LogInit: Version: 4.6.1-2386410+++depot+UE4-Releases+4.6
LogInit: API Version: 2369412
LogInit: Compiled (64-bit): Dec 11 2014 21:31:39
LogInit: Compiled with Visual C++: 18.00.21005.01
LogInit: Build Configuration: Development
LogInit: Branch Name: ++depot+UE4-Releases+4.6
LogInit: Command line:
LogInit: Base directory: C:/Program Files/Epic Games/4.6/Engine/Binaries/Win64/
LogInit: Rocket: 1
LogTaskGraph: Started task graph with 3 named threads and 6 total threads.
LogOnline:Warning: No default platform service specified for OnlineSubsystem
LogInit: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
LogInit: Object subsystem initialized
LogConsoleResponse:Warning: Skipping Unknown console variable: ‘UIScaleRule = ShortestSide’
LogConsoleResponse:Warning: Found in ini file ‘G:/VR_Project/Saved/Config/Windows/Engine.ini’, in section ‘[/Script/Engine.RendererSettings]’
LogConsoleResponse:Warning: Skipping Unknown console variable: ‘UIScaleCurve = (EditorCurveData=(Keys=),ExternalCurve=None)’
LogConsoleResponse:Warning: Found in ini file ‘G:/VR_Project/Saved/Config/Windows/Engine.ini’, in section ‘[/Script/Engine.RendererSettings]’
LogConsoleManager:Warning: Console variable ‘r.MSAA.CompositingSampleCount’ wasn’t set (Priority ProjectSetting < Scalability)
LogInit: Selected Device Profile: [Windows]
LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
LogInit: Computer: JOHANNES-PC
LogInit: User: Johannes
LogInit: CPU Page size=4096, Cores=4
LogInit: High frequency timer resolution =3.215449 MHz
LogMemory: Memory total: Physical=7.9GB (8GB approx) Virtual=8192.0GB
LogMemory: Platform Memory Stats for Windows
LogMemory: Process Physical Memory: 48.66 MB used, 48.66 MB peak
LogMemory: Process Virtual Memory: 24.09 MB used, 24.09 MB peak
LogMemory: Physical Memory: 2988.23 MB used, 8087.43 MB total
LogMemory: Virtual Memory: 262.38 MB used, 8388608.00 MB total
LogD3D11RHI: Found D3D11 adapter 0: NVIDIA GeForce GTX 970 (Feature Level 11_0)
LogD3D11RHI: Adapter has 4014MB of dedicated video memory, 0MB of dedicated system memory, and 3787MB of shared system memory, 3 output[s]
LogD3D11RHI: Chosen D3D11 Adapter Id = 0
LogRHI: Texture pool is 1361 MB (70% of 1945 MB)
LogD3D11RHI: Async texture creation enabled
LogTextLocalizationManager: The requested culture (‘de_DE’) has no localization data; falling back to ‘en’ for localization and internationalization data.
LogContentStreaming: Texture pool size is 0.000000MB
LogTargetPlatformManager: Display: Building Assets For Windows
LogTargetPlatformManager: Display: Building Assets For Windows
LogDerivedDataCache: Display: Max Cache Size: 512 MB
LogDerivedDataCache: Loaded boot cache 0.13s 40MB C:/Users/Johannes/AppData/Local/UnrealEngine/4.6/DerivedDataCache/Boot.ddc.
LogDerivedDataCache: Display: Loaded Boot cache: C:/Users/Johannes/AppData/Local/UnrealEngine/4.6/DerivedDataCache/Boot.ddc
LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file G:/VR_Project/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
LogDerivedDataCache: Display: Pak cache opened for reading …/…/…/Engine/DerivedDataCache/DDC.ddp.
LogDerivedDataCache: Using Local data cache path C:/Users/Johannes/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable
LogCollisionProfile:Warning: Profile (UI) - Custom Channel Name = ‘Weapon’ hasn’t been found
LogMeshUtilities: No automatic mesh reduction module available
LogMeshUtilities: No automatic mesh merging module available
LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
LogSlate:Warning: Failed to load font data from ‘…/…/…/Engine/Content/Slate/Fonts/Roboto-Italic.ttf’
UdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
LogObj: 24220 objects as part of root set at end of initial load.
LogUObjectAllocator: 5350832 out of 0 bytes used by permanent object pool.
LogEngine: Initializing Engine…
LogInit: XAudio2 using ‘Lautsprecher (Realtek High Definition Audio)’ : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3)
LogInit: FAudioDevice initialized.
LogAIModule: Creating AISystem for world NewWorld
LogDerivedDataCache: Saved boot cache 0.03s 40MB C:/Users/Johannes/AppData/Local/UnrealEngine/4.6/DerivedDataCache/Boot.ddc.
LogInit: Texture streaming: Enabled
LogAnalytics: Creating configured Analytics provider AnalyticsET
LogAnalytics: ET APIKey = Rocket.Release. APIServer = http://et2.epicgames.com/ET2/. AppVersion = 4.6.1-2386410+++depot+UE4-Releases+4.6
LogAnalytics: SetUserId 43ef1f8f89fccf5ca3f34b2562e14844
LogAnalytics: AnalyticsET::StartSession [Rocket.Release]
LogInit: Transaction tracking system initialized
BlueprintLog: New page: Editor Load
LogAssetRegistry: FAssetRegistry took 0.0120 seconds to start up
LogDirectoryWatcher:Warning: Failed to begin reading directory changes for …/…/…/Engine/Plugins/Experimental/CharacterAI/Content/. Error: 0
LogTargetPlatformManager: Display: Building Assets For Windows
LogTargetPlatformManager: Display: Building Assets For Windows
LogLinker:Warning: Asset ‘…/…/…/Engine/Content/Functions/Engine_MaterialFunctions03/Procedurals/ComputeFilterWidth.uasset’ has been saved with empty engine version. The asset will be loaded but may be incompatible.
SourceControl: Info Source control is disabled
Cmd: MAP LOAD FILE=“G:/VR_Project/Content/Maps/StarterMap.umap” TEMPLATE=0 SHOWPROGRESS=1
LightingResults: New page: Lighting Build
MapCheck: New page: Map Check
LightingResults: New page: Lighting Build
LogParticles: Destroying 0 GPU particle simulations for FXSystem 0x00000000134A6AC0
LogEditorServer: Finished looking for orphan Actors (0.000 secs)
LogAIModule: Creating AISystem for world StarterMap
Cmd: MAP CHECKDEP
MapCheck: New page: StarterMap - Jan 19, 2015, 12:22:32 PM
MapCheck: Info Map check complete: 0 Error(s), 0 Warning(s), took 104.473ms to complete.
LogFileHelpers: Loading map ‘StarterMap’ took 0.643
LogCollectionManager: Loaded 0 collections in 0.001350 seconds
LogCrashTracker: Crashtracker disabled due to settings.
LogUObjectGlobals:Warning: Failed to find object ‘Class None.’
LogLoad: Full Startup: 20.48 seconds (BP compile: 0.11 seconds)
LogContentBrowser:Verbose: The content browser source was changed by the sources view to ‘/Game/Blueprints’
LogRenderer:Warning: Reallocating scene render targets to support 1440x1424.
LogAssetRegistry: Asset discovery search completed in 4.7804 seconds
LogActorComponent: UnregisterComponent: (/Engine/Transient.CharacterMovementComponent_0) Not registered. Aborting.
Cmd: OBJ SAVEPACKAGE PACKAGE=“/Game/Maps/StarterMap” FILE=“G:/VR_Project/Saved/Autosaves/Game/Maps/UEDPCStarterMap.umap” SILENT=true AUTOSAVING=true KEEPDIRTY=true
LogSavePackage: Save=1165.537720ms
LogSavePackage: Moving ‘G:/VR_Project/Saved/UEDPCStarterMap9EF2F8E14D9F1CCAAB38E3814CAAFB76.tmp’ to ‘G:/VR_Project/Saved/Autosaves/Game/Maps/UEDPCStarterMap.umap’
LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//FLauncherTask///Thread_1ffc_0///////STATCAT_Advanced//// old //STATGROUP_Threads//FLauncherTask///Thread_1e78_0///////STATCAT_Advanced////
LogPlayLevel: Display: Running AutomationTool…
LogPlayLevel: Display: Program.Main: Running on WindowsHostPlatform
LogPlayLevel: Display: Program.Main: CWD=C:\Program Files\Epic Games\4.6\Engine\Binaries\DotNET
LogPlayLevel: Display: Automation.ParseCommandLine: Parsing command line: BuildCookRun -project=G:/VR_Project/VR_Project.uproject -noP4 -clientconfig=Development -serverconfig=Development -nocompile -rocket -ue4exe=UE4Editor-Cmd.exe -platform=Win64 -build -cook -map=/Temp/Autosaves/Game/Maps/UEDPCStarterMap -stage -deploy -cmdline=/Temp/Autosaves/Game/Maps/UEDPCStarterMap -Messaging -device=WindowsNoEditor@JOHANNES-PC -addcmdline=-SessionId=AA6879DB4905B1BFAB2B21A6EBA6897E -SessionOwner=Johannes -SessionName=‘Play On Device’ -run -NoCompile
LogPlayLevel: Display: Automation.Process: IsBuildMachine=False
LogPlayLevel: Display: Automation.Process: ShouldKillProcesses=True
LogPlayLevel: Display: Automation.Process: Setting up command environment.
LogPlayLevel: Display: InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.6\Engine\Binaries\DotNET\AutomationTool.exe=True
LogPlayLevel: Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=
LogPlayLevel: Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=C:/Program Files/Epic Games/4.6
LogPlayLevel: Display: CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=C:/Program Files/Epic Games/4.6/Engine/Programs/AutomationTool/Saved
LogPlayLevel: Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LogFolder=
LogPlayLevel: Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_EngineSavedFolder=C:/Program Files/Epic Games/4.6/Engine/Programs/AutomationTool/Saved
LogPlayLevel: Display: CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:/Program Files/Epic Games/4.6/Engine/Programs/AutomationTool/Saved/Logs)
LogPlayLevel: Display: InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Program Files\Epic Games\4.6\Engine\Programs\AutomationTool\Saved\Logs\Client.log
LogPlayLevel: Display: InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Program Files\Epic Games\4.6\Engine\Programs\AutomationTool\Saved\Logs\Cook.txt
LogPlayLevel: Display: InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Program Files\Epic Games\4.6\Engine\Programs\AutomationTool\Saved\Logs\FinalCopy_NonUFSFiles.txt
LogPlayLevel: Display: InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Program Files\Epic Games\4.6\Engine\Programs\AutomationTool\Saved\Logs\FinalCopy_UFSFiles.txt
LogPlayLevel: Display:
InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Program Files\Epic Games\4.6\Engine\Programs\AutomationTool\Saved\Logs\Manifest_NonUFSFiles.txt
LogPlayLevel: Display: InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Program Files\Epic Games\4.6\Engine\Programs\AutomationTool\Saved\Logs\Manifest_UFSFiles.txt
LogPlayLevel: Display: InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Program Files\Epic Games\4.6\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt
LogPlayLevel: Display: InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.6\Engine\Binaries\DotNET\AutomationTool.exe=True
LogPlayLevel: Display: CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_LOCAL_ROOT=C:/Program Files/Epic Games/4.6
LogPlayLevel: Display: CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_EngineSavedFolder=C:/Program Files/Epic Games/4.6/Engine/Programs/AutomationTool/Saved
LogPlayLevel: Display: CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_EngineSavedFolder=C:/Program Files/Epic Games/4.6/Engine/Programs/AutomationTool/Saved
LogPlayLevel: Display: CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_LogFolder=C:/Program Files/Epic Games/4.6/Engine/Programs/AutomationTool/Saved/Logs
LogPlayLevel: Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkDir=
LogPlayLevel: Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkVersion=
LogPlayLevel: Display: WindowsHostPlatform.SetFrameworkVars: Setting .Net Framework environment variables.
LogPlayLevel: Display: WindowsHostPlatform.SetFrameworkVars: Supports64bitExecutables=True
LogPlayLevel: Display: WindowsHostPlatform.SetFrameworkVars: WindowsPlatform.CompilerVisualStudio2013
LogPlayLevel: Display: WindowsHostPlatform.SetFrameworkVars: WindowsSDKDir=C:\Program Files (x86)\Windows Kits\8.1
LogPlayLevel: Display: WindowsHostPlatform.SetFrameworkVars: BaseVSToolPath=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools
LogPlayLevel: Display: WindowsHostPlatform.SetFrameworkVars: Setting VS environment variables via C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools....\VC\bin\x86_amd64\vcvarsx86_amd64.bat.
LogPlayLevel: Display: InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\Johannes\AppData\Local\Temp\HarvestEnvVars.txt
LogPlayLevel: Display: InternalUtils.SafeFileExists: SafeFileExists C:\Users\Johannes\AppData\Local\Temp\HarvestEnvVars.bat=True
LogPlayLevel: Display: CommandUtils.Run: Run: C:\Users\Johannes\AppData\Local\Temp\HarvestEnvVars.bat
LogPlayLevel: Display: HarvestEnvVars:
LogPlayLevel: Display: HarvestEnvVars: C:\Program Files\Epic Games\4.6\Engine\Binaries\DotNET>call “C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools....\VC\bin\x86_amd64\vcvarsx86_amd64.bat”
LogPlayLevel: Display: HarvestEnvVars:
LogPlayLevel: Display: HarvestEnvVars: C:\Program Files\Epic Games\4.6\Engine\Binaries\DotNET>set 1>“C:\Users\Johannes\AppData\Local\Temp\HarvestEnvVars.txt”
LogPlayLevel: Display: CommandUtils.Run: Run: Took 1,2070691s to run HarvestEnvVars.bat, ExitCode=0
LogPlayLevel: Display: CommandUtils.SetEnvVar: SetEnvVar FrameworkDir=C:\Windows\Microsoft.NET\Framework
LogPlayLevel: Display: CommandUtils.SetEnvVar: SetEnvVar FrameworkVersion=v4.0.30319
LogPlayLevel: Display: WindowsHostPlatform.SetFrameworkVars: FrameworkDir=C:\Windows\Microsoft.NET\Framework
LogPlayLevel: Display: WindowsHostPlatform.SetFrameworkVars: FrameworkVersion=v4.0.30319
LogPlayLevel: Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkDir=C:\Windows\Microsoft.NET\Framework
LogPlayLevel: Display: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkVersion=v4.0.30319
LogPlayLevel: Display: InternalUtils.SafeFileExists: SafeFileExists C:\Windows\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe=True
LogPlayLevel: Display: CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.HasCapabilityToCompile=True
LogPlayLevel: Display: CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.MsBuildExe=C:\Windows\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe
LogPlayLevel: Display: CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.MsDevExe=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools..\IDE\Devenv.com
LogPlayLevel: Display: CommandEnvironment.LogSettings: Command Environment settings:
LogPlayLevel: Display: CommandEnvironment.LogSettings: CmdExe=C:\Windows\system32\cmd.exe
LogPlayLevel: Display: CommandEnvironment.LogSettings: EngineSavedFolder=C:/Program Files/Epic Games/4.6/Engine/Programs/AutomationTool/Saved
LogPlayLevel: Display: CommandEnvironment.LogSettings: HasCapabilityToCompile=True
LogPlayLevel: Display: CommandEnvironment.LogSettings: LocalRoot=C:/Program Files/Epic Games/4.6
LogPlayLevel: Display: CommandEnvironment.LogSettings: LogFolder=C:/Program Files/Epic Games/4.6/Engine/Programs/AutomationTool/Saved/Logs
LogPlayLevel: Display: CommandEnvironment.LogSettings: MountExe=C:\Windows\system32\mount.exe
LogPlayLevel: Display: CommandEnvironment.LogSettings: MsBuildExe=C:\Windows\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe
LogPlayLevel: Display: CommandEnvironment.LogSettings: MsDevExe=C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools..\IDE\Devenv.com
LogPlayLevel: Display: CommandEnvironment.LogSettings: RobocopyExe=C:\Windows\system32\robocopy.exe
LogPlayLevel: Display: CommandEnvironment.LogSettings: TimestampAsString=2015-01-19_11.22.43
LogPlayLevel: Display: CommandEnvironment.LogSettings: UATExe=C:\Program Files\Epic Games\4.6\Engine\Binaries\DotNET\AutomationTool.exe
LogPlayLevel: Display: ProjectUtils.CleanupFolders: Cleaning up project rules folder
LogPlayLevel: Display: CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:\Program Files\Epic Games\4.6\Engine\Programs\AutomationTool\Saved\Rules)
LogPlayLevel: Display: Automation.Process: Compiling scripts.
LogPlayLevel: Display: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading precompiled script DLLs
LogPlayLevel: Display: ScriptCompiler.LoadPreCompiledScriptAssemblies: Found 5 script DLL(s).
LogPlayLevel: Display: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.6\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll
LogPlayLevel: Display: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.6\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll
LogPlayLevel: Display: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.6\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll
LogPlayLevel: Display: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.6\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll
LogPlayLevel: Display: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: C:\Program Files\Epic Games\4.6\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll
LogPlayLevel: Display: Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.6\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll
LogPlayLevel: Display: Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.6\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll
LogPlayLevel: Display: Platform.CreatePlatformsFromAssembly: Creating platform Win64Platform from C:\Program Files\Epic Games\4.6\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll.
LogPlayLevel: Display: Platform.CreatePlatformsFromAssembly: Creating platform Win32Platform from C:\Program Files\Epic Games\4.6\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll.
LogPlayLevel: Display: Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.6\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll
LogPlayLevel: Display: Platform.CreatePlatformsFromAssembly: Creating platform AndroidPlatform from C:\Program Files\Epic Games\4.6\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll.
LogPlayLevel: Display: Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.6\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll
LogPlayLevel: Display: Platform.CreatePlatformsFromAssembly: Creating platform IOSPlatform from C:\Program Files\Epic Games\4.6\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll.
LogPlayLevel: Display: Platform.CreatePlatformsFromAssembly: Looking for platforms in C:\Program Files\Epic Games\4.6\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll
LogPlayLevel: Display: Platform.CreatePlatformsFromAssembly: Creating platform GenericLinuxPlatform from C:\Program Files\Epic Games\4.6\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll.
LogPlayLevel: Display: Platform.InitializePlatforms: Creating placeholder platform for target: Unknown
LogPlayLevel: Display: Platform.InitializePlatforms: Creating placeholder platform for target: Mac
LogPlayLevel: Display: Platform.InitializePlatforms: Creating placeholder platform for target: XboxOne
LogPlayLevel: Display: Platform.InitializePlatforms: Creating placeholder platform for target: PS4
LogPlayLevel: Display: Platform.InitializePlatforms: Creating placeholder platform for target: WinRT
LogPlayLevel: Display: Platform.InitializePlatforms: Creating placeholder platform for target: WinRT_ARM
LogPlayLevel: Display: Platform.InitializePlatforms: Creating placeholder platform for target: HTML5
LogPlayLevel: Display: CommandUtils.InitP4Support: Initializing AllowSubmit.
LogPlayLevel: Display: CommandUtils.InitP4Support: AllowSubmit=False
LogPlayLevel: Display: CommandUtils.InitP4Support: Initializing P4Enabled.
LogPlayLevel: Display: CommandUtils.InitP4Support:
P4Enabled=False
LogPlayLevel: Display: CommandUtils.InitP4Support: P4CLRequired=False
LogPlayLevel: Display: InternalUtils.SafeFileExists: SafeFileExists G:\VR_Project\VR_Project.uproject=True
LogPlayLevel: Display: InternalUtils.SafeFileExists: SafeFileExists G:\VR_Project\VR_Project.uproject=True
LogPlayLevel: Display: InternalUtils.SafeFileExists: SafeFileExists G:\VR_Project\VR_Project.uproject=True
LogPlayLevel: Display: BuildCookRun.SetupParams: Setting up ProjectParams for G:\VR_Project\VR_Project.uproject
LogPlayLevel: Display: ProjectUtils.DetectTargetsForProject: Looking for targets for project G:\VR_Project\VR_Project.uproject
LogPlayLevel: Display: ProjectUtils.DetectTargetsForProject: Searching for target rule files in G:\VR_Project
LogPlayLevel: Display: InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.6\Engine\Programs\AutomationTool\Saved\Rules\UATRules-1262286497.dll=False
LogPlayLevel: Display: ProjectUtils.CompileAndLoadTargetsAssembly: Compiling targets DLL: C:\Program Files\Epic Games\4.6\Engine\Programs\AutomationTool\Saved\Rules\UATRules-1262286497.dll
LogPlayLevel: Display: ProjectUtils.DetectProjectProperties: Loading ini files for G:\VR_Project\VR_Project.uproject
LogPlayLevel: Display: ProjectParams.ValidateAndLog: Project Params **************
LogPlayLevel: Display: ProjectParams.ValidateAndLog: AdditionalServerMapParams=
LogPlayLevel: Display: ProjectParams.ValidateAndLog: Archive=False
LogPlayLevel: Display: ProjectParams.ValidateAndLog: ArchiveMetaData=False
LogPlayLevel: Display: ProjectParams.ValidateAndLog: BaseArchiveDirectory=G:\VR_Project\ArchivedBuilds
LogPlayLevel: Display: ProjectParams.ValidateAndLog: BaseStageDirectory=G:\VR_Project\Saved\StagedBuilds
LogPlayLevel: Display: ProjectParams.ValidateAndLog: Build=True
LogPlayLevel: Display: ProjectParams.ValidateAndLog: Cook=True
LogPlayLevel: Display: ProjectParams.ValidateAndLog: Clean=
LogPlayLevel: Display: ProjectParams.ValidateAndLog: Client=False
LogPlayLevel: Display: ProjectParams.ValidateAndLog: ClientConfigsToBuild=Development
LogPlayLevel: Display: ProjectParams.ValidateAndLog: ClientCookedTargets=VR_Project
LogPlayLevel: Display: ProjectParams.ValidateAndLog: ClientTargetPlatform=Win64
LogPlayLevel: Display: ProjectParams.ValidateAndLog: Compressed=False
LogPlayLevel: Display: ProjectParams.ValidateAndLog: UseDebugParamForEditorExe=False
LogPlayLevel: Display: ProjectParams.ValidateAndLog: CookFlavor=
LogPlayLevel: Display: ProjectParams.ValidateAndLog: CookOnTheFly=False
LogPlayLevel: Display: ProjectParams.ValidateAndLog: DedicatedServer=False
LogPlayLevel: Display: ProjectParams.ValidateAndLog: DirectoriesToCook=
LogPlayLevel: Display: ProjectParams.ValidateAndLog: CulturesToCook=
LogPlayLevel: Display: ProjectParams.ValidateAndLog: EditorTargets=
LogPlayLevel: Display: ProjectParams.ValidateAndLog: Foreign=False
LogPlayLevel: Display: ProjectParams.ValidateAndLog: IsCodeBasedProject=True
LogPlayLevel: Display: ProjectParams.ValidateAndLog: IsProgramTarget=False
LogPlayLevel: Display: ProjectParams.ValidateAndLog: IterativeCooking=False
LogPlayLevel: Display: ProjectParams.ValidateAndLog: LogWindow=False
LogPlayLevel: Display: ProjectParams.ValidateAndLog: Manifests=False
LogPlayLevel: Display: ProjectParams.ValidateAndLog: MapToRun=/Temp/Autosaves/Game/Maps/UEDPCStarterMap
LogPlayLevel: Display: ProjectParams.ValidateAndLog: NoClient=False
LogPlayLevel: Display: ProjectParams.ValidateAndLog: NumClients=0
LogPlayLevel: Display: ProjectParams.ValidateAndLog: NoDebugInfo=False
LogPlayLevel: Display: ProjectParams.ValidateAndLog: NoCleanStage=False
LogPlayLevel: Display: ProjectParams.ValidateAndLog: NoXGE=False
LogPlayLevel: Display: ProjectParams.ValidateAndLog: MapsToCook=
LogPlayLevel: Display: ProjectParams.ValidateAndLog: Pak=False
LogPlayLevel: Display: ProjectParams.ValidateAndLog: NullRHI=False
LogPlayLevel: Display: ProjectParams.ValidateAndLog: FakeClient=False
LogPlayLevel: Display: ProjectParams.ValidateAndLog: EditorTest=False
LogPlayLevel: Display: ProjectParams.ValidateAndLog: RunAutomationTests=False
LogPlayLevel: Display: ProjectParams.ValidateAndLog: RunAutomationTest=
LogPlayLevel: Display: ProjectParams.ValidateAndLog: RunTimeoutSeconds=0
LogPlayLevel: Display: ProjectParams.ValidateAndLog: CrashIndex=0
LogPlayLevel: Display: ProjectParams.ValidateAndLog: ProgramTargets=
LogPlayLevel: Display: ProjectParams.ValidateAndLog: ProjectBinariesFolder=G:\VR_Project\Binaries\Win64
LogPlayLevel: Display: ProjectParams.ValidateAndLog: ProjectBinariesPath=G:\VR_Project\Binaries\Win64
LogPlayLevel: Display: ProjectParams.ValidateAndLog: ProjectGameExeFilename=G:\VR_Project\Binaries\Win64\VR_Project.exe
LogPlayLevel: Display: ProjectParams.ValidateAndLog: ProjectGameExePath=G:\VR_Project\Binaries\Win64\VR_Project.exe
LogPlayLevel: Display: ProjectParams.ValidateAndLog: Distribution=False
LogPlayLevel: Display: ProjectParams.ValidateAndLog: OBBinAPK=False
LogPlayLevel: Display: ProjectParams.ValidateAndLog: Prebuilt=False
LogPlayLevel: Display: ProjectParams.ValidateAndLog: Prereqs=False
LogPlayLevel: Display: ProjectParams.ValidateAndLog: NoBootstrapExe=False
LogPlayLevel: Display: ProjectParams.ValidateAndLog: RawProjectPath=G:\VR_Project\VR_Project.uproject
LogPlayLevel: Display: ProjectParams.ValidateAndLog: Rocket=True
LogPlayLevel: Display: ProjectParams.ValidateAndLog: Run=True
LogPlayLevel: Display: ProjectParams.ValidateAndLog: ServerConfigsToBuild=Development
LogPlayLevel: Display: ProjectParams.ValidateAndLog: ServerCookedTargets=
LogPlayLevel: Display: ProjectParams.ValidateAndLog: ServerTargetPlatform=Win64
LogPlayLevel: Display: ProjectParams.ValidateAndLog: ShortProjectName=VR_Project
LogPlayLevel: Display: ProjectParams.ValidateAndLog: SignedPak=False
LogPlayLevel: Display: ProjectParams.ValidateAndLog: SignPak=
LogPlayLevel: Display: ProjectParams.ValidateAndLog: SkipCook=False
LogPlayLevel: Display: ProjectParams.ValidateAndLog: SkipCookOnTheFly=False
LogPlayLevel: Display: ProjectParams.ValidateAndLog: SkipPak=False
LogPlayLevel: Display: ProjectParams.ValidateAndLog: SkipStage=False
LogPlayLevel: Display: ProjectParams.ValidateAndLog: Stage=True
LogPlayLevel: Display: ProjectParams.ValidateAndLog: bUsesSteam=False
LogPlayLevel: Display: ProjectParams.ValidateAndLog: bUsesSlate=True
LogPlayLevel: Display: ProjectParams.ValidateAndLog: bDebugBuildsActuallyUseDebugCRT=False
LogPlayLevel: Display: ProjectParams.ValidateAndLog: Project Params **************
LogPlayLevel: Display: InternalUtils.SafeFileExists: SafeFileExists G:\VR_Project\VR_Project.uproject=True
LogPlayLevel: Display: InternalUtils.SafeFileExists: SafeFileExists G:\VR_Project\VR_Project.uproject=True
LogPlayLevel: Display: InternalUtils.SafeFileExists: SafeFileExists G:\VR_Project\VR_Project.uproject=True
LogPlayLevel: Display: Project.Build: ********** BUILD COMMAND STARTED **********
LogPlayLevel: Display: InternalUtils.SafeFileExists: SafeFileExists C:\Program Files (x86)\Xoreax\IncrediBuild\xgConsole.exe=False
LogPlayLevel: Display: UE4Build.Build: XGE was requested, but is unavailable, so we won’t use it.
LogPlayLevel: Display: UE4Build.Build: ************************* UE4Build:
LogPlayLevel: Display: UE4Build.Build: ************************* ForceMonolithic:
LogPlayLevel: Display: UE4Build.Build: ************************* ForceNonUnity:
LogPlayLevel: Display: UE4Build.Build: ************************* ForceDebugInfo:
LogPlayLevel: Display: UE4Build.Build: ************************* UseXGE:
LogPlayLevel: Display: InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.6\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
LogPlayLevel: Display: InternalUtils.SafeDeleteFile: SafeDeleteFile G:\VR_Project\Intermediate\Build\Manifest.xml
LogPlayLevel: Display: InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.6\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
LogPlayLevel: Display: InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.6\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
LogStats:Warning: MetaData mismatch. Did you assign a stat to two groups? New //STATGROUP_Threads//FLauncherTask///Thread_1224_0///////STATCAT_Advanced//// old //STATGROUP_Threads//FLauncherTask///Thread_1e78_0///////STATCAT_Advanced////
LogPlayLevel: Display: CommandUtils.Run: Run: C:\Program Files\Epic Games\4.6\Engine\Binaries\DotNET\UnrealBuildTool.exe VR_Project Win64 Development -generatemanifest G:\VR_Project\VR_Project.uproject -noxge -rocket
LogPlayLevel: Display: CommandUtils.Run: Run: Took 1,8851078s to run UnrealBuildTool.exe, ExitCode=0
LogPlayLevel: Display: InternalUtils.SafeFileExists: SafeFileExists G:\VR_Project\Intermediate\Build\Manifest.xml=True
LogPlayLevel: Display: InternalUtils.SafeCopyFile: SafeCopyFile G:\VR_Project\Intermediate\Build\Manifest.xml C:\Program Files\Epic Games\4.6\Engine\Programs\AutomationTool\Saved\Logs\UBTManifest.0.xml
LogPlayLevel: Display: UE4Build.PrepareManifest: Copied UBT manifest to C:\Program Files\Epic Games\4.6\Engine\Programs\AutomationTool\Saved\Logs\UBTManifest.0.xml
LogPlayLevel: Display: InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.6\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
LogPlayLevel: Display: InternalUtils.SafeFileExists: SafeFileExists C:\Program Files\Epic Games\4.6\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
LogPlayLevel: Display: CommandUtils.Run: Run: C:\Program Files\Epic Games\4.6\Engine\Binaries\DotNET\UnrealBuildTool.exe VR_Project Win64 Development G:\VR_Project\VR_Project.uproject -noxge -rocket
LogPlayLevel: Display: UnrealBuildTool: Performing 17 actions (4 in parallel)
LogPlayLevel: Display: UnrealBuildTool: [4/17] Resource VR_Project.rc
LogPlayLevel: Display: UnrealBuildTool: PCH.VR_Project.VR_Project.h.cpp
LogPlayLevel: Display: UnrealBuildTool: PCH.UELinkerFixups.UELinkerFixupsName.h.cpp
LogPlayLevel: Display: UnrealBuildTool: PCH.AutoStartupModulesListGetter.AutoStartupModuleListGetter.h.cpp
LogPlayLevel: Display:
UnrealBuildTool: UELinkerFixups.cpp
LogPlayLevel: Display: UnrealBuildTool: AutoStartupModuleListGetter.generated.cpp
LogPlayLevel: Display: UnrealBuildTool: VR_Project.generated.cpp
LogPlayLevel: Display: UnrealBuildTool: VRGameMode.cpp
LogPlayLevel: Display: UnrealBuildTool: G:\VR_Project\Source\VR_Project\VR_Controller.h(6) : fatal error C1083: Datei (Include) kann nicht ge?ffnet werden: “tracking_data_provider.h”: No such file or directory
LogPlayLevel: Display: UnrealBuildTool: g:\vr_project\source\vr_project\VR_Controller.h(6) : fatal error C1083: Datei (Include) kann nicht ge?ffnet werden: “tracking_data_provider.h”: No such file or directoryVR_RedirectedWalking.cpp
LogPlayLevel: Display: UnrealBuildTool:
LogPlayLevel: Display: UnrealBuildTool: VR_Controller.cpp
LogPlayLevel: Display: UnrealBuildTool: g:\vr_project\source\vr_project\VR_Controller.h(6) : fatal error C1083: Datei (Include) kann nicht ge?ffnet werden: “tracking_data_provider.h”: No such file or directory
LogPlayLevel: Display: UnrealBuildTool: VRCharacter.cpp
LogPlayLevel: Display: UnrealBuildTool: tracking_data_provider.cpp
LogPlayLevel: Display: UnrealBuildTool: connection.cpp
LogPlayLevel: Display: UnrealBuildTool: G:\VR_Project\Source\VR_Project\VRCharacter.cpp(11) : warning C4996: ‘ACharacter::CapsuleComponent’: CapsuleComponent should not be accessed directly, please use GetCapsuleComponent() function instead. CapsuleComponent will soon be private and your code will not compile. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
LogPlayLevel: Display: UnrealBuildTool: C:\Program Files\Epic Games\4.6\Engine\Source\Runtime\Engine\Classes\GameFramework/Character.h(230): Siehe Deklaration von ‘ACharacter::CapsuleComponent’
LogPlayLevel: Display: UnrealBuildTool: simple_net_lib.cpp
LogPlayLevel: Display: UnrealBuildTool: networkbuffer.cpp
LogPlayLevel: Display: UnrealBuildTool: G:\VR_Project\Source\VR_Project\Optirack\backup\simple_net_lib.cpp(160) : error C4530: C+±Handler verwendet, aber Entladesemantik ist nicht aktiviert. Geben Sie /EHsc an.
LogPlayLevel: Display: UnrealBuildTool: G:\VR_Project\Source\VR_Project\Optirack\backup\connection.cpp(5) : fatal error C1083: Datei (Include) kann nicht ge?ffnet werden: “simple_net_lib.h”: No such file or directory
LogPlayLevel: Display: UnrealBuildTool: VR_Project.cpp
LogPlayLevel: Display: UnrealBuildTool: -------- End Detailed Actions Stats -----------------------------------------------------------
LogPlayLevel: Display: UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: G:\VR_Project\Binaries\Win64\VR_Project.exe
LogPlayLevel: Display: UnrealBuildTool: Cumulative action seconds (4 processors): 0,00 building projects, 60,68 compiling, 0,00 creating app bundles, 0,00 generating debug info, 0,00 linking, 0,00 other
LogPlayLevel: Display: UnrealBuildTool: UBT execution time: 62,00 seconds
LogPlayLevel: Display: CommandUtils.Run: Run: Took 62,2055579s to run UnrealBuildTool.exe, ExitCode=2
LogPlayLevel: Display: ErrorReporter.Error: ERROR: AutomationTool error: Command failed (Result:2): C:\Program Files\Epic Games\4.6\Engine\Binaries\DotNET\UnrealBuildTool.exe VR_Project Win64 Development G:\VR_Project\VR_Project.uproject -noxge -rocket. See logfile for details: ‘UnrealBuildTool.txt’
LogPlayLevel: Display: BuildCommand.Execute: ERROR: BUILD FAILED
LogPlayLevel: Display: Program.Main: ERROR: AutomationTool terminated with exception:
LogPlayLevel: Display: Program.Main: ERROR: Exception in AutomationTool: Command failed (Result:2): C:\Program Files\Epic Games\4.6\Engine\Binaries\DotNET\UnrealBuildTool.exe VR_Project Win64 Development G:\VR_Project\VR_Project.uproject -noxge -rocket. See logfile for details: ‘UnrealBuildTool.txt’
LogPlayLevel: Display: Stacktrace: bei AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options)
LogPlayLevel: Display: bei AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName)
LogPlayLevel: Display: bei AutomationTool.UE4Build.BuildWithUBT(String ProjectName, String TargetName, UnrealTargetPlatform TargetPlatform, String Config, String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity)
LogPlayLevel: Display: bei AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InForceNonUnity, Boolean InForceUnity) LogPlayLevel: Display: bei Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL) LogPlayLevel: Display: bei BuildCookRun.DoBuildCookRun(ProjectParams Params) LogPlayLevel: Display: bei BuildCommand.Execute() LogPlayLevel: Display: bei AutomationTool.Automation.Execute(List
1 CommandsToExecute, CaselessDictionary`1 Commands)
LogPlayLevel: Display: bei AutomationTool.Automation.Process(String] CommandLine)
LogPlayLevel: Display: bei AutomationTool.Program.MainProc(Object Param)
LogPlayLevel: Display: bei AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param)
LogPlayLevel: Display: bei AutomationTool.Program.Main()
LogPlayLevel: Display: Program.Main: ERROR: Command failed (Result:2): C:\Program Files\Epic Games\4.6\Engine\Binaries\DotNET\UnrealBuildTool.exe VR_Project Win64 Development G:\VR_Project\VR_Project.uproject -noxge -rocket. See logfile for details: ‘UnrealBuildTool.txt’
LogPlayLevel: Display: ProcessManager.KillAll: Trying to kill 0 spawned processes.
LogPlayLevel: Display: Program.Main: AutomationTool exiting with ExitCode=2
LogPlayLevel: Display: Domain_ProcessExit
LogPlayLevel: Display: ProcessManager.KillAll: Trying to kill 0 spawned processes.
LogPlayLevel: Display: copying UAT log files…
LogPlayLevel: Display: RunUAT.bat ERROR: AutomationTool was unable to run successfully.
LogPlayLevel: Display: BUILD FAILED
PackagingResults:Error: Error Launch failed! Invalid Arguments