
Mounting Engine plugin TcpMessaging
Mounting Engine plugin VariantManagerContent
Mounting Engine plugin Niagara
Mounting Engine plugin UdpMessaging
Mounting Engine plugin NiagaraSimCaching
Mounting Engine plugin AndroidMedia
Mounting Engine plugin AjaMedia
Mounting Engine plugin AlembicImporter
Mounting Engine plugin BlackmagicMedia
Mounting Engine plugin AppleProResMedia
Mounting Engine plugin HAPMedia
Mounting Engine plugin MediaCompositing
Mounting Engine plugin MediaPlate
Mounting Engine plugin MediaPlayerEditor
Mounting Engine plugin AvfMedia
Mounting Engine plugin MediaIOFramework
Mounting Engine plugin ImgMedia
Mounting Engine plugin PixelStreaming
Mounting Engine plugin WmfMedia
Mounting Engine plugin PixelCapture
Mounting Engine plugin LevelSequenceEditor
Mounting Engine plugin MovieRenderPipeline
Mounting Engine plugin MediaFrameworkUtilities
Mounting Engine plugin WebMMedia
Mounting Engine plugin ActorSequence
Mounting Engine plugin AndroidMoviePlayer
Mounting Engine plugin ActorLayerUtilities
Mounting Engine plugin AndroidPermission
Mounting Engine plugin AppleMoviePlayer
Mounting Engine plugin SequencerScripting
Mounting Engine plugin ArchVisCharacter
Mounting Engine plugin TemplateSequence
Mounting Engine plugin AndroidDeviceProfileSelector
Mounting Engine plugin AudioCapture
Mounting Engine plugin AndroidFileServer
Mounting Engine plugin AssetTags
Mounting Engine plugin CableComponent
Mounting Engine plugin AudioWidgets
Mounting Engine plugin AppleImageUtils
Mounting Engine plugin CustomMeshComponent
Mounting Engine plugin AudioSynesthesia
Mounting Engine plugin CommonUI
Mounting Engine plugin ChunkDownloader
Mounting Engine plugin GeometryProcessing
Mounting Engine plugin GoogleCloudMessaging
Mounting Engine plugin ExampleDeviceProfileSelector
Mounting Engine plugin GeometryScripting
Mounting Engine plugin HDRIBackdrop
Mounting Engine plugin GeometryCache
Mounting Engine plugin GooglePAD
Mounting Engine plugin IOSDeviceProfileSelector
Mounting Engine plugin LinuxDeviceProfileSelector
Mounting Engine plugin InputDebugging
Found config from plugin[InputDebugging] Input
Mounting Engine plugin LocationServicesBPLibrary
Mounting Engine plugin ModelViewViewModel
Mounting Engine plugin MeshModelingToolset
Mounting Engine plugin Metasound
Mounting Engine plugin MobilePatchingUtils
Mounting Engine plugin nDisplay
Mounting Engine plugin OpenCV
Mounting Engine plugin MsQuic
Mounting Engine plugin OpenXR
Found config from plugin[OpenXR] Engine
Mounting Engine plugin nDisplayModularFeatures
Mounting Engine plugin OSC
Mounting Engine plugin ProceduralMeshComponent
Mounting Engine plugin RigVM
Mounting Engine plugin PropertyAccessEditor
Mounting Engine plugin SoundFields
Mounting Engine plugin ResonanceAudio
Mounting Engine plugin SignificanceManager
Mounting Engine plugin SunPosition
Mounting Engine plugin WebMMoviePlayer
Mounting Engine plugin Synthesis
Mounting Engine plugin XRBase
Mounting Engine plugin WaveTable
Mounting Engine plugin WindowsDeviceProfileSelector
Mounting Engine plugin AssetManagerEditor
Mounting Engine plugin WindowsMoviePlayer
Mounting Engine plugin BlueprintMaterialTextureNodes
Mounting Engine plugin CryptoKeys
Mounting Engine plugin ConsoleVariables
Mounting Engine plugin Paper2D
Mounting Engine plugin BlueprintHeaderView
Mounting Engine plugin DataValidation
Mounting Engine plugin CurveEditorTools
Mounting Engine plugin ChangelistReview
Mounting Engine plugin GameplayTagsEditor
Mounting Engine plugin EngineAssetDefinitions
Mounting Engine plugin GeometryMode
Mounting Engine plugin MacGraphicsSwitching
Mounting Engine plugin EditorDebugTools
Mounting Engine plugin EditorScriptingUtilities
Mounting Engine plugin MeshLODToolset
Mounting Engine plugin MobileLauncherProfileWizard
Mounting Engine plugin ModelingToolsEditorMode
Mounting Engine plugin ProxyLODPlugin
Mounting Engine plugin FacialAnimation
Mounting Engine plugin MaterialAnalyzer
Mounting Engine plugin UVEditor
Mounting Engine plugin PluginBrowser
Mounting Engine plugin WorldPartitionHLODUtilities
Mounting Engine plugin SpeedTreeImporter
Mounting Engine plugin SequencerAnimTools
Mounting Engine plugin ConcertMain
Mounting Engine plugin OnlineSubsystemGooglePlay
Mounting Engine plugin AVCodecsCore
Mounting Engine plugin PortableObjectFileDataSource
Mounting Engine plugin AMFCodecs
Mounting Engine plugin NVCodecs
Mounting Engine plugin BaseCharacterFXEditor
Mounting Engine plugin SQLiteCore
Mounting Engine plugin ContentBrowserClassDataSource
Mounting Engine plugin LightMixer
Mounting Engine plugin ContentBrowserAssetDataSource
Mounting Engine plugin MetaHumanProjectUtilities
Mounting Engine plugin ContentBrowserFileDataSource
Mounting Engine plugin ObjectMixer
Mounting Engine plugin XInputDevice
Mounting Engine plugin DMXProtocol
Mounting Engine plugin VPSettings
Mounting Engine plugin OnlineSubsystemIOS
Mounting Engine plugin VPRoles
Mounting Engine plugin ARUtilities
Mounting Engine plugin ConcertReplicationScripting
Mounting Engine plugin ConcertSyncCore
Mounting Engine plugin ConcertSyncClient
Mounting Engine plugin ConcertSharedSlate
Mounting Engine plugin ConcertClientSharedSlate
Mounting Engine plugin AppleARKitFaceSupport
Mounting Engine plugin MultiUserClient
Mounting Engine plugin AppleARKit
Revision control is disabled
Revision control is disabled
Revision control is disabled
Starting StudioTelemetry Module
Created an analytics provider LogAnalytics from module AnalyticsLog configuration Engine [StudioTelemetry.Log]
Started StudioTelemetry Session
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.
Using libcurl 8.4.0
- built for Windows
- supports SSL with OpenSSL/1.1.1t
- supports HTTP deflate (compression) using libz 1.3
- other features:
CURL_VERSION_SSL
CURL_VERSION_LIBZ
CURL_VERSION_IPV6
CURL_VERSION_ASYNCHDNS
CURL_VERSION_LARGEFILE
CurlRequestOptions (configurable via config and command line): - bVerifyPeer = true - Libcurl will verify peer certificate
- bUseHttpProxy = false - Libcurl will NOT use HTTP proxy
- bDontReuseConnections = false - Libcurl will reuse connections
- MaxHostConnections = 16 - Libcurl will limit the number of connections to a host
- LocalHostAddr = Default
- BufferSize = 65536
CreateHttpThread using FCurlHttpThread
WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
OSS: Created online subsystem instance for: NULL
OSS: TryLoadSubsystemAndSetDefault: Loaded subsystem for type [NULL]
Using Default RHI: D3D12
Using Highest Feature Level of D3D12: SM6
Loading RHI module D3D12RHI
Aftermath initialized
Loading WinPixEventRuntime.dll for PIX profiling (from …/…/…/Engine/Binaries/ThirdParty/Windows/WinPixEventRuntime/x64).
Checking if RHI D3D12 with Feature Level SM6 is supported by your system.
Found D3D12 adapter 0: NVIDIA GeForce RTX 4090 (VendorId: 10de, DeviceId: 2684, SubSysId: 167c10de, Revision: 00a1
Max supported Feature Level 12_2, shader model 6.7, binding tier 3, wave ops supported, atomic64 supported
Adapter has 24142MB of dedicated video memory, 0MB of dedicated system memory, and 65406MB of shared system memory, 3 output[s]
Driver Version: 552.22 (internal:31.0.15.5222, unified:552.22)
Driver Date: 4-11-2024
Found D3D12 adapter 1: Microsoft Basic Render Driver (VendorId: 1414, DeviceId: 008c, SubSysId: 0000, Revision: 0000
Max supported Feature Level 12_1, shader model 6.2, binding tier 3, wave ops supported, atomic64 unsupported
Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 65406MB of shared system memory, 0 output[s]
DirectX Agility SDK runtime found.
Chosen D3D12 Adapter Id = 0
RHI D3D12 with Feature Level SM6 is supported and will be used.
CUDA module ready pending PostEngineInit.
ExecutableName: UnrealEditor.exe
Build: ++UE5+Release-5.4-CL-33043543
Platform=WindowsEditor
MachineId=4476291d4322a653259bce97e759dbf2
DeviceId=
Engine Version: 5.4.0-33043543+++UE5+Release-5.4
Compatible Engine Version: 5.4.0-33043543+++UE5+Release-5.4
Net CL: 33043543
OS: Windows 10 (22H2) [10.0.19045.4291] (), CPU: 13th Gen Intel(R) Core™ i9-13900KS, GPU: NVIDIA GeForce RTX 4090
Compiled (64-bit): Apr 17 2024 20:29:17
Architecture: x64
Compiled with Visual C++: 19.38.33130.00
Build Configuration: Development
Branch Name: ++UE5+Release-5.4
Command Line: -AUTH_LOGIN=unused -AUTH_PASSWORD=f22bbfbb0a0f44269842c732cb02a807 -AUTH_TYPE=exchangecode -epicapp=UE_5.4 -epicenv=Prod -EpicPortal -epicusername=akasa3121 -epicuserid=8e6e4d59d50143f4aa4718ba15d58a19 -epiclocale=ja -epicsandboxid=ue
Base Directory: C:/Program Files/Epic Games/UE_5.4/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): 48
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): 134
FortniteValkyrie (8DBC2C5B-54A7-43E0-A768-FCBB7DA29060): 8
FortniteSeason (5B4C06B7-2463-4AF8-805B-BF70CDF5D0DD): 12
FortniteRelease (E7086368-6B23-4C58-8439-1B7016265E91): 13
Dev-Enterprise (9DFFBCD6-494F-0158-E221-12823C92A888): 10
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): 119
UE5-Release (D89B5E42-24BD-4D46-8412-ACA8DF641779): 51
UE5-PrivateFrosty (59DA5D52-1232-4948-B878-597870B8E98B): 8
UE5-Dev-Cooker (26075A32-730F-4708-88E9-8C32F1599D05): 0
Dev-MediaFramework (6F0ED827-A609-4895-9C91-998D90180EA4): 2
UE5-Dev-LWCRendering (30D58BE3-95EA-4282-A6E3-B159D8EBB06A): 1
AddRedirect(C:/Users/sutea/OneDrive/Documents/Unreal Projects/MyProject37/Saved/Config/WindowsEditor/VirtualCamera.ini) has substring redirect /VirtualCamera/OperatorPanel, these are very slow and should be resolved as soon as possible!
AddRedirect(C:/Users/sutea/OneDrive/Documents/Unreal Projects/MyProject37/Saved/Config/WindowsEditor/VirtualCamera.ini) has substring redirect /VirtualCamera/TestMaps, these are very slow and should be resolved as soon as possible!
AddRedirect(C:/Users/sutea/OneDrive/Documents/Unreal Projects/MyProject37/Saved/Config/WindowsEditor/VirtualCamera.ini) has substring redirect /VirtualCamera/V2, these are very slow and should be resolved as soon as possible!
AddRedirect(C:/Users/sutea/OneDrive/Documents/Unreal Projects/MyProject37/Saved/Config/WindowsEditor/VirtualCamera.ini) has substring redirect /VirtualCamera/VCamCore, these are very slow and should be resolved as soon as possible!
Presizing for max 25165824 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool.
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
CVar [[fx.NiagaraAllowRuntimeScalabilityChanges:1]] deferred - dummy variable created
CVar [[QualityLevelMapping:high]] deferred - dummy variable created
CVar [[r.Occlusion.SingleRHIThreadStall:1]] deferred - dummy variable created
Set CVar [[r.Shadow.DetectVertexShaderLayerAtRuntime:1]]
Set CVar [[D3D12.Bindless.ResourceDescriptorHeapSize:100000]]
Set CVar [[D3D12.Bindless.SamplerDescriptorHeapSize:2048]]
Set CVar [[r.VSync:0]]
Set CVar [[r.RHICmdBypass: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.Tonemapper.Sharpen:2]]
Set CVar [[r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange:1]]
Set CVar [[r.DefaultFeature.Bloom:0]]
Set CVar [[r.DefaultFeature.AutoExposure:0]]
Set CVar [[r.DefaultFeature.LocalExposure.HighlightContrastScale:1.0]]
Set CVar [[r.DefaultFeature.LocalExposure.ShadowContrastScale:1.0]]
Set CVar [[r.DefaultFeature.MotionBlur:0]]
Set CVar [[r.SceneRenderTargetResizeMethod:2]]
CVar [[r.LightPropagationVolume:0]] deferred - dummy variable created
Set CVar [[r.ReflectionCaptureResolution:2048]]
Set CVar [[r.AllowStaticLighting:1]]
Set CVar [[r.HighResScreenshotDelay:8]]
Set CVar [[r.DefaultBackBufferPixelFormat:4]]
Set CVar [[r.AllowGlobalClipPlane:0]]
Set CVar [[r.GBufferFormat:3]]
Set CVar [[r.PostProcessing.PropagateAlpha:1]]
Set CVar [[r.SupportSkyAtmosphereAffectsHeightFog:1]]
Set CVar [[r.DefaultFeature.LensFlare:1]]
Set CVar [[r.ClearCoatNormal:0]]
Set CVar [[r.NormalMapsForStaticLighting:0]]
Set CVar [[r.GenerateMeshDistanceFields:1]]
Set CVar [[r.DynamicGlobalIlluminationMethod:1]]
Set CVar [[r.ReflectionMethod:1]]
Set CVar [[r.Shadow.Virtual.Enable:1]]
Set CVar [[r.Shaders.RemoveUnusedInterpolators: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.SizeOfPermanentObjectPool:0]]
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.UseDisregardForGCOnDedicatedServers:0]]
Set CVar [[gc.MultithreadedDestructionEnabled:1]]
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
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 [[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 [[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.GBuffer]] 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
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.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]]
Applying CVar settings from Section [GlobalIlluminationQuality@3] File [Scalability]
Set CVar [[r.DistanceFieldAO:1]]
Set CVar [[r.AOQuality:2]]
Set CVar [[r.Lumen.DiffuseIndirect.Allow:1]]
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:300]]
Set CVar [[r.Lumen.ScreenProbeGather.DownsampleFactor:16]]
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.HardwareRayTracing:0]]
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:200]]
Set CVar [[r.SkyLight.RealTimeReflectionCapture: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.Reflections.ScreenSpaceReconstruction.TonemapStrength: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.TranslucencyLightingVolumeDim:64]]
Set CVar [[r.RefractionQuality:2]]
Set CVar [[r.SceneColorFormat:4]]
Set CVar [[r.DetailMode:3]]
Set CVar [[r.TranslucencyVolumeBlur: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]]
CVar [[fx.Niagara.QualityLevel:3]] deferred - dummy variable created
Set CVar [[r.Refraction.OffsetQuality:1]]
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: SM6
Loading RHI module D3D12RHI
Checking if RHI D3D12 with Feature Level SM6 is supported by your system.
RHI D3D12 with Feature Level SM6 is supported and will be used.
Selected Device Profile: [WindowsEditor]
Platform has ~ 128 GB [137167302656 / 137438953472 / 128], 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
Applying CVar settings from Section [Startup] File […/…/…/Engine/Config/ConsoleVariables.ini]
Set CVar [[r.DumpShaderDebugInfo:2]]
Set CVar [[r.Shaders.WarningsAsErrors:0 ;; 0: off, 1: global shaders, 2: all]]
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 [[memory.MemoryPressureCriticalThresholdMB:512]]
Applying CVar settings from Section [ConsoleVariables] File [C:/Users/sutea/OneDrive/Documents/Unreal Projects/MyProject37/Saved/Config/WindowsEditor/Editor.ini]
Computer: DESKTOP-8JPE4QT
User: sutea
CPU Page size=4096, Cores=24
High frequency timer resolution =10.000000 MHz
Memory total: Physical=127.7GB (128GB approx) Virtual=128.2GB
Platform Memory Stats for WindowsEditor
Process Physical Memory: 535.20 MB used, 535.21 MB peak
Process Virtual Memory: 542.23 MB used, 542.23 MB peak
Physical Memory: 15746.42 MB used, 115066.52 MB free, 130812.94 MB total
Virtual Memory: 19776.43 MB used, 111548.50 MB free, 131324.94 MB total
Metadata set : extradevelopmentmemorymb=“0”
WindowsPlatformFeatures enabled
Physics initialised using underlying interface: Chaos
Using OS detected language (ja-JP).
Using OS detected locale (ja-JP).
No specific localization for ‘ja-JP’ exists, so ‘ja’ will be used for the language.
Setting process to per monitor DPI aware
Available input methods: - 日本語 (日本) - Microsoft IME (TSF IME).
- 日本語 (日本) - タッチ入力修正機能 (TSF IME).
Activated input method: 日本語 (日本) - Microsoft IME (TSF IME).
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
OpenXRHMDModule::InitInstance using DefaultLoader.
OpenXR runtime supported extensions:
XR_KHR_D3D11_enable
XR_KHR_D3D12_enable
XR_KHR_opengl_enable
XR_KHR_vulkan_enable
XR_KHR_vulkan_enable2
XR_KHR_composition_layer_depth
XR_KHR_win32_convert_performance_counter_time
XR_KHR_convert_timespec_time
XR_KHR_composition_layer_cube
XR_KHR_composition_layer_cylinder
XR_KHR_composition_layer_equirect
XR_KHR_visibility_mask
XR_KHR_composition_layer_color_scale_bias
XR_EXT_win32_appcontainer_compatible
XR_EXT_debug_utils
XR_OCULUS_recenter_event
XR_OCULUS_audio_device_guid
XR_FB_color_space
XR_FB_display_refresh_rate
XR_META_performance_metrics
XR_META_headset_id
XR_OCULUS_ovrsession_handle
XR_EXT_local_floor
XR_EXT_active_action_set_priority
XR_FB_haptic_amplitude_envelope
XR_FB_haptic_pcm
XR_FB_touch_controller_pro
XR_META_touch_controller_plus
XR_FB_touch_controller_proximity
XR_OCULUS_external_camera
XR_META_detached_controllers
Optional extension XR_KHR_vulkan_swapchain_format_list is not available
Optional extension XR_FB_foveation_vulkan is not available
Optional extension XR_VARJO_quad_views is not available
Optional extension XR_KHR_binding_modification is not available
Optional extension XR_EPIC_view_configuration_fov is not available
Optional extension XR_EXT_dpad_binding is not available
Optional extension XR_EXT_palm_pose is not available
Optional extension XR_FB_composition_layer_alpha_blend is not available
Optional extension XR_FB_foveation is not available
Optional extension XR_FB_swapchain_update_state is not available
Optional extension XR_FB_foveation_configuration is not available
Initialized OpenXR on Oculus runtime version 1.96.0
XR_EXT_debug_utils messenger DISABLED
Using Default RHI: D3D12
Using Highest Feature Level of D3D12: SM6
Loading RHI module D3D12RHI
Checking if RHI D3D12 with Feature Level SM6 is supported by your system.
RHI D3D12 with Feature Level SM6 is supported and will be used.
Creating D3D12 RHI with Max Feature Level SM6
Attached monitors:
resolution: 2560x1440, work area: (0, 0) → (2560, 1400), device: ‘\.\DISPLAY1’ [PRIMARY]
resolution: 2560x1440, work area: (-2560, 0) → (0, 1400), device: ‘\.\DISPLAY2’
resolution: 3440x1440, work area: (2560, 0) → (6000, 1400), device: ‘\.\DISPLAY3’
Found 3 attached monitors.
Gathering driver information using Windows Setup API
RHI Adapter Info:
Name: NVIDIA GeForce RTX 4090
Driver Version: 552.22 (internal:31.0.15.5222, unified:552.22)
Driver Date: 4-11-2024
GPU DeviceId: 0x2684 (for the marketing name, search the web for “GPU Device Id”)
InitD3DDevice: -D3DDebug = off -D3D12GPUValidation = off
[Aftermath] Aftermath crash dumping enabled
[DRED] Dred breadcrumb context enabled
[DRED] Using lightweight DRED.
Emitting draw events for PIX profiling.
[Aftermath] Aftermath enabled and primed
[Aftermath] Aftermath resource tracking enabled
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 resources are supported
Stencil ref from pixel shader is not supported
Raster order views are supported
Wave Operations are supported (wave size: min=32 max=32).
D3D12 ray tracing tier 1.1 and bindless resources are supported.
Mesh shader tier 1.0 is supported
AtomicInt64OnTypedResource is supported
AtomicInt64OnGroupShared is supported
AtomicInt64OnDescriptorHeapResource is supported
Shader Model 6.6 atomic64 is supported
[GPUBreadCrumb] Successfully setup breadcrumb resource for DiagnosticBuffer (3D)
[GPUBreadCrumb] Successfully setup breadcrumb resource for DiagnosticBuffer (Copy)
[GPUBreadCrumb] Successfully setup breadcrumb resource for DiagnosticBuffer (Compute)
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
Texture pool is 14725 MB (70% of 21036 MB)
Async texture creation enabled
RHI has support for 64 bit atomics
Current RHI supports Variable Rate Shading
Initializing FReadOnlyCVARCache
Running Turnkey SDK detection: ’ -ScriptsForProject=“C:/Users/sutea/OneDrive/Documents/Unreal Projects/MyProject37/MyProject37.uproject” Turnkey -utf8output -WaitForUATMutex -command=VerifySdk -ReportFilename=“C:/Users/sutea/OneDrive/Documents/Unreal Projects/MyProject37/Intermediate/TurnkeyReport_0.log” -log=“C:/Users/sutea/OneDrive/Documents/Unreal Projects/MyProject37/Intermediate/TurnkeyLog_0.log” -project=“C:/Users/sutea/OneDrive/Documents/Unreal Projects/MyProject37/MyProject37.uproject” -platform=all’
Running Serialized UAT: [ cmd.exe /c ““C:/Program Files/Epic Games/UE_5.4/Engine/Build/BatchFiles/RunUAT.bat” -ScriptsForProject=“C:/Users/sutea/OneDrive/Documents/Unreal Projects/MyProject37/MyProject37.uproject” Turnkey -utf8output -WaitForUATMutex -command=VerifySdk -ReportFilename=“C:/Users/sutea/OneDrive/Documents/Unreal Projects/MyProject37/Intermediate/TurnkeyReport_0.log” -log=“C:/Users/sutea/OneDrive/Documents/Unreal Projects/MyProject37/Intermediate/TurnkeyLog_0.log” -project=“C:/Users/sutea/OneDrive/Documents/Unreal Projects/MyProject37/MyProject37.uproject” -platform=all” ]
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 = 2.9.12
Oodle Texture loading DLL: oo2tex_win64_2.9.12.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 ‘AndroidClient’
Loaded TargetPlatform ‘Android_ASTCClient’
Loaded TargetPlatform ‘Android_DXTClient’
Loaded TargetPlatform ‘Android_ETC2Client’
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 ‘LinuxArm64’
Loaded TargetPlatform ‘LinuxArm64Server’
Loaded TargetPlatform ‘LinuxArm64Client’
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
Lib vorbis DLL was dynamically loaded.
Unable to find shader format SF_METAL from hinted modules, loading all potential format modules to find it
Loaded format module MetalShaderFormat
SF_METAL
SF_METAL_MRT
SF_METAL_TVOS
SF_METAL_MRT_TVOS
SF_METAL_SM5
SF_METAL_SM6
SF_METAL_SIM
SF_METAL_MACES3_1
SF_METAL_MRT_MAC
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/sutea/OneDrive/Documents/Unreal Projects/MyProject37/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/sutea/OneDrive/Documents/Unreal Projects/MyProject37/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. (2468 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/sutea/AppData/Local/UnrealEngine/Common/Zen/Data
InTree version at ‘C:/Program Files/Epic Games/UE_5.4/Engine/Binaries/Win64/zenserver.exe’ is ‘5.4.3-202403282009-windows-x64-release-541dd1f’
Installed version at ‘C:/Users/sutea/AppData/Local/UnrealEngine/Common/Zen/Install/zenserver.exe’ is ‘5.4.3-202403282009-windows-x64-release-541dd1f’
Found existing instance running on port 8558 matching our settings, no actions needed
Unreal Zen Storage Server HTTP service at [::1]:8558 status: OK!.
ZenLocal: Using ZenServer HTTP service at http://[::1]:8558/ with namespace ue.ddc status: OK!.
C:/Users/sutea/AppData/Local/UnrealEngine/Common/DerivedDataCache: Speed tests took 0.01 seconds.
C:/Users/sutea/AppData/Local/UnrealEngine/Common/DerivedDataCache: Performance: Latency=0.02ms. RandomReadSpeed=2524.95MBs, RandomWriteSpeed=160.19MBs. Assigned SpeedClass ‘Local’
Local: Using data cache path C:/Users/sutea/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 -31 characters bigger than the processId version (…/…/…/…/…/…/Users/sutea/OneDrive/Documents/Unreal Projects/MyProject37/Intermediate/Shaders/WorkingDirectory/41544/).
Cleaned the shader compiler working directory ‘C:/Users/sutea/AppData/Local/Temp/UnrealShaderWorkingDir/483A19C147F9C2CC3DE396973CE45CA2/’.
Cannot use XGE Controller as Incredibuild is not installed on this machine.
Using Local Shader Compiler with 16 workers.
Compiling shader autogen file: …/…/…/…/…/…/Users/sutea/OneDrive/Documents/Unreal Projects/MyProject37/Intermediate/ShaderAutogen/PCD3D_SM6/AutogenShaderHeaders.ush
Failed to delete old shader autogen file: …/…/…/…/…/…/Users/sutea/OneDrive/Documents/Unreal Projects/MyProject37/Intermediate/ShaderAutogen/PCD3D_SM6/AutogenShaderHeaders.ush
Shader autogen file written: …/…/…/…/…/…/Users/sutea/OneDrive/Documents/Unreal Projects/MyProject37/Intermediate/ShaderAutogen/PCD3D_SM6/AutogenShaderHeaders.ush
Completed SDK detection: ExitCode = 0
Using FreeType 2.10.0
SlateFontServices - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
OpenXRHMDModule::InitInstance using DefaultLoader.