LogPlatformFile: Not using cached read wrapper LogInit:Display: RandInit(1715993322) SRandInit(1715993325). LogTaskGraph: Started task graph with 4 named threads and 7 total threads. LogStats: Stats thread started at 0.088883 LogInit: Version: 4.10.4-2872498+++depot+UE4-Releases+4.10 LogInit: API Version: 2758231 LogInit: Compiled (64-bit): Feb 18 2016 15:47:04 LogInit: Compiled with Visual C++: 19.00.23026.00 LogInit: Build Configuration: Development LogInit: Branch Name: ++depot+UE4-Releases+4.10 LogInit: Command line: LogInit: Base directory: C:/Program Files (x86)/Epic Games/4.10/Engine/Binaries/Win64/ LogInit: Rocket: 1 LogInit: Using libcurl 7.41.0 LogInit: - built for x86_64-pc-win32 LogInit: - supports SSL with WinSSL LogInit: - other features: LogInit: CURL_VERSION_SSL LogInit: CURL_VERSION_IPV6 LogInit: CURL_VERSION_ASYNCHDNS LogInit: CURL_VERSION_LARGEFILE LogInit: CURL_VERSION_IDN LogInit: CurlRequestOptions (configurable via config and command line): LogInit: - bVerifyPeer = true - Libcurl will verify peer certificate LogInit: - bUseHttpProxy = false - Libcurl will NOT use HTTP proxy LogInit: - bDontReuseConnections = false - Libcurl will reuse connections LogInit: - CertBundlePath = nullptr - Libcurl will use whatever was configured at build time. LogInit: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes. LogInit: Object subsystem initialized LogInit: Selected Device Profile: [Windows] LogInit: Applying CVar settings loaded from the selected device profile: [Windows] LogInit: Computer: OULEY-PC LogInit: User: Ouley LogInit: CPU Page size=4096, Cores=4 LogInit: High frequency timer resolution =3.319384 MHz LogMemory: Memory total: Physical=15.9GB (16GB approx) LogMemory: Platform Memory Stats for Windows LogMemory: Process Physical Memory: 57.93 MB used, 57.93 MB peak LogMemory: Process Virtual Memory: 59.34 MB used, 59.34 MB peak LogMemory: Physical Memory: 4052.96 MB used, 16314.80 MB total LogMemory: Virtual Memory: 364.37 MB used, 8388608.00 MB total LogTextLocalizationManager: No translations for ('de-DE') exist, falling back to 'en' for localization and internationalization data. LogD3D11RHI: Found D3D11 adapter 0: NVIDIA GeForce GTX 760 (Feature Level 11_0) LogD3D11RHI: Adapter has 1989MB of dedicated video memory, 0MB of dedicated system memory, and 2048MB of shared system memory, 2 output[s] LogD3D11RHI: Chosen D3D11 Adapter Id = 0 LogD3D11RHI: !Direct3DDevice LogRHI: Texture pool is 1361 MB (70% of 1945 MB) LogD3D11RHI: Async texture creation enabled LogShaderCompilers: Guid format shader working directory is -15 characters bigger than the processId version (../../../../../../Users/Ouley/Documents/Unreal Projects/Spiel/Intermediate/Shaders/WorkingDirectory/5172/). LogShaderCompilers: Cleaned the shader compiler working directory 'C:/Users/Ouley/AppData/Local/Temp/UnrealShaderWorkingDir/9B7991A04182AE4A09E3BCB5E32615DE/'. LogShaderCompilers:Display: Using Local Shader Compiler. LogTemp:Display: Loaded TP AllDesktopTargetPlatform LogTemp:Display: Loaded TP WindowsClientTargetPlatform LogTemp:Display: Loaded TP WindowsNoEditorTargetPlatform LogTemp:Display: Loaded TP WindowsServerTargetPlatform LogTemp:Display: Loaded TP WindowsTargetPlatform LogTemp:Display: Loaded TP AndroidTargetPlatform LogTemp:Display: Loaded TP Android_ASTCTargetPlatform LogTemp:Display: Loaded TP Android_ATCTargetPlatform LogTemp:Display: Loaded TP Android_DXTTargetPlatform LogTemp:Display: Loaded TP Android_ETC1TargetPlatform LogTemp:Display: Loaded TP Android_ETC2TargetPlatform LogTemp:Display: Loaded TP Android_MultiTargetPlatform LogTemp:Display: Loaded TP Android_PVRTCTargetPlatform LogTemp:Display: Loaded TP HTML5TargetPlatform LogTemp:Display: Loaded TP IOSTargetPlatform LogTemp:Display: Loaded TP LinuxNoEditorTargetPlatform LogTemp:Display: Loaded TP LinuxServerTargetPlatform LogTemp:Display: Loaded TP LinuxTargetPlatform LogTargetPlatformManager:Display: Building Assets For Windows LogDerivedDataCache:Display: Max Cache Size: 512 MB LogDerivedDataCache: Loaded boot cache 0.35s 41MB C:/Users/Ouley/AppData/Local/UnrealEngine/4.10/DerivedDataCache/Boot.ddc. LogDerivedDataCache:Display: Loaded Boot cache: C:/Users/Ouley/AppData/Local/UnrealEngine/4.10/DerivedDataCache/Boot.ddc LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file ../../../../../../Users/Ouley/Documents/Unreal Projects/Spiel/DerivedDataCache/DDC.ddp not found, will not use a pak cache. LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy. LogDerivedDataCache: FDerivedDataBackendGraph: CompressedPak pak cache file ../../../../../../Users/Ouley/Documents/Unreal Projects/Spiel/DerivedDataCache/Compressed.ddp not found, will not use a pak cache. LogDerivedDataCache: Unable to find inner node CompressedPak for hierarchical cache Hierarchy. LogDerivedDataCache:Display: Pak cache opened for reading ../../../Engine/DerivedDataCache/Compressed.ddp. LogDerivedDataCache: Using Local data cache path C:/Users/Ouley/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable LogInit: Selected Device Profile: [Windows] LogContentStreaming: Texture pool size is 0.000000MB 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 UdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666. LogAssetRegistry: FAssetRegistry took 0.0120 seconds to start up SourceControl: Info Source control is disabled SourceControl: Info Source control is disabled SourceControl: Info Source control is disabled SourceControl: Info Source control is disabled LogObj: 28689 objects as part of root set at end of initial load. LogUObjectAllocator: 6110696 out of 0 bytes used by permanent object pool. LogEngine: Initializing Engine... LogHMD: Can't find Oculus library dev build: is proper Runtime installed? Version: 0.8.0.0 LogHMD: SteamVR failed to initialize. Err: 110 LogAIModule: Creating AISystem for world NewWorld LogInit: XAudio2 using 'Kopfhörer (High Definition Audio-Gerät)' : 2 channels at 44.1 kHz using 16 bits per sample (channel mask 0x3) LogInit: FAudioDevice initialized. LogDerivedDataCache: Saved boot cache 0.03s 41MB C:/Users/Ouley/AppData/Local/UnrealEngine/4.10/DerivedDataCache/Boot.ddc. LogInit: Texture streaming: Enabled LogAnalytics: Creating configured Analytics provider AnalyticsET LogAnalytics: [UEEditor.Rocket.Release] APIServer = http://et2.epicgames.com/ET2/. AppVersion = 4.10.4-2872498+++depot+UE4-Releases+4.10 LogAnalytics: [UEEditor.Rocket.Release] SetUserId c5b960ec43eb7b4b0809fe8931dcb264|257be765142145b3810ebfe01e8edb87|d36756fc-e969-477d-92c1-49977d2eb5f4 LogAnalytics: [UEEditor.Rocket.Release] AnalyticsET::StartSession LogInit: Transaction tracking system initialized BlueprintLog: New page: Editor Load LocalizationService: Info Localization service is disabled LogFileCache: Scanning file cache for directory 'C:/Users/Ouley/Documents/Unreal Projects/Spiel/Content/' took 0.04s LogCook:Display: Done creating registry. It took 0.00s. SourceControl: Info Source control is disabled Cmd: MAP LOAD FILE="../../../../../../Users/Ouley/Documents/Unreal Projects/Spiel/Content/Levels/FeaturesMap.umap" TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3 LightingResults: New page: Lighting Build MapCheck: New page: Map Check LightingResults: New page: Lighting Build LogParticles: Destroying 0 GPU particle simulations for FXSystem 0x0000000021A74400 LogAIModule: Creating AISystem for world FeaturesMap LogEditorServer: Finished looking for orphan Actors (0.000 secs) Cmd: MAP CHECKDEP NOCLEARLOG MapCheck: Info Map check complete: 0 Error(s), 0 Warning(s), took 84.69ms to complete. LogFileHelpers: Loading map 'FeaturesMap' took 6.824 LogCollectionManager: Loaded 0 collections in 0.003111 seconds LogFileCache: Scanning file cache for directory 'C:/Users/Ouley/Documents/Unreal Projects/Spiel/Saved/Collections/' took 0.01s LogFileCache: Scanning file cache for directory 'C:/Users/Ouley/Documents/Unreal Projects/Spiel/Content/Developers/Ouley/Collections/' took 0.01s LogFileCache: Scanning file cache for directory 'C:/Users/Ouley/Documents/Unreal Projects/Spiel/Content/Collections/' took 0.01s LogCollectionManager: Rebuilt the GUID cache for 0 collections in 0.000248 seconds LogContentBrowser: Native class hierarchy populated in 0.0434 seconds. Added 1899 classes and 350 folders. LogContentBrowser: Native class hierarchy updated for 'WidgetCarousel' in 0.0011 seconds. Added 0 classes and 0 folders. LogContentBrowser: Native class hierarchy updated for 'AddContentDialog' in 0.0006 seconds. Added 0 classes and 0 folders. LogContentBrowser: Native class hierarchy updated for 'SceneOutliner' in 0.0007 seconds. Added 1 classes and 2 folders. LogCrashTracker: Crashtracker disabled due to settings. LogUObjectGlobals:Warning: Failed to find object 'Class None.' LogLoad: Full Startup: 45.88 seconds (BP compile: 0.36 seconds) LogOcInput: Can't find Oculus library dev build: is proper Runtime installed? Version: 0.8.0.0 LogContentStreaming: Texture pool size now 1000 MB LogRenderer: Reallocating scene render targets to support 1208x600 (Frame:2). Cmd: UpdateLandscapeEditorData -warnings LogAssetRegistry: Asset discovery search completed in 26.9406 seconds LogCollectionManager: Rebuilt the object cache for 0 collections in 0.000001 seconds (found 0 objects) LogCollectionManager: Fixed up redirectors for 0 collections in 0.000016 seconds (updated 0 objects) LogBlueprintUserMessages: Early PlayInEditor Detection: Level '/Game/Levels/FeaturesMap.FeaturesMap:PersistentLevel' has LevelScriptBlueprint '/Game/Levels/FeaturesMap.FeaturesMap:PersistentLevel.FeaturesMap' with GeneratedClass '/Game/Levels/FeaturesMap.FeaturesMap_C' with ClassGeneratedBy '/Game/Levels/FeaturesMap.FeaturesMap:PersistentLevel.FeaturesMap' LogPlayLevel: PlayLevel: No blueprints needed recompiling PIE: New page: PIE session: FeaturesMap (May 30, 2016, 12:21:57 AM) LogPlayLevel: Creating play world package: /Game/Levels/UEDPIE_0_FeaturesMap LogPlayLevel: PIE: StaticDuplicateObject took: (0.044892s) LogAIModule: Creating AISystem for world FeaturesMap LogPlayLevel: PIE: World Init took: (0.001048s) LogPlayLevel: PIE: Created PIE world by copying editor world from /Game/Levels/FeaturesMap.FeaturesMap to /Game/Levels/UEDPIE_0_FeaturesMap.FeaturesMap (0.046213s) LogInit: XAudio2 using 'Kopfhörer (High Definition Audio-Gerät)' : 2 channels at 44.1 kHz using 16 bits per sample (channel mask 0x3) LogInit: FAudioDevice initialized. LogWorld: Game class is 'Menu1_C' LogWorld: Bringing World /Game/Levels/UEDPIE_0_FeaturesMap.FeaturesMap up for play (max tick rate 0) at 2016.05.29-22.21.57 LogActor:Warning: GameSession /Game/Levels/UEDPIE_0_FeaturesMap.FeaturesMap:PersistentLevel.GameSession_0 has natively added scene component(s), but none of them were set as the actor's RootComponent - picking one arbitrarily LogActor:Warning: GameNetworkManager /Game/Levels/UEDPIE_0_FeaturesMap.FeaturesMap:PersistentLevel.GameNetworkManager_0 has natively added scene component(s), but none of them were set as the actor's RootComponent - picking one arbitrarily LogWorld: Bringing up level for play took: 0.013394 PIE: Info Play in editor start time for /Game/Levels/UEDPIE_0_FeaturesMap -0.222 LogBlueprintUserMessages: Late PlayInEditor Detection: Level '/Game/Levels/FeaturesMap.FeaturesMap:PersistentLevel' has LevelScriptBlueprint '/Game/Levels/FeaturesMap.FeaturesMap:PersistentLevel.FeaturesMap' with GeneratedClass '/Game/Levels/FeaturesMap.FeaturesMap_C' with ClassGeneratedBy '/Game/Levels/FeaturesMap.FeaturesMap:PersistentLevel.FeaturesMap' LogPackageName: SearchForPackageOnDisk took 0.118s to resolve Level1.umap. LogPackageName: SearchForPackageOnDisk took 0.091s to resolve Level1.umap. LogNet: Browse: /Game/Levels/Level1 LogLoad: LoadMap: /Game/Levels/Level1 LogParticles: Destroying 0 GPU particle simulations for FXSystem 0x000000002E713CE0 Cmd: MEM LogMemory: Platform Memory Stats for Windows LogMemory: Process Physical Memory: 1539.14 MB used, 1554.71 MB peak LogMemory: Process Virtual Memory: 2207.56 MB used, 2223.63 MB peak LogMemory: Physical Memory: 4891.85 MB used, 16314.80 MB total LogMemory: Virtual Memory: 2849.32 MB used, 8388608.00 MB total Allocator Stats for TBB: (not implemented) LogAIModule: Creating AISystem for world Level1 LogWorld: Game class is 'ThirdPersonGameMode_C' LogMaterial:Warning: Material /Game/SculptedRockPack/Materials/Base_Material.Base_Material missing bUsedWithInstancedStaticMeshes=True! Default Material will be used in game. LogMaterial:Warning: The material will recompile every editor launch until resaved. LogWorld: Bringing World /Game/Levels/UEDPIE_0_Level1.Level1 up for play (max tick rate 3) at 2016.05.29-22.22.28 LogActor:Warning: GameSession /Game/Levels/UEDPIE_0_Level1.Level1:PersistentLevel.GameSession_1 has natively added scene component(s), but none of them were set as the actor's RootComponent - picking one arbitrarily LogActor:Warning: GameNetworkManager /Game/Levels/UEDPIE_0_Level1.Level1:PersistentLevel.GameNetworkManager_1 has natively added scene component(s), but none of them were set as the actor's RootComponent - picking one arbitrarily LogWorld: Bringing up level for play took: 0.172601 LogBlueprintUserMessages: Early EndPlayMap Detection: Level '/Game/Levels/FeaturesMap.FeaturesMap:PersistentLevel' has LevelScriptBlueprint '/Game/Levels/FeaturesMap.FeaturesMap:PersistentLevel.FeaturesMap' with GeneratedClass '/Game/Levels/FeaturesMap.FeaturesMap_C' with ClassGeneratedBy '/Game/Levels/FeaturesMap.FeaturesMap:PersistentLevel.FeaturesMap' LogBlueprintUserMessages: Late EndPlayMap Detection: Level '/Game/Levels/FeaturesMap.FeaturesMap:PersistentLevel' has LevelScriptBlueprint '/Game/Levels/FeaturesMap.FeaturesMap:PersistentLevel.FeaturesMap' with GeneratedClass '/Game/Levels/FeaturesMap.FeaturesMap_C' with ClassGeneratedBy '/Game/Levels/FeaturesMap.FeaturesMap:PersistentLevel.FeaturesMap' LogParticles: Destroying 0 GPU particle simulations for FXSystem 0x000000005DABC400 MapCheck: New page: Map Check Cmd: MAP REBUILD ALLVISIBLE LogEditorServer: Rebuildmap Clear paths rebuilt MapCheck:Warning: Warning WorldInfo_0 Hierarchical LOD System is disabled or no HLOD level settings available, unable to build LOD actors. LogStats: STAT_HLOD_BuildClusters - 16.556 ms LightingResults: New page: Lighting Build - May 30, 2016, 12:44:50 AM LogStaticLightingSystem: Running Lightmass w/ ImmediateImport mode ENABLED LogStaticLightingSystem: Running Lightmass w/ ImmediateProcess mode ENABLED LogStaticLightingSystem: Running Lightmass w/ Sorting mode ENABLED LogStaticLightingSystem: Running Lightmass w/ Mapping paddings ENABLED LogStaticLightingSystem: Running Lightmass w/ Mapping debug paddings DISABLED LogEditorBuildUtils: Build time 0:00:13 Cmd: UpdateLandscapeEditorData Job is a success! 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(BGRA8) LogTexture:Display: Building textures: ShadowMapTexture2D_164 (BGRA8) LogTexture:Display: Building textures: ShadowMapTexture2D_165 (BGRA8) LogTexture:Display: Building textures: ShadowMapTexture2D_166 (BGRA8) LogTexture:Display: Building textures: ShadowMapTexture2D_167 (BGRA8) Lightmass on OULEY-PC: 13.7 sec total, 497 ms importing, 289 ms setup, 488 ms photons, 12.4 sec processing, 0 ms extra exporting [148/148 mappings]. Threads: 49.6 sec total, 31.4 sec processing. LogStaticLightingSystem: Illumination: 28.7 sec (1.23 sec encoding lightmaps) LogStaticLightingSystem: Lightmap texture memory: 0.8 MB (0.8 MB streaming, 0.0 MB non-streaming), 168 textures LogStaticLightingSystem: Shadowmap texture memory: 1.7 MB (1.7 MB streaming, 0.0 MB non-streaming), 84 textures Cmd: UpdateLandscapeEditorData Cmd: MAP CHECK NOTIFYRESULTS MapCheck: New page: FeaturesMap - May 30, 2016, 12:45:19 AM MapCheck:Warning: Performance Warning Water2 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning Water3 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning Water_422 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint10_5975 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint10_5975 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint10_5975 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint10_5975 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint11_6560 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint11_6560 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint11_6560 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint11_6560 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint12_7085 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint12_7085 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint12_7085 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint12_7085 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint13_7760 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint13_7760 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint13_7760 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint13_7760 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint4_1171 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint4_1171 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint4_1171 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint4_1171 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint5_2057 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint5_2057 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint5_2057 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint5_2057 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint6_2601 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint6_2601 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint6_2601 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint6_2601 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint7_3715 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint7_3715 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint7_3715 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint7_3715 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint8_4511 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint8_4511 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint8_4511 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint8_4511 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint9_5006 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint9_5006 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint9_5006 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint9_5006 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint_C_1 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint_C_1 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint_C_1 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint_C_1 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint_C_2 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint_C_2 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint_C_2 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint_C_2 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint_C_3 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint_C_3 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint_C_3 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint_C_3 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint23_271 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint24 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint25_836 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck: Info Map check complete: 0 Error(s), 58 Warning(s), took 173.303ms to complete. LogAIModule: Creating AISystem for world Level1 Cmd: OBJ SAVEPACKAGE PACKAGE="/Game/Levels/FeaturesMap" FILE="../../../../../../Users/Ouley/Documents/Unreal Projects/Spiel/Content/Levels/FeaturesMap.umap" SILENT=true AUTOSAVING=false KEEPDIRTY=false LogSavePackage: Save=569.541504ms LogSavePackage: Moving '../../../../../../Users/Ouley/Documents/Unreal Projects/Spiel/Saved/FeaturesMap07381F284B69BAFFEFA619936EAE9BB6.tmp' to '../../../../../../Users/Ouley/Documents/Unreal Projects/Spiel/Content/Levels/FeaturesMap.umap' LogSavePackage: Total save time: 587.398443ms LogSavePackage:Display: Finished SavePackage ../../../../../../Users/Ouley/Documents/Unreal Projects/Spiel/Content/Levels/FeaturesMap.umap LogFileHelpers: Saving map 'FeaturesMap' took 0.695 Cmd: MAP LOAD FILE="../../../../../../Users/Ouley/Documents/Unreal Projects/Spiel/Content/Levels/Level1.umap" TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3 LightingResults: New page: Lighting Build LoadErrors: New page: Loading map: Level1.umap MapCheck: New page: Map Check LightingResults: New page: Lighting Build LogParticles: Destroying 0 GPU particle simulations for FXSystem 0x0000000032844B80 LogEditorServer: Finished looking for orphan Actors (0.000 secs) Cmd: MAP CHECKDEP NOCLEARLOG MapCheck: Info Map check complete: 0 Error(s), 0 Warning(s), took 56.113ms to complete. LogFileHelpers: Loading map 'Level1' took 0.946 Cmd: UpdateLandscapeEditorData -warnings Cmd: UpdateLandscapeEditorData MapCheck: New page: Map Check Cmd: MAP REBUILD ALLVISIBLE LogEditorServer: Rebuildmap Clear paths rebuilt MapCheck:Warning: Warning WorldSettings_1 Hierarchical LOD System is disabled or no HLOD level settings available, unable to build LOD actors. LogStats: STAT_HLOD_BuildClusters - 16.487 ms LightingResults: New page: Lighting Build - May 30, 2016, 12:45:48 AM LightingResults:Warning: Warning InstancedFoliageActor_0 Instanced meshes don't yet support unique static lighting for each LOD, lighting on LOD 1+ may be incorrect LightingResults:Warning: Warning InstancedFoliageActor_0 Instanced meshes don't yet support unique static lighting for each LOD, lighting on LOD 1+ may be incorrect LightingResults:Warning: Warning InstancedFoliageActor_0 Instanced meshes don't yet support unique static lighting for each LOD, lighting on LOD 1+ may be incorrect LightingResults:Warning: Warning InstancedFoliageActor_0 Instanced meshes don't yet support unique static lighting for each LOD, lighting on LOD 1+ may be incorrect LightingResults:Warning: Warning InstancedFoliageActor_0 Instanced meshes don't yet support unique static lighting for each LOD, lighting on LOD 1+ may be incorrect LightingResults:Warning: Warning InstancedFoliageActor_0 Instanced meshes don't yet support unique static lighting for each LOD, lighting on LOD 1+ may be incorrect LightingResults:Warning: Warning InstancedFoliageActor_0 Instanced meshes don't yet support unique static lighting for each LOD, lighting on LOD 1+ may be incorrect LogStaticLightingSystem: Running Lightmass w/ ImmediateImport mode ENABLED LogStaticLightingSystem: Running Lightmass w/ ImmediateProcess mode ENABLED LogStaticLightingSystem: Running Lightmass w/ Sorting mode ENABLED LogStaticLightingSystem: Running Lightmass w/ Mapping paddings ENABLED LogStaticLightingSystem: Running Lightmass w/ Mapping debug paddings DISABLED LogEditorBuildUtils: Build time 0:00:05 Cmd: UpdateLandscapeEditorData Job is a success! 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textures: ShadowMapTexture2D_224 (G8) LogTexture:Display: Building textures: ShadowMapTexture2D_225 (G8) LogTexture:Display: Building textures: ShadowMapTexture2D_226 (G8) LogTexture:Display: Building textures: ShadowMapTexture2D_227 (G8) LogTexture:Display: Building textures: ShadowMapTexture2D_228 (G8) LogTexture:Display: Building textures: ShadowMapTexture2D_229 (G8) LogTexture:Display: Building textures: ShadowMapTexture2D_230 (G8) LogTexture:Display: Building textures: ShadowMapTexture2D_231 (G8) LogTexture:Display: Building textures: ShadowMapTexture2D_232 (G8) LogTexture:Display: Building textures: ShadowMapTexture2D_233 (G8) LogTexture:Display: Building textures: ShadowMapTexture2D_234 (G8) LogTexture:Display: Building textures: ShadowMapTexture2D_235 (G8) LogTexture:Display: Building textures: ShadowMapTexture2D_236 (G8) LogTexture:Display: Building textures: ShadowMapTexture2D_237 (G8) Lightmass on OULEY-PC: 7:16 min total, 1.17 sec importing, 2.72 sec setup, 1:34 min photons, 5:38 min processing, 0 ms extra exporting [650/650 mappings]. Threads: 22:32 min total, 14:34 min processing. LogStaticLightingSystem: Illumination: 7:22 min (41.2 sec encoding lightmaps) LogStaticLightingSystem: Lightmap texture memory: 43.3 MB (43.3 MB streaming, 0.0 MB non-streaming), 146 textures LogStaticLightingSystem: Shadowmap texture memory: 41.8 MB (41.8 MB streaming, 0.0 MB non-streaming), 154 textures Cmd: UpdateLandscapeEditorData Cmd: MAP CHECK NOTIFYRESULTS MapCheck: New page: Level1 - May 30, 2016, 12:53:12 AM MapCheck:Warning: Performance Warning Water_2426 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint39 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint39 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint39 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint39 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint38_1927 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint38_1927 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint38_1927 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint38_1927 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint37 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint37 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint37 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint37 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint36 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint36 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint36 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint36 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint35 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint35 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint35 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint35 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint34_62 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint34_62 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint34_62 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck:Warning: Performance Warning NewBlueprint34_62 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false. MapCheck: Info Map check complete: 0 Error(s), 25 Warning(s), took 69.582ms to complete. LogTexture:Warning: Failed to stream mip data from the derived data cache for /Game/Levels/Level1.HQ_Lightmap0_73. Streaming mips will be recached. LogTexture:Display: Building textures: HQ_Lightmap0_73 (AutoDXT) LogTexture:Warning: Failed to stream mip data from the derived data cache for /Game/Levels/Level1.HQ_Lightmap0_64. Streaming mips will be recached. 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Building textures: HQ_Lightmap0_65 (AutoDXT) LogTexture:Display: Building textures: HQ_Lightmap0_66 (AutoDXT) LogTexture:Display: Building textures: HQ_Lightmap0_67 (AutoDXT) LogTexture:Display: Building textures: HQ_Lightmap0_68 (AutoDXT) LogTexture:Display: Building textures: HQ_Lightmap0_69 (AutoDXT) LogTexture:Display: Building textures: HQ_Lightmap0_7 (AutoDXT) LogTexture:Display: Building textures: HQ_Lightmap0_70 (AutoDXT) LogTexture:Display: Building textures: HQ_Lightmap0_71 (AutoDXT) LogTexture:Display: Building textures: HQ_Lightmap0_72 (AutoDXT) LogTexture:Display: Building textures: HQ_Lightmap0_73 (AutoDXT) LogTexture:Display: Building textures: HQ_Lightmap0_74 (AutoDXT) LogTexture:Display: Building textures: HQ_Lightmap0_75 (AutoDXT) LogTexture:Display: Building textures: HQ_Lightmap0_76 (AutoDXT) LogTexture:Display: Building textures: HQ_Lightmap0_77 (AutoDXT) LogTexture:Display: Building textures: HQ_Lightmap0_78 (AutoDXT) LogTexture:Display: Building textures: HQ_Lightmap0_79 (AutoDXT) LogTexture:Display: Building textures: HQ_Lightmap0_8 (AutoDXT) LogTexture:Display: Building textures: HQ_Lightmap0_80 (AutoDXT) LogTexture:Display: Building textures: HQ_Lightmap0_81 (AutoDXT) LogTexture:Display: Building textures: HQ_Lightmap0_82 (AutoDXT) LogTexture:Display: Building textures: HQ_Lightmap0_83 (AutoDXT) LogTexture:Display: Building textures: HQ_Lightmap0_84 (AutoDXT) LogTexture:Display: Building textures: HQ_Lightmap0_9 (AutoDXT) LogTexture:Display: Building textures: HQ_Lightmap1_2 (AutoDXT) LogAIModule: Creating AISystem for world FeaturesMap LogParticles:Warning: InitializeSystem called on an unregistered component. Template=/Game/InfinityBladeEffects/Effects/FX_Ambient/Fog/P_Dust_Heavy.P_Dust_Heavy Component=/Game/Levels/FeaturesMap.FeaturesMap:PersistentLevel.P_Dust_Heavy_29.ParticleSystemComponent0 Cmd: OBJ SAVEPACKAGE PACKAGE="/Game/Levels/Level1" FILE="../../../../../../Users/Ouley/Documents/Unreal Projects/Spiel/Content/Levels/Level1.umap" SILENT=true AUTOSAVING=false KEEPDIRTY=false LogSavePackage: Save=4772.524902ms LogSavePackage: Moving '../../../../../../Users/Ouley/Documents/Unreal Projects/Spiel/Saved/Level1F7F285F94537DAC5082AEAA1BF5DDF04.tmp' to '../../../../../../Users/Ouley/Documents/Unreal Projects/Spiel/Content/Levels/Level1.umap' LogSavePackage: Total save time: 4974.990841ms LogSavePackage:Display: Finished SavePackage ../../../../../../Users/Ouley/Documents/Unreal Projects/Spiel/Content/Levels/Level1.umap LogFileHelpers: Saving map 'Level1' took 5.135 Cmd: MAP LOAD FILE="../../../../../../Users/Ouley/Documents/Unreal Projects/Spiel/Content/Levels/FeaturesMap.umap" TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3 LightingResults: New page: Lighting Build LoadErrors: New page: Loading map: FeaturesMap.umap MapCheck: New page: Map Check LightingResults: New page: Lighting Build LogParticles: Destroying 0 GPU particle simulations for FXSystem 0x000000002C8CEAC0 LogEditorServer: Finished looking for orphan Actors (0.000 secs) Cmd: MAP CHECKDEP NOCLEARLOG MapCheck: Info Map check complete: 0 Error(s), 0 Warning(s), took 56.461ms to complete. LogFileHelpers: Loading map 'FeaturesMap' took 0.313 Cmd: UpdateLandscapeEditorData -warnings Cmd: UpdateLandscapeEditorData MainFrameActions: Packaging (Windows (64-bit)): Running AutomationTool... MainFrameActions: Packaging (Windows (64-bit)): Program.Main: CWD=C:\Program Files (x86)\Epic Games\4.10\Engine\Binaries\DotNET MainFrameActions: Packaging (Windows (64-bit)): Automation.ParseCommandLine: Parsing command line: BuildCookRun -rocket -nocompile -nocompileeditor -installed -nop4 -project=C:/Users/Ouley/Documents/Unreal Projects/Spiel/Spiel.uproject -cook -stage -archive -archivedirectory=C:/Users/Ouley/Documents -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -CrashReporter -utf8output MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: IsBuildMachine=False MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: ShouldKillProcesses=True MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Setting up command environment. MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=C:/Program Files (x86)/Epic Games/4.10/Engine/Programs/AutomationTool/Saved MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(C:/Users/Ouley/AppData/Roaming/Unreal Engine/AutomationTool/Logs/C+Program+Files+(x86)+Epic+Games+4.10) MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: Setting .Net Framework environment variables. MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: Supports64bitExecutables=True MainFrameActions: Packaging (Windows (64-bit)): WindowsPlatform.get_Compiler: WARNING: Visual C++ 2015 toolchain does not appear to be correctly installed. Please verify that "Common Tools for Visual C++ 2015" was selected when installing Visual Studio 2015. MainFrameActions: Packaging (Windows (64-bit)): WindowsHostPlatform.SetFrameworkVars: WindowsPlatform.CompilerVisualStudio2015 MainFrameActions: Packaging (Windows (64-bit)): CommandEnvironment.SetupBuildEnvironment: WARNING: SetFrameworkVars failed. Assuming no compilation capability. MainFrameActions: Packaging (Windows (64-bit)): ProjectUtils.CleanupFolders: Cleaning up project rules folder MainFrameActions: Packaging (Windows (64-bit)): Automation.Process: Compiling scripts. MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading precompiled script DLLs MainFrameActions: Packaging (Windows (64-bit)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Found 9 script DLL(s). MainFrameActions: Packaging (Windows (64-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\Ouley\Documents\Unreal Projects\Spiel\Spiel.uproject MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Project Params ************** MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: AdditionalServerMapParams= MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Archive=True MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ArchiveMetaData=False MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CreateAppBundle=True MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: BaseArchiveDirectory=C:\Users\Ouley\Documents MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: BaseStageDirectory=C:\Users\Ouley\Documents\Unreal Projects\Spiel\Saved\StagedBuilds MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Build=True MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Cook=True MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Clean= MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Client=False MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ClientConfigsToBuild=Development MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ClientCookedTargets=Spiel MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ClientTargetPlatform=Win64 MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Compressed=False MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: UseDebugParamForEditorExe=False MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookFlavor= MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookOnTheFly=False MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookOnTheFlyStreaming=False MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: UnversionedCookedContent=False MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipCookingEditorContent=False MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NumCookersToSpawn=0 MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: GeneratePatch=False MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CreateReleaseVersion= MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: BasedOnReleaseVersion= MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DLCName= MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DLCIncludeEngineContent=False MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: AdditionalCookerOptions= MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DedicatedServer=False MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: DirectoriesToCook= MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CulturesToCook= MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: EditorTargets= MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Foreign=False MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IsCodeBasedProject=True MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IsProgramTarget=False MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IterativeCooking=False MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookAll=False MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CookMapsOnly=False MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Deploy=False MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: IterativeDeploy=False MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: FastCook=False MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: LogWindow=False MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Manifests=False MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: MapToRun= MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoClient=False MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NumClients=0 MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoDebugInfo=True MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoCleanStage=False MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoXGE=False MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: MapsToCook= MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Pak=True MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Package=True MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NullRHI=False MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: FakeClient=False MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: EditorTest=False MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RunAutomationTests=False MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RunAutomationTest= MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RunTimeoutSeconds=0 MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: CrashIndex=0 MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProgramTargets= MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectBinariesFolder=C:\Users\Ouley\Documents\Unreal Projects\Spiel\Binaries\Win64 MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectBinariesPath=C:\Users\Ouley\Documents\Unreal Projects\Spiel\Binaries\Win64 MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectGameExeFilename=C:\Users\Ouley\Documents\Unreal Projects\Spiel\Binaries\Win64\Spiel.exe MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ProjectGameExePath=C:\Users\Ouley\Documents\Unreal Projects\Spiel\Binaries\Win64\Spiel.exe MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Distribution=False MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Prebuilt=False MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Prereqs=True MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: NoBootstrapExe=False MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: RawProjectPath=C:\Users\Ouley\Documents\Unreal Projects\Spiel\Spiel.uproject MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Rocket=True MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Run=False MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ServerConfigsToBuild=Development MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ServerCookedTargets= MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ServerTargetPlatform=Win64 MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: ShortProjectName=Spiel MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SignedPak=False MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SignPak= MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipCook=False MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipCookOnTheFly=False MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipPak=False MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: SkipStage=False MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Stage=True MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bUsesSteam=False MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bUsesCEF3=False MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bUsesSlate=True MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: bDebugBuildsActuallyUseDebugCRT=False MainFrameActions: Packaging (Windows (64-bit)): ProjectParams.ValidateAndLog: Project Params ************** MainFrameActions: Packaging (Windows (64-bit)): Project.Build: ********** BUILD COMMAND STARTED ********** MainFrameActions: Packaging (Windows (64-bit)): BuildCommand.Execute: ERROR: BUILD FAILED MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: Exception in AutomationUtils.Automation: You are attempting to compile on a machine that does not have a supported compiler! MainFrameActions: Packaging (Windows (64-bit)): Stacktrace: bei AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars) MainFrameActions: Packaging (Windows (64-bit)): bei Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL) MainFrameActions: Packaging (Windows (64-bit)): bei BuildCookRun.DoBuildCookRun(ProjectParams Params) MainFrameActions: Packaging (Windows (64-bit)): bei BuildCommand.Execute() MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands) MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.Automation.Process(String[] CommandLine) MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.Program.MainProc(Object Param) MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.InternalUtils.RunSingleInstance(Action`1 Main, Object Param) MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.Program.Main() MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes. MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=Error_Unknown MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit MainFrameActions: Packaging (Windows (64-bit)): copying UAT log files... MainFrameActions: Packaging (Windows (64-bit)): RunUAT.bat ERROR: AutomationTool was unable to run successfully. MainFrameActions: Packaging (Windows (64-bit)): BUILD FAILED PackagingResults:Error: Error Unknown Error