Log file open, 10/12/26 21:28:53 LogWindows: Failed to load 'aqProf.dll' (GetLastError=126) LogWindows: File 'aqProf.dll' does not exist LogProfilingDebugging: Loading WinPixEventRuntime.dll for PIX profiling (from ../../../Engine/Binaries/ThirdParty/Windows/WinPixEventRuntime/x64). LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=126) LogWindows: File 'VtuneApi.dll' does not exist LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=126) LogWindows: File 'VtuneApi32e.dll' does not exist LogWindows: Started CrashReportClient (pid=32824) LogWindows: Custom abort handler registered for crash reporting. LogInit: Running DelayedAutoRegister Phase StartOfEnginePreInit LogInit: Display: Running engine for game: TheDescent LogCore: UTS: Unreal Trace Server launched successfully LogTrace: Initializing trace... LogCore: Display: Requested channels: 'cpu,gpu,frame,log,bookmark,screenshot,region' LogCore: No trace connection. Tracing to in-memory cache. LogTrace: Display: Control listening on port 1985 LogTrace: Finished trace initialization. LogCsvProfiler: Display: Metadata set : platform="Windows" LogCsvProfiler: Display: Metadata set : config="Development" LogCsvProfiler: Display: Metadata set : buildversion="++UE5+Release-5.8-CL-58210709" LogCsvProfiler: Display: Metadata set : engineversion="5.8.3-58210709+++UE5+Release-5.8" LogCsvProfiler: Display: Metadata set : enginereleaseversion="5.8.3" LogCsvProfiler: Display: Metadata set : os="Windows 10 (22H2) [10.0.19045.6466] " LogCsvProfiler: Display: Metadata set : cpu="GenuineIntel|13th Gen Intel(R) Core(TM) i9-13900F" LogCsvProfiler: Display: Metadata set : pgoenabled="0" LogCsvProfiler: Display: Metadata set : pgoprofilingenabled="0" LogCsvProfiler: Display: Metadata set : ltoenabled="0" LogCsvProfiler: Display: Metadata set : asan="0" LogCsvProfiler: Display: Metadata set : mergedmodules="0" LogCsvProfiler: Display: Metadata set : compacttset="0" LogCsvProfiler: Display: Metadata set : commandline="" D:\SubnauticaCLONE\TheDescentUE\TheDescent.uproject -game -windowed -ResX=1280 -ResY=720 -RenderOffscreen -unattended -nosplash -nosound -nopause -NoLiveCoding -log -abslog=D:\SubnauticaCLONE\TheDescentUE\Saved\Logs\scenario_player_body.log -DescentScenario=player_body -UseFixedTimeStep -FPS=30"" LogCsvProfiler: Display: Metadata set : loginid="2f37432945f5db6af95cca95fc808dd8" LogCsvProfiler: Display: Metadata set : llm="0" LogModuleManager: InternalLoadLibrary: 'StorageServerClient' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-StorageServerClient.dll') LogModuleManager: InternalLoadLibrary: 'CookOnTheFly' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-CookOnTheFly.dll') LogModuleManager: InternalLoadLibrary: 'StreamingFile' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-StreamingFile.dll') LogModuleManager: InternalLoadLibrary: 'NetworkFile' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-NetworkFile.dll') LogModuleManager: InternalLoadLibrary: 'PakFile' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-PakFile.dll') LogModuleManager: InternalLoadLibrary: 'RSA' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-RSA.dll') LogModuleManager: InternalLoadLibrary: 'SandboxFile' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-SandboxFile.dll') LogCsvProfiler: Display: Metadata set : zenstreaming="0" LogInit: Running DelayedAutoRegister Phase FileSystemReady LogInit: Running DelayedAutoRegister Phase TaskGraphSystemReady LogStats: Stats thread started at 0.228236 LogInit: Running DelayedAutoRegister Phase StatSystemReady LogModuleManager: InternalLoadLibrary: 'CoreUObject' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-CoreUObject.dll') LogCsvProfiler: Display: Metadata set : systemresolution.resx="1280" LogCsvProfiler: Display: Metadata set : systemresolution.resy="720" LogModuleManager: InternalLoadLibrary: 'Engine' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-Engine.dll') LogModuleManager: InternalLoadLibrary: 'UniversalObjectLocator' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-UniversalObjectLocator.dll') LogModuleManager: InternalLoadLibrary: 'Renderer' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-Renderer.dll') LogModuleManager: InternalLoadLibrary: 'AnimGraphRuntime' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AnimGraphRuntime.dll') LogModuleManager: InternalLoadLibrary: 'SlateRHIRenderer' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-SlateRHIRenderer.dll') LogModuleManager: InternalLoadLibrary: 'Landscape' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-Landscape.dll') LogModuleManager: InternalLoadLibrary: 'RHICore' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-RHICore.dll') LogModuleManager: InternalLoadLibrary: 'RenderCore' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-RenderCore.dll') LogModuleManager: InternalLoadLibrary: 'TextureCompressor' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-TextureCompressor.dll') LogModuleManager: InternalLoadLibrary: 'OpenColorIOWrapper' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-OpenColorIOWrapper.dll') LogModuleManager: InternalLoadLibrary: 'Virtualization' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-Virtualization.dll') LogModuleManager: InternalLoadLibrary: 'MessageLog' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-MessageLog.dll') LogModuleManager: InternalLoadLibrary: 'AudioEditor' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AudioEditor.dll') LogModuleManager: InternalLoadLibrary: 'PropertyEditor' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-PropertyEditor.dll') LogModuleManager: InternalLoadLibrary: 'AudioExtensions' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AudioExtensions.dll') LogModuleManager: InternalLoadLibrary: 'SignalProcessing' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-SignalProcessing.dll') LogModuleManager: InternalLoadLibrary: 'AudioMixerCore' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AudioMixerCore.dll') LogModuleManager: InternalLoadLibrary: 'AnimationModifiers' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AnimationModifiers.dll') LogICUInternationalization: ICU TimeZone Detection - Raw Offset: +1:00, Platform Override: '' LogInit: Session CrashGUID >==================================================== Session CrashGUID > UECC-Windows-AF798603448CE159124244A709788374 Session CrashGUID >==================================================== LogConfig: No local boot hotfix file found at: [D:/SubnauticaCLONE/TheDescentUE/Saved/PersistentDownloadDir/HotfixForNextBoot.txt] LogInit: Running DelayedAutoRegister Phase IniSystemReady LogAudio: Display: Audio Device Manager not initializing due to all audio being disabled. If this is not intentional, please check command line arguments for "-nosound". LogModuleManager: InternalLoadLibrary: 'TelemetryUtils' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-TelemetryUtils.dll') LogPluginManager: Looking for build plugins target receipt LogPluginManager: Found matching target receipt: D:/SubnauticaCLONE/TheDescentUE/Binaries/Win64/TheDescentEditor.target LogPluginManager: Looking for enabled plugins target receipt LogPluginManager: Found matching target receipt: D:/SubnauticaCLONE/TheDescentUE/Binaries/Win64/TheDescentEditor.target LogConfig: Display: Loading Mac ini files took 0.04 seconds LogConfig: Display: Loading Android ini files took 0.04 seconds LogConfig: Display: Loading IOS ini files took 0.04 seconds LogConfig: Display: Loading VulkanPC ini files took 0.04 seconds LogConfig: Display: Loading Windows ini files took 0.05 seconds LogConfig: Display: Loading TVOS ini files took 0.05 seconds LogConfig: Display: Loading Unix ini files took 0.05 seconds LogConfig: Display: Loading VisionOS ini files took 0.05 seconds LogConfig: Display: Loading Linux ini files took 0.05 seconds LogPluginManager: Mounting Engine plugin AudioInsights LogPluginManager: Mounting Engine plugin AudioInsightsRuntime LogPluginManager: Mounting Engine plugin AudioModulationInsights LogPluginManager: Mounting Engine plugin BaseMaterial LogPluginManager: Mounting Engine plugin Bridge LogPluginManager: Mounting Engine plugin ChaosCloth LogPluginManager: Mounting Engine plugin ChaosInsights LogPluginManager: Mounting Engine plugin ChaosVD LogPluginManager: Mounting Engine plugin CmdLinkServer LogPluginManager: Mounting Engine plugin Dataflow LogPluginManager: Mounting Engine plugin DerivedDataBuildController LogPluginManager: Mounting Engine plugin EnhancedInput LogPluginManager: Mounting Engine plugin Fab LogPluginManager: Mounting Engine plugin IoStoreInsights LogPluginManager: Mounting Engine plugin MassInsights LogPluginManager: Mounting Engine plugin MeshPainting LogPluginManager: Mounting Engine plugin Mutable LogPluginManager: Mounting Engine plugin PCG LogPluginManager: Mounting Engine plugin RenderGraphInsights LogPluginManager: Mounting Engine plugin RenderTraceInsights LogPluginManager: Mounting Engine plugin UbaController LogPluginManager: Mounting Engine plugin TraceUtilities LogPluginManager: Mounting Engine plugin XGEController LogPluginManager: Mounting Engine plugin WorldMetrics LogPluginManager: Mounting Engine plugin OodleNetwork LogPluginManager: Mounting Engine plugin AssetManagerEditor LogPluginManager: Mounting Engine plugin BlueprintHeaderView LogPluginManager: Mounting Engine plugin ChangelistReview LogPluginManager: Mounting Engine plugin ColorGrading LogPluginManager: Mounting Engine plugin BlueprintMaterialTextureNodes LogPluginManager: Mounting Engine plugin ConsoleVariables LogPluginManager: Mounting Engine plugin CryptoKeys LogPluginManager: Mounting Engine plugin CurveEditorTools LogPluginManager: Mounting Engine plugin DataValidation LogPluginManager: Mounting Engine plugin EditorScriptingUtilities LogPluginManager: Mounting Engine plugin EditorDebugTools LogPluginManager: Mounting Engine plugin GameplayTagsEditor LogPluginManager: Mounting Engine plugin EngineAssetDefinitions LogPluginManager: Mounting Engine plugin FacialAnimation LogPluginManager: Mounting Engine plugin GeometryMode LogPluginManager: Mounting Engine plugin MacGraphicsSwitching LogPluginManager: Mounting Engine plugin MaterialAnalyzer LogPluginManager: Mounting Engine plugin MaterialAssetWizard LogPluginManager: Mounting Engine plugin MobileLauncherProfileWizard LogPluginManager: Mounting Engine plugin MeshLODToolset LogPluginManager: Mounting Engine plugin ModelingToolsEditorMode LogPluginManager: Mounting Engine plugin PluginBrowser LogPluginManager: Mounting Engine plugin ProxyLODPlugin LogPluginManager: Mounting Engine plugin SequencerAnimTools LogPluginManager: Mounting Engine plugin SpeedTreeImporter LogPluginManager: Mounting Engine plugin UMGWidgetPreview LogPluginManager: Mounting Engine plugin UVEditor LogPluginManager: Mounting Engine plugin StylusInput LogPluginManager: Mounting Engine plugin AndroidMedia LogPluginManager: Mounting Engine plugin WorldPartitionHLODUtilities LogPluginManager: Mounting Engine plugin AvfMedia LogPluginManager: Mounting Engine plugin ImgMedia LogPluginManager: Mounting Engine plugin MediaCompositing LogPluginManager: Mounting Engine plugin MediaPlate LogPluginManager: Mounting Engine plugin MediaPlayerEditor LogPluginManager: Mounting Engine plugin MP4Utilities LogPluginManager: Mounting Engine plugin AutomatedPerfTestTools LogPluginManager: Mounting Engine plugin AnimationSharing LogPluginManager: Mounting Engine plugin TmvMedia LogPluginManager: Mounting Engine plugin WmfMedia LogPluginManager: Mounting Engine plugin WebMMedia LogPluginManager: Mounting Engine plugin CodeLiteSourceCodeAccess LogPluginManager: Mounting Engine plugin CLionSourceCodeAccess LogPluginManager: Mounting Engine plugin DumpGPUServices LogPluginManager: Mounting Engine plugin GitSourceControl LogPluginManager: Mounting Engine plugin KDevelopSourceCodeAccess LogPluginManager: Mounting Engine plugin GPUReshape LogPluginManager: Mounting Engine plugin N10XSourceCodeAccess LogPluginManager: Mounting Engine plugin NullSourceCodeAccess LogPluginManager: Mounting Engine plugin NamingTokens LogPluginManager: Mounting Engine plugin PlasticSourceControl LogPluginManager: Mounting Engine plugin PluginUtils LogPluginManager: Mounting Engine plugin PerforceSourceControl LogPluginManager: Mounting Engine plugin AlembicImporter LogPluginManager: Mounting Engine plugin ProjectLauncher LogPluginManager: Mounting Engine plugin PropertyAccessNode LogPluginManager: Mounting Engine plugin PixWinPlugin LogPluginManager: Mounting Engine plugin RenderDocPlugin LogPluginManager: Mounting Engine plugin SubversionSourceControl LogPluginManager: Mounting Engine plugin RiderSourceCodeAccess LogPluginManager: Mounting Engine plugin VisualStudioCodeSourceCodeAccess LogPluginManager: Mounting Engine plugin VisualStudioSourceCodeAccess LogPluginManager: Mounting Engine plugin XCodeSourceCodeAccess LogPluginManager: Mounting Engine plugin UObjectPlugin LogPluginManager: Mounting Engine plugin MetaHumanSDK LogPluginManager: Mounting Engine plugin Cascade LogPluginManager: Mounting Engine plugin NNEDenoiser LogPluginManager: Mounting Engine plugin ActorSequence LogPluginManager: Mounting Engine plugin NNERuntimeORT LogPluginManager: Mounting Engine plugin LevelSequenceEditor LogPluginManager: Mounting Engine plugin GLTFExporter LogPluginManager: Mounting Engine plugin DatasmithContent LogPluginManager: Mounting Engine plugin VariantManagerContent LogPluginManager: Mounting Engine plugin Niagara LogPluginManager: Mounting Engine plugin VariantManager LogPluginManager: Mounting Engine plugin NiagaraPreviewContent LogPluginManager: Mounting Engine plugin NiagaraInsights LogPluginManager: Mounting Engine plugin NiagaraSimCaching LogPluginManager: Mounting Engine plugin SequencerScripting LogPluginManager: Mounting Engine plugin SequenceValidator LogPluginManager: Mounting Engine plugin TemplateSequence LogPluginManager: Mounting Engine plugin ActorLayerUtilities LogPluginManager: Mounting Engine plugin AndroidDeviceProfileSelector LogPluginManager: Mounting Engine plugin AndroidMoviePlayer LogPluginManager: Mounting Engine plugin AndroidFileServer LogPluginManager: Mounting Engine plugin AndroidPermission LogPluginManager: Mounting Engine plugin AppleImageUtils LogPluginManager: Mounting Engine plugin AppleMoviePlayer LogPluginManager: Mounting Engine plugin AssetTags LogPluginManager: Mounting Engine plugin AudioCapture LogPluginManager: Mounting Engine plugin ArchVisCharacter LogPluginManager: Mounting Engine plugin CableComponent LogPluginManager: Mounting Engine plugin AudioWidgets LogPluginManager: Mounting Engine plugin AudioSynesthesia LogPluginManager: Mounting Engine plugin ChunkDownloader LogPluginManager: Mounting Engine plugin ComputeFramework LogPluginManager: Mounting Engine plugin CustomMeshComponent LogPluginManager: Mounting Engine plugin ExampleDeviceProfileSelector LogPluginManager: Mounting Engine plugin GeometryProcessing LogPluginManager: Mounting Engine plugin GeometryCache LogPluginManager: Mounting Engine plugin GeometryScripting LogPluginManager: Mounting Engine plugin GoogleCloudMessaging LogPluginManager: Mounting Engine plugin GooglePAD LogPluginManager: Mounting Engine plugin HairStrands LogPluginManager: Mounting Engine plugin InputDebugging LogPluginManager: Mounting Engine plugin IOSDeviceProfileSelector LogPluginManager: Mounting Engine plugin LinuxDeviceProfileSelector LogPluginManager: Mounting Engine plugin LocationServicesBPLibrary LogPluginManager: Mounting Engine plugin MeshModelingToolset LogPluginManager: Mounting Engine plugin Metasound LogPluginManager: Mounting Engine plugin MobilePatchingUtils LogPluginManager: Mounting Engine plugin ModelViewViewModel LogPluginManager: Mounting Engine plugin MsQuic LogPluginManager: Mounting Engine plugin ProceduralMeshComponent LogPluginManager: Mounting Engine plugin PropertyAccessEditor LogPluginManager: Mounting Engine plugin PropertyBindingUtils LogPluginManager: Mounting Engine plugin ResonanceAudio LogPluginManager: Mounting Engine plugin RigVM LogPluginManager: Mounting Engine plugin LauncherChunkInstaller LogPluginManager: Mounting Engine plugin SignificanceManager LogPluginManager: Mounting Engine plugin SkeletalMerging LogPluginManager: Mounting Engine plugin SoundFields LogPluginManager: Mounting Engine plugin StateTree LogPluginManager: Mounting Engine plugin Synthesis LogPluginManager: Mounting Engine plugin WaveTable LogPluginManager: Mounting Engine plugin WebMMoviePlayer LogPluginManager: Mounting Engine plugin WindowsMoviePlayer LogPluginManager: Mounting Engine plugin WindowsDeviceProfileSelector LogPluginManager: Mounting Engine plugin AISupport LogPluginManager: Mounting Engine plugin EnvironmentQueryEditor LogPluginManager: Mounting Engine plugin Paper2D LogPluginManager: Mounting Engine plugin ACLPlugin LogPluginManager: Mounting Engine plugin AnimationData LogPluginManager: Mounting Engine plugin AnimationModifierLibrary LogPluginManager: Mounting Engine plugin AnimatorKit LogPluginManager: Mounting Engine plugin BlendSpaceMotionAnalysis LogPluginManager: Mounting Engine plugin Takes LogPluginManager: Mounting Engine plugin ControlRig LogPluginManager: Mounting Engine plugin ControlRigModules LogPluginManager: Mounting Engine plugin EngineCameras LogPluginManager: Mounting Engine plugin GameplayCameras LogPluginManager: Mounting Engine plugin CameraShakePreviewer LogPluginManager: Mounting Engine plugin CompositeCore LogPluginManager: Mounting Engine plugin AdvancedRenamer LogPluginManager: Mounting Engine plugin ControlRigSpline LogPluginManager: Mounting Engine plugin DeformerGraph LogPluginManager: Mounting Engine plugin EaseCurveTool LogPluginManager: Mounting Engine plugin GameplayInsights LogPluginManager: Mounting Engine plugin AutomationUtils LogPluginManager: Mounting Engine plugin IKRig LogPluginManager: Mounting Engine plugin RigLogic LogPluginManager: Mounting Engine plugin PhysicsControl LogPluginManager: Mounting Engine plugin SkeletalMeshModelingTools LogPluginManager: Mounting Engine plugin BackChannel LogPluginManager: Mounting Engine plugin TweeningUtils LogPluginManager: Mounting Engine plugin Buoyancy LogPluginManager: Mounting Engine plugin ChaosCaching LogPluginManager: Mounting Engine plugin ChaosEditor LogPluginManager: Mounting Engine plugin ChaosNiagara LogPluginManager: Mounting Engine plugin ChaosSolverPlugin LogPluginManager: Mounting Engine plugin ChaosUserDataPT LogPluginManager: Mounting Engine plugin CharacterAI LogPluginManager: Mounting Engine plugin ControlRigPhysics LogPluginManager: Mounting Engine plugin EditorDataStorage LogPluginManager: Mounting Engine plugin EditorDataStorageFeatures LogPluginManager: Mounting Engine plugin EditorPerformance LogPluginManager: Mounting Engine plugin EditorTelemetry LogPluginManager: Mounting Engine plugin EditorTRSGizmo LogPluginManager: Mounting Engine plugin Fracture LogPluginManager: Mounting Engine plugin FullBodyIK LogPluginManager: Mounting Engine plugin GeometryCollectionPlugin LogPluginManager: Mounting Engine plugin GeometryDataflow LogPluginManager: Mounting Engine plugin GeometryFlow LogPluginManager: Mounting Engine plugin GizmoFramework LogPluginManager: Mounting Engine plugin GlobalConfigurationData LogPluginManager: Mounting Engine plugin HttpInsights LogPluginManager: Mounting Engine plugin Landmass LogPluginManager: Mounting Engine plugin LevelSequenceNavigatorBridge LogPluginManager: Mounting Engine plugin LowLevelNetTrace LogPluginManager: Mounting Engine plugin LocalizableMessage LogPluginManager: Mounting Engine plugin MeshModelingToolsetExp LogPluginManager: Mounting Engine plugin ModelContextProtocol LogPluginManager: Mounting Engine plugin MutableAssetUserData LogPluginManager: Mounting Engine plugin NFORDenoise LogPluginManager: Mounting Engine plugin PlanarCut LogPluginManager: Mounting Engine plugin PlatformCrypto LogPluginManager: Mounting Engine plugin PythonScriptPlugin LogPluginManager: Mounting Engine plugin RuntimeTelemetry LogPluginManager: Mounting Engine plugin SequenceNavigator LogPluginManager: Mounting Engine plugin SkeletalReduction LogPluginManager: Mounting Engine plugin InterchangeAssets LogPluginManager: Mounting Engine plugin InterchangeEditor LogPluginManager: Mounting Engine plugin Interchange LogPluginManager: Mounting Engine plugin ToolPresets LogPluginManager: Mounting Engine plugin ToolsetRegistry LogPluginManager: Mounting Engine plugin TcpMessaging LogPluginManager: Mounting Engine plugin UdpMessaging LogPluginManager: Mounting Engine plugin EOSShared LogPluginManager: Mounting Engine plugin Water LogPluginManager: Mounting Engine plugin OnlineServices LogPluginManager: Mounting Engine plugin OnlineBase LogPluginManager: Mounting Engine plugin OnlineSubsystem LogPluginManager: Mounting Engine plugin OnlineSubsystemUtils LogPluginManager: Mounting Engine plugin OnlineSubsystemNull LogPluginManager: Mounting Engine plugin InterchangeTests LogPluginManager: Mounting Engine plugin LightMixer LogPluginManager: Mounting Engine plugin ObjectMixer LogPluginManager: Mounting Engine plugin OnlineSubsystemGooglePlay LogPluginManager: Mounting Engine plugin PortableObjectFileDataSource LogPluginManager: Mounting Engine plugin ContentBrowserAssetDataSource LogPluginManager: Mounting Engine plugin SQLiteCore LogPluginManager: Mounting Engine plugin ContentBrowserFileDataSource LogPluginManager: Mounting Engine plugin ContentBrowserClassDataSource LogPluginManager: Mounting Engine plugin ConcertMain LogPluginManager: Mounting Engine plugin BaseCharacterFXEditor LogPluginManager: Mounting Engine plugin XInputDevice LogPluginManager: Mounting Engine plugin OnlineSubsystemIOS LogPluginManager: Mounting Engine plugin InterchangeAxfAssets LogPluginManager: Mounting Engine plugin Scribble LogPluginManager: Mounting Engine plugin FileSandbox LogPluginManager: Mounting Engine plugin MCPClientToolset LogPluginManager: Mounting Engine plugin ConcertSyncCore LogPluginManager: Mounting Engine plugin ConcertSharedSlate LogPluginManager: Mounting Engine plugin ConcertSyncClient LogModuleManager: InternalLoadLibrary: 'XGEController' ('E:/Tools/UE_5.8/Engine/Plugins/XGEController/Binaries/Win64/UnrealEditor-XGEController.dll') LogModuleManager: InternalLoadLibrary: 'PlasticSourceControl' ('E:/Tools/UE_5.8/Engine/Plugins/Developer/PlasticSourceControl/Binaries/Win64/UnrealEditor-PlasticSourceControl.dll') LogModuleManager: InternalLoadLibrary: 'SourceControl' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-SourceControl.dll') SourceControl: Revision control is disabled SourceControl: Revision control is disabled LogModuleManager: InternalLoadLibrary: 'PerforceSourceControl' ('E:/Tools/UE_5.8/Engine/Plugins/Developer/PerforceSourceControl/Binaries/Win64/UnrealEditor-PerforceSourceControl.dll') SourceControl: Revision control is disabled LogModuleManager: InternalLoadLibrary: 'PlatformCrypto' ('E:/Tools/UE_5.8/Engine/Plugins/Experimental/PlatformCrypto/Binaries/Win64/UnrealEditor-PlatformCrypto.dll') LogModuleManager: InternalLoadLibrary: 'PlatformCryptoTypes' ('E:/Tools/UE_5.8/Engine/Plugins/Experimental/PlatformCrypto/Binaries/Win64/UnrealEditor-PlatformCryptoTypes.dll') LogModuleManager: InternalLoadLibrary: 'PlatformCryptoContext' ('E:/Tools/UE_5.8/Engine/Plugins/Experimental/PlatformCrypto/Binaries/Win64/UnrealEditor-PlatformCryptoContext.dll') LogModuleManager: InternalLoadLibrary: 'PythonScriptPluginPreload' ('E:/Tools/UE_5.8/Engine/Plugins/Experimental/PythonScriptPlugin/Binaries/Win64/UnrealEditor-PythonScriptPluginPreload.dll') LogInit: Running DelayedAutoRegister Phase EarliestPossiblePluginsLoaded LogModuleManager: InternalLoadLibrary: 'ChaosCloth' ('E:/Tools/UE_5.8/Engine/Plugins/ChaosCloth/Binaries/Win64/UnrealEditor-ChaosCloth.dll') LogModuleManager: InternalLoadLibrary: 'PCGCompute' ('E:/Tools/UE_5.8/Engine/Plugins/PCG/Binaries/Win64/UnrealEditor-PCGCompute.dll') LogModuleManager: InternalLoadLibrary: 'ExrReaderGpu' ('E:/Tools/UE_5.8/Engine/Plugins/Media/ImgMedia/Binaries/Win64/UnrealEditor-ExrReaderGpu.dll') LogModuleManager: InternalLoadLibrary: 'TmvMediaShaders' ('E:/Tools/UE_5.8/Engine/Plugins/Media/TmvMedia/Binaries/Win64/UnrealEditor-TmvMediaShaders.dll') LogModuleManager: InternalLoadLibrary: 'WmfMedia' ('E:/Tools/UE_5.8/Engine/Plugins/Media/WmfMedia/Binaries/Win64/UnrealEditor-WmfMedia.dll') LogModuleManager: InternalLoadLibrary: 'Media' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-Media.dll') LogModuleManager: InternalLoadLibrary: 'GPUReshape' ('E:/Tools/UE_5.8/Engine/Plugins/Developer/GPUReshape/Binaries/Win64/UnrealEditor-GPUReshape.dll') LogModuleManager: InternalLoadLibrary: 'PixWinPlugin' ('E:/Tools/UE_5.8/Engine/Plugins/Developer/PixWinPlugin/Binaries/Win64/UnrealEditor-PixWinPlugin.dll') LogWindows: Failed to load 'WinPixGpuCapturer.dll' (GetLastError=126) LogWindows: File 'WinPixGpuCapturer.dll' does not exist PixWinPlugin: PIX capture plugin failed to initialize! Check that the process is launched from PIX. LogModuleManager: InternalLoadLibrary: 'RenderDocPlugin' ('E:/Tools/UE_5.8/Engine/Plugins/Developer/RenderDocPlugin/Binaries/Win64/UnrealEditor-RenderDocPlugin.dll') LogConfig: Applying CVar settings from Section [/Script/RenderDocPlugin.RenderDocPluginSettings] File [Engine] RenderDocPlugin: Display: RenderDoc plugin will not be loaded. Use '-AttachRenderDoc' on the cmd line or enable 'renderdoc.AutoAttach' in the plugin settings. LogModuleManager: InternalLoadLibrary: 'NNEDenoiserShaders' ('E:/Tools/UE_5.8/Engine/Plugins/NNE/NNEDenoiser/Binaries/Win64/UnrealEditor-NNEDenoiserShaders.dll') LogModuleManager: InternalLoadLibrary: 'GLTFExporter' ('E:/Tools/UE_5.8/Engine/Plugins/Enterprise/GLTFExporter/Binaries/Win64/UnrealEditor-GLTFExporter.dll') LogModuleManager: InternalLoadLibrary: 'DatasmithContent' ('E:/Tools/UE_5.8/Engine/Plugins/Enterprise/DatasmithContent/Binaries/Win64/UnrealEditor-DatasmithContent.dll') LogModuleManager: InternalLoadLibrary: 'VariantManagerContent' ('E:/Tools/UE_5.8/Engine/Plugins/Enterprise/VariantManagerContent/Binaries/Win64/UnrealEditor-VariantManagerContent.dll') LogModuleManager: InternalLoadLibrary: 'NiagaraShader' ('E:/Tools/UE_5.8/Engine/Plugins/FX/Niagara/Binaries/Win64/UnrealEditor-NiagaraShader.dll') LogModuleManager: InternalLoadLibrary: 'NiagaraVertexFactories' ('E:/Tools/UE_5.8/Engine/Plugins/FX/Niagara/Binaries/Win64/UnrealEditor-NiagaraVertexFactories.dll') LogModuleManager: InternalLoadLibrary: 'ChunkDownloader' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/ChunkDownloader/Binaries/Win64/UnrealEditor-ChunkDownloader.dll') LogModuleManager: InternalLoadLibrary: 'ComputeFramework' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/ComputeFramework/Binaries/Win64/UnrealEditor-ComputeFramework.dll') LogModuleManager: InternalLoadLibrary: 'ExampleDeviceProfileSelector' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/ExampleDeviceProfileSelector/Binaries/Win64/UnrealEditor-ExampleDeviceProfileSelector.dll') LogModuleManager: InternalLoadLibrary: 'HairStrandsCore' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/HairStrands/Binaries/Win64/UnrealEditor-HairStrandsCore.dll') LogAsyncCompilation: Display: MemorySharingInfo: UsedMemory=321MiB, MaxMemoryAvailable=92811MiB LogModuleManager: InternalLoadLibrary: 'LauncherChunkInstaller' ('E:/Tools/UE_5.8/Engine/Plugins/Portal/LauncherChunkInstaller/Binaries/Win64/UnrealEditor-LauncherChunkInstaller.dll') LogModuleManager: InternalLoadLibrary: 'WindowsDeviceProfileSelector' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/WindowsDeviceProfileSelector/Binaries/Win64/UnrealEditor-WindowsDeviceProfileSelector.dll') LogModuleManager: InternalLoadLibrary: 'AISupportModule' ('E:/Tools/UE_5.8/Engine/Plugins/AI/AISupport/Binaries/Win64/UnrealEditor-AISupportModule.dll') LogModuleManager: InternalLoadLibrary: 'ACLPlugin' ('E:/Tools/UE_5.8/Engine/Plugins/Animation/ACLPlugin/Binaries/Win64/UnrealEditor-ACLPlugin.dll') LogModuleManager: InternalLoadLibrary: 'CompositeCore' ('E:/Tools/UE_5.8/Engine/Plugins/Compositing/CompositeCore/Binaries/Win64/UnrealEditor-CompositeCore.dll') LogConfig: Applying CVar settings from Section [/Script/CompositeCore.CompositeCorePluginSettings] File [Engine] LogModuleManager: InternalLoadLibrary: 'OptimusSettings' ('E:/Tools/UE_5.8/Engine/Plugins/Animation/DeformerGraph/Binaries/Win64/UnrealEditor-OptimusSettings.dll') LogModuleManager: InternalLoadLibrary: 'Buoyancy' ('E:/Tools/UE_5.8/Engine/Plugins/Experimental/Buoyancy/Binaries/Win64/UnrealEditor-Buoyancy.dll') LogModuleManager: InternalLoadLibrary: 'NFORDenoise' ('E:/Tools/UE_5.8/Engine/Plugins/Experimental/NFORDenoise/Binaries/Win64/UnrealEditor-NFORDenoise.dll') LogNFORDenoise: NFORDenoise function starting up LogModuleManager: InternalLoadLibrary: 'RuntimeTelemetry' ('E:/Tools/UE_5.8/Engine/Plugins/Experimental/RuntimeTelemetry/Binaries/Win64/UnrealEditor-RuntimeTelemetry.dll') LogAnalytics: Display: Provider StudioTelemetry.Provider.Log is disabled for this application LogAnalytics: Display: Provider StudioTelemetry.Provider.CSV is disabled for this application LogAnalytics: Display: Provider StudioTelemetry.Provider.Horde is disabled for this application LogModuleManager: InternalLoadLibrary: 'Analytics' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-Analytics.dll') LogStudioTelemetry: Started StudioTelemetry Session LogModuleManager: InternalLoadLibrary: 'InterchangeAssets' ('E:/Tools/UE_5.8/Engine/Plugins/Interchange/Assets/Binaries/Win64/UnrealEditor-InterchangeAssets.dll') LogModuleManager: InternalLoadLibrary: 'EOSShared' ('E:/Tools/UE_5.8/Engine/Plugins/Online/EOSShared/Binaries/Win64/UnrealEditor-EOSShared.dll') LogEOSShared: Loaded "E:/Tools/UE_5.8/Engine/Binaries/Win64/EOSSDK-Win64-Shipping.dll" LogEOSShared: FEOSSDKManager::Initialize Initializing EOSSDK Version:1.19.1.2-53289219 LogModuleManager: InternalLoadLibrary: 'Water' ('E:/Tools/UE_5.8/Engine/Plugins/Experimental/Water/Binaries/Win64/UnrealEditor-Water.dll') LogModuleManager: InternalLoadLibrary: 'OnlineServicesInterface' ('E:/Tools/UE_5.8/Engine/Plugins/Online/OnlineServices/Binaries/Win64/UnrealEditor-OnlineServicesInterface.dll') LogModuleManager: InternalLoadLibrary: 'OnlineServicesCommon' ('E:/Tools/UE_5.8/Engine/Plugins/Online/OnlineServices/Binaries/Win64/UnrealEditor-OnlineServicesCommon.dll') LogModuleManager: InternalLoadLibrary: 'OnlineServicesCommonEngineUtils' ('E:/Tools/UE_5.8/Engine/Plugins/Online/OnlineServices/Binaries/Win64/UnrealEditor-OnlineServicesCommonEngineUtils.dll') LogModuleManager: InternalLoadLibrary: 'OnlineSubsystem' ('E:/Tools/UE_5.8/Engine/Plugins/Online/OnlineSubsystem/Binaries/Win64/UnrealEditor-OnlineSubsystem.dll') LogModuleManager: InternalLoadLibrary: 'HTTP' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-HTTP.dll') LogModuleManager: InternalLoadLibrary: 'SSL' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-SSL.dll') LogInit: Using libcurl 8.15.0 LogInit: - built for Windows LogInit: - supports SSL with OpenSSL/1.1.1t LogInit: - supports HTTP deflate (compression) using libz 1.3 LogInit: - other features: LogInit: CURL_VERSION_SSL LogInit: CURL_VERSION_LIBZ LogInit: CURL_VERSION_IPV6 LogInit: CURL_VERSION_ASYNCHDNS LogInit: CURL_VERSION_LARGEFILE LogInit: CURL_VERSION_TLSAUTH_SRP LogInit: CURL_VERSION_HTTP2 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: - CVarHttpReuseConnectionEnabled = true - Libcurl will reuse connections LogInit: - MaxHostConnections = 16 - Libcurl will limit the number of connections to a host LogInit: - LocalHostAddr = Default LogInit: - BufferSize = 65536 LogInit: CreateHttpThread using FCurlMultiPollEventLoopHttpThread LogInit: Creating http thread with maximum 251 concurrent requests LogModuleManager: InternalLoadLibrary: 'XMPP' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-XMPP.dll') LogModuleManager: InternalLoadLibrary: 'WebSockets' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-WebSockets.dll') LogModuleManager: InternalLoadLibrary: 'OnlineSubsystemNULL' ('E:/Tools/UE_5.8/Engine/Plugins/Online/OnlineSubsystemNull/Binaries/Win64/UnrealEditor-OnlineSubsystemNull.dll') LogModuleManager: InternalLoadLibrary: 'Sockets' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-Sockets.dll') LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467 LogOnline: OSS: Created online subsystem instance for: NULL LogOnline: OSS: TryLoadSubsystemAndSetDefault: Loaded subsystem for type [NULL] LogModuleManager: InternalLoadLibrary: 'OnlineSubsystemUtils' ('E:/Tools/UE_5.8/Engine/Plugins/Online/OnlineSubsystemUtils/Binaries/Win64/UnrealEditor-OnlineSubsystemUtils.dll') LogModuleManager: InternalLoadLibrary: 'OnlineBlueprintSupport' ('E:/Tools/UE_5.8/Engine/Plugins/Online/OnlineSubsystemUtils/Binaries/Win64/UnrealEditor-OnlineBlueprintSupport.dll') LogModuleManager: InternalLoadLibrary: 'InterchangeAxFAssets' ('E:/Tools/UE_5.8/Engine/Plugins/Experimental/InterchangeAxF/Assets/Binaries/Win64/UnrealEditor-InterchangeAxFAssets.dll') LogInit: ExecutableName: UnrealEditor.exe LogInit: Build: ++UE5+Release-5.8-CL-58210709 LogInit: Platform=WindowsEditor LogInit: MachineId=2f37432945f5db6af95cca95fc808dd8 LogInit: DeviceId= LogInit: Engine Version: 5.8.3-58210709+++UE5+Release-5.8 LogInit: Compatible Engine Version: 5.8.0-55116800+++UE5+Release-5.8 LogInit: Net CL: 55116800 LogInit: OS: Windows 10 (22H2) [10.0.19045.6466] (), CPU: 13th Gen Intel(R) Core(TM) i9-13900F, GPU: AMD Radeon RX 7800 XT LogInit: CPU Model ID: 6b71, microcode revision: 12f LogInit: Compiled (64-bit): Sep 17 2026 19:10:46 LogInit: Architecture: x64 LogInit: Compiled with Visual C++: 19.44.35229.00 LogInit: Build Configuration: Development LogInit: Branch Name: ++UE5+Release-5.8 LogInit: Command Line: -windowed -ResX=1280 -ResY=720 -RenderOffscreen -unattended -nosplash -nosound -nopause -NoLiveCoding -log -abslog=D:\SubnauticaCLONE\TheDescentUE\Saved\Logs\scenario_player_body.log -DescentScenario=player_body -UseFixedTimeStep -FPS=30 -game LogInit: Base Directory: E:/Tools/UE_5.8/Engine/Binaries/Win64/ LogInit: Allocator: Mimalloc LogInit: Installed Engine Build: 1 LogInit: This binary is optimized with LTO: no, PGO: no, instrumented for PGO data collection: no LogDevObjectVersion: Number of dev versions registered: 36 LogDevObjectVersion: Dev-Blueprints (B0D832E4-1F89-4F0D-ACCF-7EB736FD4AA2): 10 LogDevObjectVersion: Dev-Build (E1C64328-A22C-4D53-A36C-8E866417BD8C): 0 LogDevObjectVersion: Dev-Core (375EC13C-06E4-48FB-B500-84F0262A717E): 4 LogDevObjectVersion: Dev-Editor (E4B068ED-F494-42E9-A231-DA0B2E46BB41): 40 LogDevObjectVersion: Dev-Framework (CFFC743F-43B0-4480-9391-14DF171D2073): 37 LogDevObjectVersion: Dev-Mobile (B02B49B5-BB20-44E9-A304-32B752E40360): 3 LogDevObjectVersion: Dev-Networking (A4E4105C-59A1-49B5-A7C5-40C4547EDFEE): 0 LogDevObjectVersion: Dev-Online (39C831C9-5AE6-47DC-9A44-9C173E1C8E7C): 0 LogDevObjectVersion: Dev-Physics (78F01B33-EBEA-4F98-B9B4-84EACCB95AA2): 20 LogDevObjectVersion: Dev-Platform (6631380F-2D4D-43E0-8009-CF276956A95A): 0 LogDevObjectVersion: Dev-Rendering (12F88B9F-8875-4AFC-A67C-D90C383ABD29): 49 LogDevObjectVersion: Dev-Sequencer (7B5AE74C-D270-4C10-A958-57980B212A5A): 13 LogDevObjectVersion: Dev-VR (D7296918-1DD6-4BDD-9DE2-64A83CC13884): 3 LogDevObjectVersion: Dev-LoadTimes (C2A15278-BFE7-4AFE-6C17-90FF531DF755): 1 LogDevObjectVersion: Private-Geometry (6EACA3D4-40EC-4CC1-B786-8BED09428FC5): 3 LogDevObjectVersion: Dev-AnimPhys (29E575DD-E0A3-4627-9D10-D276232CDCEA): 17 LogDevObjectVersion: Dev-Anim (AF43A65D-7FD3-4947-9873-3E8ED9C1BB05): 15 LogDevObjectVersion: Dev-ReflectionCapture (6B266CEC-1EC7-4B8F-A30B-E4D90942FC07): 1 LogDevObjectVersion: Dev-Automation (0DF73D61-A23F-47EA-B727-89E90C41499A): 1 LogDevObjectVersion: FortniteMain (601D1886-AC64-4F84-AA16-D3DE0DEAC7D6): 268 LogDevObjectVersion: FortniteValkyrie (8DBC2C5B-54A7-43E0-A768-FCBB7DA29060): 8 LogDevObjectVersion: FortniteSeason (5B4C06B7-2463-4AF8-805B-BF70CDF5D0DD): 15 LogDevObjectVersion: FortniteRelease (E7086368-6B23-4C58-8439-1B7016265E91): 20 LogDevObjectVersion: Dev-Enterprise (9DFFBCD6-494F-0158-E221-12823C92A888): 11 LogDevObjectVersion: Dev-Niagara (F2AED0AC-9AFE-416F-8664-AA7FFA26D6FC): 1 LogDevObjectVersion: Dev-Destruction (174F1F0B-B4C6-45A5-B13F-2EE8D0FB917D): 10 LogDevObjectVersion: Dev-Physics-Ext (35F94A83-E258-406C-A318-09F59610247C): 41 LogDevObjectVersion: Dev-PhysicsMaterial-Chaos (B68FC16E-8B1B-42E2-B453-215C058844FE): 1 LogDevObjectVersion: Dev-CineCamera (B2E18506-4273-CFC2-A54E-F4BB758BBA07): 1 LogDevObjectVersion: Dev-VirtualProduction (64F58936-FD1B-42BA-BA96-7289D5D0FA4E): 1 LogDevObjectVersion: UE5-Main (697DD581-E64F-41AB-AA4A-51ECBEB7B628): 123 LogDevObjectVersion: UE5-Release (D89B5E42-24BD-4D46-8412-ACA8DF641779): 68 LogDevObjectVersion: UE5-SpecialProject (59DA5D52-1232-4948-B878-597870B8E98B): 9 LogDevObjectVersion: Dev-MediaFramework (6F0ED827-A609-4895-9C91-998D90180EA4): 2 LogDevObjectVersion: Dev-NaniteResearch (30D58BE3-95EA-4282-A6E3-B159D8EBB06A): 1 LogDevObjectVersion: Dev-ComputeFramework (6304A3E7-0059-4F59-8CFC-21BD7721FD4E): 0 LogInit: Presizing for max 25165824 objects, including 0 objects not considered by GC. LogStreaming: Display: AsyncLoading2 - Created: Async Loading Thread: false, Async Post Load: false, Multithreaded: false LogInit: Object subsystem initialized LogConfig: Set CVar [[con.DebugEarlyDefault:1]] [2026.10.12-19.28.53:999][ 0]LogConfig: CVar [[con.DebugLateDefault:1]] deferred - dummy variable created [2026.10.12-19.28.53:999][ 0]LogConfig: CVar [[con.DebugLateCheat:1]] deferred - dummy variable created [2026.10.12-19.28.53:999][ 0]LogConfig: CVar [[LogNamedEventFilters:Frame *]] deferred - dummy variable created [2026.10.12-19.28.54:000][ 0]LogConfig: Set CVar [[r.setres:1280x720]] [2026.10.12-19.28.54:000][ 0]LogConfig: CVar [[framepro.ScopeMinTimeMicroseconds:10]] deferred - dummy variable created [2026.10.12-19.28.54:000][ 0]LogConfig: Set CVar [[fx.NiagaraAllowRuntimeScalabilityChanges:1]] [2026.10.12-19.28.54:000][ 0]LogConfig: CVar [[QualityLevelMapping:high]] deferred - dummy variable created [2026.10.12-19.28.54:000][ 0]LogConfig: CVar [[r.Occlusion.SingleRHIThreadStall:1]] deferred - dummy variable created [2026.10.12-19.28.54:000][ 0]LogConfig: Set CVar [[r.Nanite.Streaming.ReservedResources:1]] [2026.10.12-19.28.54:001][ 0]LogConfig: CVar [[D3D12.Bindless.ResourceDescriptorHeapSize:32768]] deferred - dummy variable created [2026.10.12-19.28.54:001][ 0]LogConfig: CVar [[D3D12.Bindless.SamplerDescriptorHeapSize:2048]] deferred - dummy variable created [2026.10.12-19.28.54:001][ 0]LogConfig: Set CVar [[r.PSOPrecache.GlobalShaders:1]] [2026.10.12-19.28.54:001][ 0]LogConfig: Set CVar [[r.VRS.EnableSoftware:1]] [2026.10.12-19.28.54:001][ 0]LogConfig: Set CVar [[r.VRS.ContrastAdaptiveShading:1]] [2026.10.12-19.28.54:001][ 0]LogConfig: CVar [[con.DebugLateDefault:1]] deferred - dummy variable created [2026.10.12-19.28.54:002][ 0]LogConfig: CVar [[con.DebugLateCheat:1]] deferred - dummy variable created [2026.10.12-19.28.54:002][ 0]LogConfig: CVar [[LogNamedEventFilters:Frame *]] deferred - dummy variable created [2026.10.12-19.28.54:002][ 0]LogConfig: CVar [[framepro.ScopeMinTimeMicroseconds:10]] deferred - dummy variable created [2026.10.12-19.28.54:002][ 0]LogConfig: CVar [[QualityLevelMapping:high]] deferred - dummy variable created [2026.10.12-19.28.54:002][ 0]LogConfig: CVar [[r.Occlusion.SingleRHIThreadStall:1]] deferred - dummy variable created [2026.10.12-19.28.54:003][ 0]LogConfig: CVar [[D3D12.Bindless.ResourceDescriptorHeapSize:32768]] deferred - dummy variable created [2026.10.12-19.28.54:003][ 0]LogConfig: CVar [[D3D12.Bindless.SamplerDescriptorHeapSize:2048]] deferred - dummy variable created [2026.10.12-19.28.54:003][ 0]LogConfig: Applying CVar settings from Section [/Script/Engine.RendererSettings] File [Engine] [2026.10.12-19.28.54:003][ 0]LogConfig: CVar [[VisualizeCalibrationColorMaterialPath:/Engine/EngineMaterials/PPM_DefaultCalibrationColor.PPM_DefaultCalibrationColor]] deferred - dummy variable created [2026.10.12-19.28.54:004][ 0]LogConfig: CVar [[VisualizeCalibrationGrayscaleMaterialPath:/Engine/EngineMaterials/PPM_DefaultCalibrationGrayscale.PPM_DefaultCalibrationGrayscale]] deferred - dummy variable created [2026.10.12-19.28.54:004][ 0]LogConfig: Set CVar [[r.GPUCrashDebugging:0]] [2026.10.12-19.28.54:004][ 0]LogConfig: CVar [[MaxSkinBones:(Default=65536,PerPlatform=(("Mobile", 256)))]] deferred - dummy variable created [2026.10.12-19.28.54:004][ 0]LogConfig: Set CVar [[r.Shaders.RemoveUnusedInterpolators:1]] [2026.10.12-19.28.54:004][ 0]LogConfig: Set CVar [[r.Shadow.DetectVertexShaderLayerAtRuntime:1]] [2026.10.12-19.28.54:004][ 0]LogConfig: Set CVar [[r.Substrate.RoughDiffuse:1]] [2026.10.12-19.28.54:005][ 0]LogConfig: Set CVar [[r.Substrate.ShadingQuality:1]] [2026.10.12-19.28.54:005][ 0]LogConfig: Set CVar [[r.Substrate.TileCoord8bits:0]] [2026.10.12-19.28.54:005][ 0]LogConfig: Set CVar [[r.Substrate.Glints:1]] [2026.10.12-19.28.54:005][ 0]LogConfig: Set CVar [[r.Substrate.ClosuresPerPixel:4]] [2026.10.12-19.28.54:005][ 0]LogConfig: Set CVar [[r.Refraction.Blur:1]] [2026.10.12-19.28.54:005][ 0]LogConfig: Set CVar [[r.DynamicGlobalIlluminationMethod:0]] [2026.10.12-19.28.54:006][ 0]LogConfig: Set CVar [[r.ReflectionMethod:2]] [2026.10.12-19.28.54:006][ 0]LogConfig: Set CVar [[r.Shadow.Virtual.Enable:1]] [2026.10.12-19.28.54:006][ 0]LogConfig: Set CVar [[r.CustomDepth:3]] [2026.10.12-19.28.54:006][ 0]LogConfig: Set CVar [[r.DefaultFeature.AutoExposure:0]] [2026.10.12-19.28.54:007][ 0]LogConfig: Set CVar [[r.DefaultFeature.MotionBlur:0]] [2026.10.12-19.28.54:007][ 0]LogConfig: Set CVar [[r.DefaultFeature.LensFlare:0]] [2026.10.12-19.28.54:007][ 0]LogConfig: Set CVar [[r.DefaultFeature.Bloom:1]] [2026.10.12-19.28.54:007][ 0]LogConfig: Set CVar [[r.AllowStaticLighting:0]] [2026.10.12-19.28.54:007][ 0]LogConfig: Applying CVar settings from Section [/Script/Engine.RendererOverrideSettings] File [Engine] [2026.10.12-19.28.54:008][ 0]LogConfig: Applying CVar settings from Section [/Script/Engine.StreamingSettings] File [Engine] [2026.10.12-19.28.54:008][ 0]LogConfig: Set CVar [[s.MinBulkDataSizeForAsyncLoading:131072]] [2026.10.12-19.28.54:008][ 0]LogConfig: Set CVar [[s.AsyncLoadingThreadEnabled:1]] [2026.10.12-19.28.54:008][ 0]LogConfig: Set CVar [[s.EventDrivenLoaderEnabled:1]] [2026.10.12-19.28.54:009][ 0]LogConfig: Set CVar [[s.WarnIfTimeLimitExceeded:0]] [2026.10.12-19.28.54:010][ 0]LogConfig: Set CVar [[s.TimeLimitExceededMultiplier:1.5]] [2026.10.12-19.28.54:010][ 0]LogConfig: Set CVar [[s.TimeLimitExceededMinTime:0.005]] [2026.10.12-19.28.54:011][ 0]LogConfig: Set CVar [[s.UseBackgroundLevelStreaming:1]] [2026.10.12-19.28.54:011][ 0]LogConfig: Set CVar [[s.PriorityAsyncLoadingExtraTime:15.0]] [2026.10.12-19.28.54:011][ 0]LogConfig: Set CVar [[s.LevelStreamingActorsUpdateTimeLimit:5.0]] [2026.10.12-19.28.54:012][ 0]LogConfig: Set CVar [[s.PriorityLevelStreamingActorsUpdateExtraTime:5.0]] [2026.10.12-19.28.54:012][ 0]LogConfig: Set CVar [[s.LevelStreamingComponentsRegistrationGranularity:10]] [2026.10.12-19.28.54:012][ 0]LogConfig: Set CVar [[s.UnregisterComponentsTimeLimit:1.0]] [2026.10.12-19.28.54:012][ 0]LogConfig: Set CVar [[s.LevelStreamingComponentsUnregistrationGranularity:5]] [2026.10.12-19.28.54:012][ 0]LogConfig: CVar [[s.MaxPackageSummarySize:16384]] deferred - dummy variable created [2026.10.12-19.28.54:013][ 0]LogConfig: Set CVar [[s.FlushStreamingOnExit:1]] [2026.10.12-19.28.54:013][ 0]LogConfig: CVar [[FixedBootOrder:/Script/Engine/Default__SoundBase]] deferred - dummy variable created [2026.10.12-19.28.54:013][ 0]LogConfig: CVar [[FixedBootOrder:/Script/Engine/Default__MaterialInterface]] deferred - dummy variable created [2026.10.12-19.28.54:013][ 0]LogConfig: CVar [[FixedBootOrder:/Script/Engine/Default__DeviceProfileManager]] deferred - dummy variable created [2026.10.12-19.28.54:013][ 0]LogConfig: Applying CVar settings from Section [/Script/Engine.GarbageCollectionSettings] File [Engine] [2026.10.12-19.28.54:014][ 0]LogConfig: Set CVar [[gc.MaxObjectsNotConsideredByGC:1]] [2026.10.12-19.28.54:014][ 0]LogConfig: Set CVar [[gc.NumRetriesBeforeForcingGC:10]] [2026.10.12-19.28.54:014][ 0]LogConfig: Set CVar [[gc.AllowParallelGC:1]] [2026.10.12-19.28.54:014][ 0]LogConfig: Set CVar [[gc.TimeBetweenPurgingPendingKillObjects:61.1]] [2026.10.12-19.28.54:014][ 0]LogConfig: Set CVar [[gc.MaxObjectsInEditor:25165824]] [2026.10.12-19.28.54:014][ 0]LogConfig: Set CVar [[gc.IncrementalBeginDestroyEnabled:1]] [2026.10.12-19.28.54:014][ 0]LogConfig: Set CVar [[gc.CreateGCClusters:1]] [2026.10.12-19.28.54:015][ 0]LogConfig: Set CVar [[gc.MinGCClusterSize:5]] [2026.10.12-19.28.54:015][ 0]LogConfig: Set CVar [[gc.AssetClustreringEnabled:0]] [2026.10.12-19.28.54:015][ 0]LogConfig: Set CVar [[gc.ActorClusteringEnabled:0]] [2026.10.12-19.28.54:015][ 0]LogConfig: Set CVar [[gc.VerifyUObjectsAreNotFGCObjects:0]] [2026.10.12-19.28.54:015][ 0]LogConfig: Applying CVar settings from Section [/Script/Engine.NetworkSettings] File [Engine] [2026.10.12-19.28.54:016][ 0]LogConfig: CVar [[NetworkEmulationProfiles:(ProfileName="Average",ToolTip="Simulates average internet conditions")]] deferred - dummy variable created [2026.10.12-19.28.54:016][ 0]LogConfig: CVar [[NetworkEmulationProfiles:(ProfileName="Bad",ToolTip="Simulates laggy internet conditions")]] deferred - dummy variable created [2026.10.12-19.28.54:016][ 0]LogConfig: CVar [[NetworkEmulationProfiles:(ProfileName="BufferBloat",ToolTip="Simulates a connection affected by buffer bloat (in and out)")]] deferred - dummy variable created [2026.10.12-19.28.54:016][ 0]LogConfig: Applying CVar settings from Section [/Script/UnrealEd.CookerSettings] File [Engine] [2026.10.12-19.28.54:016][ 0]LogConfig: CVar [[DefaultASTCQualityBySpeed:2]] deferred - dummy variable created [2026.10.12-19.28.54:017][ 0]LogConfig: CVar [[DefaultASTCQualityBySize:3]] deferred - dummy variable created [2026.10.12-19.28.54:017][ 0]LogConfig: CVar [[DefaultASTCQualityBySizeHQ:4]] deferred - dummy variable created [2026.10.12-19.28.54:017][ 0]LogConfig: CVar [[ClassesExcludedOnDedicatedServer:WidgetBlueprint]] deferred - dummy variable created [2026.10.12-19.28.54:017][ 0]LogConfig: CVar [[ClassesExcludedOnDedicatedServer:GroupActor]] deferred - dummy variable created [2026.10.12-19.28.54:017][ 0]LogConfig: CVar [[ClassesExcludedOnDedicatedServer:MetaData]] deferred - dummy variable created [2026.10.12-19.28.54:017][ 0]LogConfig: CVar [[ClassesExcludedOnDedicatedServer:ObjectRedirector]] deferred - dummy variable created [2026.10.12-19.28.54:018][ 0]LogConfig: CVar [[ClassesExcludedOnDedicatedServer:NavMeshRenderingComponent]] deferred - dummy variable created [2026.10.12-19.28.54:018][ 0]LogConfig: CVar [[ClassesExcludedOnDedicatedServer:ReflectionCaptureComponent]] deferred - dummy variable created [2026.10.12-19.28.54:018][ 0]LogConfig: CVar [[ClassesExcludedOnDedicatedServer:TextRenderComponent]] deferred - dummy variable created [2026.10.12-19.28.54:018][ 0]LogConfig: CVar [[ClassesExcludedOnDedicatedServer:Font]] deferred - dummy variable created [2026.10.12-19.28.54:018][ 0]LogConfig: CVar [[ClassesExcludedOnDedicatedServer:InterpCurveEdSetup]] deferred - dummy variable created [2026.10.12-19.28.54:018][ 0]LogConfig: CVar [[ClassesExcludedOnDedicatedServer:MaterialExpression]] deferred - dummy variable created [2026.10.12-19.28.54:018][ 0]LogConfig: CVar [[ClassesExcludedOnDedicatedServer:NiagaraEmitter]] deferred - dummy variable created [2026.10.12-19.28.54:019][ 0]LogConfig: CVar [[ClassesExcludedOnDedicatedServer:NiagaraScript]] deferred - dummy variable created [2026.10.12-19.28.54:019][ 0]LogConfig: CVar [[ClassesExcludedOnDedicatedServer:ParticleEmitter]] deferred - dummy variable created [2026.10.12-19.28.54:019][ 0]LogConfig: CVar [[ClassesExcludedOnDedicatedServer:ParticleLODLevel]] deferred - dummy variable created [2026.10.12-19.28.54:019][ 0]LogConfig: CVar [[ClassesExcludedOnDedicatedServer:ParticleModule]] deferred - dummy variable created [2026.10.12-19.28.54:019][ 0]LogConfig: CVar [[ClassesExcludedOnDedicatedServer:SubUVAnimation]] deferred - dummy variable created [2026.10.12-19.28.54:019][ 0]LogConfig: CVar [[ClassesExcludedOnDedicatedServer:SoundNode]] deferred - dummy variable created [2026.10.12-19.28.54:019][ 0]LogConfig: CVar [[ClassesExcludedOnDedicatedServer:GameplayEffectUIData]] deferred - dummy variable created [2026.10.12-19.28.54:020][ 0]LogConfig: CVar [[ClassesExcludedOnDedicatedServer:AmbientSound]] deferred - dummy variable created [2026.10.12-19.28.54:020][ 0]LogConfig: CVar [[ClassesExcludedOnDedicatedClient:WidgetBlueprint]] deferred - dummy variable created [2026.10.12-19.28.54:020][ 0]LogConfig: CVar [[ClassesExcludedOnDedicatedClient:GroupActor]] deferred - dummy variable created [2026.10.12-19.28.54:020][ 0]LogConfig: CVar [[ClassesExcludedOnDedicatedClient:MetaData]] deferred - dummy variable created [2026.10.12-19.28.54:020][ 0]LogConfig: CVar [[ClassesExcludedOnDedicatedClient:ObjectRedirector]] deferred - dummy variable created [2026.10.12-19.28.54:020][ 0]LogConfig: CVar [[ClassesExcludedOnDedicatedClient:InterpCurveEdSetup]] deferred - dummy variable created [2026.10.12-19.28.54:020][ 0]LogConfig: CVar [[VersionedIntRValues:r.AllowStaticLighting]] deferred - dummy variable created [2026.10.12-19.28.54:020][ 0]LogConfig: CVar [[VersionedIntRValues:r.MaterialEditor.LWCTruncateMode]] deferred - dummy variable created [2026.10.12-19.28.54:021][ 0]LogConfig: CVar [[VersionedIntRValues:r.VelocityOutputPass]] deferred - dummy variable created [2026.10.12-19.28.54:021][ 0]LogConfig: CVar [[VersionedIntRValues:r.SelectiveBasePassOutputs]] deferred - dummy variable created [2026.10.12-19.28.54:021][ 0]LogConfig: CVar [[VersionedIntRValues:r.DBuffer]] deferred - dummy variable created [2026.10.12-19.28.54:021][ 0]LogConfig: CVar [[VersionedIntRValues:r.Mobile.DBuffer]] deferred - dummy variable created [2026.10.12-19.28.54:021][ 0]LogConfig: CVar [[VersionedIntRValues:r.Shaders.Symbols]] deferred - dummy variable created [2026.10.12-19.28.54:021][ 0]LogConfig: CVar [[VersionedIntRValues:r.Shaders.GenerateSymbols]] deferred - dummy variable created [2026.10.12-19.28.54:021][ 0]LogConfig: CVar [[VersionedIntRValues:r.Shaders.WriteSymbols]] deferred - dummy variable created [2026.10.12-19.28.54:022][ 0]LogConfig: CVar [[VersionedIntRValues:r.Shaders.AllowUniqueSymbols]] deferred - dummy variable created [2026.10.12-19.28.54:022][ 0]LogConfig: CVar [[VersionedIntRValues:r.Shaders.ExtraData]] deferred - dummy variable created [2026.10.12-19.28.54:022][ 0]LogConfig: CVar [[VersionedIntRValues:r.Shaders.Optimize]] deferred - dummy variable created [2026.10.12-19.28.54:022][ 0]LogConfig: CVar [[VersionedIntRValues:r.CompileShadersForDevelopment]] deferred - dummy variable created [2026.10.12-19.28.54:022][ 0]LogConfig: CVar [[VersionedIntRValues:r.MobileHDR]] deferred - dummy variable created [2026.10.12-19.28.54:022][ 0]LogConfig: CVar [[VersionedIntRValues:r.UsePreExposure]] deferred - dummy variable created [2026.10.12-19.28.54:022][ 0]LogConfig: Applying CVar settings from Section [ViewDistanceQuality@3] File [Scalability] [2026.10.12-19.28.54:022][ 0]LogConfig: Set CVar [[r.SkeletalMeshLODBias:0]] [2026.10.12-19.28.54:023][ 0]LogConfig: Set CVar [[r.ViewDistanceScale:1.0]] [2026.10.12-19.28.54:023][ 0]LogConfig: Applying CVar settings from Section [AntiAliasingQuality@3] File [Scalability] [2026.10.12-19.28.54:023][ 0]LogConfig: Set CVar [[r.FXAA.Quality:4]] [2026.10.12-19.28.54:023][ 0]LogConfig: Set CVar [[r.TemporalAA.Quality:2]] [2026.10.12-19.28.54:024][ 0]LogConfig: Set CVar [[r.TSR.History.R11G11B10:1]] [2026.10.12-19.28.54:024][ 0]LogConfig: Set CVar [[r.TSR.History.ScreenPercentage:200]] [2026.10.12-19.28.54:024][ 0]LogConfig: Set CVar [[r.TSR.History.UpdateQuality:3]] [2026.10.12-19.28.54:024][ 0]LogConfig: Set CVar [[r.TSR.ShadingRejection.Flickering:1]] [2026.10.12-19.28.54:024][ 0]LogConfig: Set CVar [[r.TSR.RejectionAntiAliasingQuality:2]] [2026.10.12-19.28.54:024][ 0]LogConfig: Set CVar [[r.TSR.ReprojectionField:1]] [2026.10.12-19.28.54:025][ 0]LogConfig: Set CVar [[r.TSR.Resurrection:1]] [2026.10.12-19.28.54:026][ 0]LogConfig: Applying CVar settings from Section [ShadowQuality@3] File [Scalability] [2026.10.12-19.28.54:026][ 0]LogConfig: Set CVar [[r.LightFunctionQuality:1]] [2026.10.12-19.28.54:026][ 0]LogConfig: Set CVar [[r.ShadowQuality:5]] [2026.10.12-19.28.54:026][ 0]LogConfig: Set CVar [[r.Shadow.CSM.MaxCascades:10]] [2026.10.12-19.28.54:026][ 0]LogConfig: Set CVar [[r.Shadow.MaxResolution:2048]] [2026.10.12-19.28.54:026][ 0]LogConfig: Set CVar [[r.Shadow.MaxCSMResolution:2048]] [2026.10.12-19.28.54:026][ 0]LogConfig: Set CVar [[r.Shadow.RadiusThreshold:0.01]] [2026.10.12-19.28.54:026][ 0]LogConfig: Set CVar [[r.Shadow.DistanceScale:1.0]] [2026.10.12-19.28.54:026][ 0]LogConfig: Set CVar [[r.Shadow.CSM.TransitionScale:1.0]] [2026.10.12-19.28.54:027][ 0]LogConfig: Set CVar [[r.Shadow.PreShadowResolutionFactor:1.0]] [2026.10.12-19.28.54:027][ 0]LogConfig: Set CVar [[r.DistanceFieldShadowing:1]] [2026.10.12-19.28.54:027][ 0]LogConfig: Set CVar [[r.VolumetricFog:1]] [2026.10.12-19.28.54:027][ 0]LogConfig: Set CVar [[r.VolumetricFog.GridPixelSize:8]] [2026.10.12-19.28.54:027][ 0]LogConfig: Set CVar [[r.VolumetricFog.GridSizeZ:128]] [2026.10.12-19.28.54:027][ 0]LogConfig: Set CVar [[r.VolumetricFog.HistoryMissSupersampleCount:4]] [2026.10.12-19.28.54:027][ 0]LogConfig: Set CVar [[r.LightMaxDrawDistanceScale:1]] [2026.10.12-19.28.54:027][ 0]LogConfig: Set CVar [[r.CapsuleShadows:1]] [2026.10.12-19.28.54:027][ 0]LogConfig: Set CVar [[r.Shadow.Virtual.MaxPhysicalPages:4096]] [2026.10.12-19.28.54:028][ 0]LogConfig: Set CVar [[r.Shadow.Virtual.ResolutionLodBiasDirectional:-1.5]] [2026.10.12-19.28.54:028][ 0]LogConfig: Set CVar [[r.Shadow.Virtual.ResolutionLodBiasDirectionalMoving:-1.5]] [2026.10.12-19.28.54:028][ 0]LogConfig: Set CVar [[r.Shadow.Virtual.ResolutionLodBiasLocal:0.0]] [2026.10.12-19.28.54:028][ 0]LogConfig: Set CVar [[r.Shadow.Virtual.ResolutionLodBiasLocalMoving:1.0]] [2026.10.12-19.28.54:028][ 0]LogConfig: Set CVar [[r.Shadow.Virtual.SMRT.RayCountDirectional:8]] [2026.10.12-19.28.54:028][ 0]LogConfig: Set CVar [[r.Shadow.Virtual.SMRT.SamplesPerRayDirectional:4]] [2026.10.12-19.28.54:029][ 0]LogConfig: Set CVar [[r.Shadow.Virtual.SMRT.RayCountLocal:8]] [2026.10.12-19.28.54:029][ 0]LogConfig: Set CVar [[r.Shadow.Virtual.SMRT.SamplesPerRayLocal:4]] [2026.10.12-19.28.54:029][ 0]LogConfig: Set CVar [[r.Shadow.Virtual.MarkCoarsePagesLocal:1]] [2026.10.12-19.28.54:029][ 0]LogConfig: Set CVar [[r.MegaLights.NumSamplesPerPixel:4]] [2026.10.12-19.28.54:029][ 0]LogConfig: Set CVar [[r.MegaLights.DownsampleMode:2]] [2026.10.12-19.28.54:029][ 0]LogConfig: Set CVar [[r.MegaLights.ScreenTraces.Quality:1]] [2026.10.12-19.28.54:029][ 0]LogConfig: Set CVar [[r.MegaLights.FrontLayerTranslucency.Allow:1]] [2026.10.12-19.28.54:029][ 0]LogConfig: Set CVar [[r.MegaLights.FrontLayerTranslucency.SpecularOnly:1]] [2026.10.12-19.28.54:030][ 0]LogConfig: Set CVar [[r.MegaLights.FrontLayerTranslucency.SoftShadows:0]] [2026.10.12-19.28.54:030][ 0]LogConfig: Set CVar [[r.MegaLights.FrontLayerTranslucency.TexturedRectLights:0]] [2026.10.12-19.28.54:030][ 0]LogConfig: Set CVar [[r.MegaLights.Spatial.UseHistorySpatialVariance:1]] [2026.10.12-19.28.54:030][ 0]LogConfig: Set CVar [[r.MegaLights.Volume.GridPixelSize:8]] [2026.10.12-19.28.54:030][ 0]LogConfig: Set CVar [[r.MegaLights.Volume.GridSizeZ:128]] [2026.10.12-19.28.54:031][ 0]LogConfig: Applying CVar settings from Section [GlobalIlluminationQuality@3] File [Scalability] [2026.10.12-19.28.54:031][ 0]LogConfig: Set CVar [[r.DistanceFieldAO:1]] [2026.10.12-19.28.54:031][ 0]LogConfig: Set CVar [[r.SkylightIntensityMultiplier:1.0]] [2026.10.12-19.28.54:031][ 0]LogConfig: Set CVar [[r.AOQuality:2]] [2026.10.12-19.28.54:031][ 0]LogConfig: Set CVar [[r.Lumen.DiffuseIndirect.Allow:1]] [2026.10.12-19.28.54:032][ 0]LogConfig: Set CVar [[r.Lumen.FinalGatherMethod:1]] [2026.10.12-19.28.54:032][ 0]LogConfig: Set CVar [[r.LumenScene.SurfaceCache.AtlasSize:4096]] [2026.10.12-19.28.54:032][ 0]LogConfig: Set CVar [[r.LumenScene.SurfaceCache.CardTexelDensityScale:100]] [2026.10.12-19.28.54:032][ 0]LogConfig: Set CVar [[r.LumenScene.SurfaceCache.CardMinResolution:2]] [2026.10.12-19.28.54:032][ 0]LogConfig: Set CVar [[r.LumenScene.SurfaceCache.CardMaxResolution:512]] [2026.10.12-19.28.54:032][ 0]LogConfig: Set CVar [[r.LumenScene.DirectLighting.MaxLightsPerTile:8]] [2026.10.12-19.28.54:033][ 0]LogConfig: Set CVar [[r.LumenScene.DirectLighting.UpdateFactor:32]] [2026.10.12-19.28.54:033][ 0]LogConfig: Set CVar [[r.LumenScene.Radiosity.UpdateFactor:64]] [2026.10.12-19.28.54:033][ 0]LogConfig: Set CVar [[r.LumenScene.Radiosity.ProbeSpacing:4]] [2026.10.12-19.28.54:033][ 0]LogConfig: Set CVar [[r.LumenScene.Radiosity.HemisphereProbeResolution:4]] [2026.10.12-19.28.54:033][ 0]LogConfig: Set CVar [[r.Lumen.TraceMeshSDFs.Allow:1]] [2026.10.12-19.28.54:033][ 0]LogConfig: Set CVar [[r.Lumen.ScreenProbeGather.RadianceCache.ProbeResolution:32]] [2026.10.12-19.28.54:034][ 0]LogConfig: Set CVar [[r.Lumen.ScreenProbeGather.RadianceCache.NumProbesToTraceBudget:150]] [2026.10.12-19.28.54:034][ 0]LogConfig: Set CVar [[r.Lumen.ScreenProbeGather.DownsampleFactor:16]] [2026.10.12-19.28.54:034][ 0]LogConfig: Set CVar [[r.Lumen.ScreenProbeGather.NumAdaptiveProbes:8]] [2026.10.12-19.28.54:034][ 0]LogConfig: Set CVar [[r.Lumen.ScreenProbeGather.TracingOctahedronResolution:8]] [2026.10.12-19.28.54:034][ 0]LogConfig: Set CVar [[r.Lumen.ScreenProbeGather.IrradianceFormat:0]] [2026.10.12-19.28.54:034][ 0]LogConfig: Set CVar [[r.Lumen.ScreenProbeGather.StochasticInterpolation:0]] [2026.10.12-19.28.54:034][ 0]LogConfig: Set CVar [[r.Lumen.ScreenProbeGather.FullResolutionJitterWidth:1]] [2026.10.12-19.28.54:034][ 0]LogConfig: Set CVar [[r.Lumen.ScreenProbeGather.TwoSidedFoliageBackfaceDiffuse:1]] [2026.10.12-19.28.54:034][ 0]LogConfig: Set CVar [[r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal.FullResDepth:1]] [2026.10.12-19.28.54:034][ 0]LogConfig: Set CVar [[r.Lumen.ScreenProbeGather.ShortRangeAO.DownsampleFactor:1]] [2026.10.12-19.28.54:035][ 0]LogConfig: Set CVar [[r.Lumen.ScreenProbeGather.ShortRangeAO.HorizonSearch.SliceCount:2]] [2026.10.12-19.28.54:035][ 0]LogConfig: Set CVar [[r.Lumen.ScreenProbeGather.ShortRangeAO.BentNormal:1]] [2026.10.12-19.28.54:035][ 0]LogConfig: Set CVar [[r.Lumen.ScreenProbeGather.ShortRangeAO.HorizonSearch.HZB:0]] [2026.10.12-19.28.54:035][ 0]LogConfig: Set CVar [[r.Lumen.ScreenProbeGather.ShortRangeAO.HorizonSearch.ForegroundSampleRejectPower:1]] [2026.10.12-19.28.54:035][ 0]LogConfig: Set CVar [[r.Lumen.ScreenProbeGather.ShortRangeAO.FoliageOcclusionStrength:.7]] [2026.10.12-19.28.54:035][ 0]LogConfig: Set CVar [[r.Lumen.TranslucencyVolume.GridPixelSize:32]] [2026.10.12-19.28.54:036][ 0]LogConfig: Set CVar [[r.Lumen.TranslucencyVolume.TraceFromVolume:1]] [2026.10.12-19.28.54:036][ 0]LogConfig: Set CVar [[r.Lumen.TranslucencyVolume.ShareRadianceCacheWithOpaque:0]] [2026.10.12-19.28.54:036][ 0]LogConfig: Set CVar [[r.Lumen.TranslucencyVolume.SpatialFilter:1]] [2026.10.12-19.28.54:036][ 0]LogConfig: Set CVar [[r.Lumen.TranslucencyVolume.TracingOctahedronResolution:3]] [2026.10.12-19.28.54:036][ 0]LogConfig: Set CVar [[r.Lumen.TranslucencyVolume.RadianceCache.ProbeResolution:8]] [2026.10.12-19.28.54:036][ 0]LogConfig: Set CVar [[r.Lumen.TranslucencyVolume.RadianceCache.GridResolution:24]] [2026.10.12-19.28.54:036][ 0]LogConfig: Set CVar [[r.Lumen.TranslucencyVolume.RadianceCache.NumProbesToTraceBudget:100]] [2026.10.12-19.28.54:036][ 0]LogConfig: Set CVar [[r.Lumen.HardwareRayTracing.HitLighting.Allowed:1]] [2026.10.12-19.28.54:036][ 0]LogConfig: Set CVar [[r.RayTracing.Scene.BuildMode:1]] [2026.10.12-19.28.54:037][ 0]LogConfig: Set CVar [[r.RayTracing.Geometry.SkeletalMeshes:1]] [2026.10.12-19.28.54:037][ 0]LogConfig: Set CVar [[r.MeshCardRepresentation.SkeletalMesh:1]] [2026.10.12-19.28.54:037][ 0]LogConfig: Set CVar [[r.RayTracing.DynamicGeometry.MaxUpdatePrimitivesPerFrame:-1]] [2026.10.12-19.28.54:037][ 0]LogConfig: Applying CVar settings from Section [ReflectionQuality@3] File [Scalability] [2026.10.12-19.28.54:037][ 0]LogConfig: Set CVar [[r.SSR.Quality:3]] [2026.10.12-19.28.54:037][ 0]LogConfig: Set CVar [[r.SSR.HalfResSceneColor:0]] [2026.10.12-19.28.54:038][ 0]LogConfig: Set CVar [[r.Lumen.Reflections.Allow:1]] [2026.10.12-19.28.54:038][ 0]LogConfig: Set CVar [[r.Lumen.Reflections.DownsampleFactor:1]] [2026.10.12-19.28.54:038][ 0]LogConfig: Set CVar [[r.Lumen.Reflections.MaxRoughnessToTraceForFoliage:0.4]] [2026.10.12-19.28.54:039][ 0]LogConfig: Set CVar [[r.Lumen.ScreenProbeGather.MaxRoughnessToEvaluateRoughSpecularForFoliage:0.8]] [2026.10.12-19.28.54:039][ 0]LogConfig: Set CVar [[r.Lumen.Reflections.ScreenSpaceReconstruction.NumSamples:5]] [2026.10.12-19.28.54:039][ 0]LogConfig: Set CVar [[r.Lumen.Reflections.ScreenSpaceReconstruction.MinWeight:0]] [2026.10.12-19.28.54:039][ 0]LogConfig: Set CVar [[r.Lumen.TranslucencyReflections.FrontLayer.Allow:1]] [2026.10.12-19.28.54:039][ 0]LogConfig: Set CVar [[r.Lumen.TranslucencyReflections.FrontLayer.Enable:0]] [2026.10.12-19.28.54:039][ 0]LogConfig: Applying CVar settings from Section [PostProcessQuality@3] File [Scalability] [2026.10.12-19.28.54:040][ 0]LogConfig: Set CVar [[r.MotionBlurQuality:4]] [2026.10.12-19.28.54:040][ 0]LogConfig: Set CVar [[r.MotionBlur.HalfResGather:0]] [2026.10.12-19.28.54:040][ 0]LogConfig: Set CVar [[r.AmbientOcclusionMipLevelFactor:0.4]] [2026.10.12-19.28.54:040][ 0]LogConfig: Set CVar [[r.AmbientOcclusionMaxQuality:100]] [2026.10.12-19.28.54:041][ 0]LogConfig: Set CVar [[r.AmbientOcclusionLevels:-1]] [2026.10.12-19.28.54:041][ 0]LogConfig: Set CVar [[r.AmbientOcclusionRadiusScale:1.0]] [2026.10.12-19.28.54:041][ 0]LogConfig: Set CVar [[r.DepthOfFieldQuality:2]] [2026.10.12-19.28.54:041][ 0]LogConfig: Set CVar [[r.RenderTargetPoolMin:400]] [2026.10.12-19.28.54:041][ 0]LogConfig: Set CVar [[r.LensFlareQuality:2]] [2026.10.12-19.28.54:041][ 0]LogConfig: Set CVar [[r.SceneColorFringeQuality:1]] [2026.10.12-19.28.54:041][ 0]LogConfig: Set CVar [[r.EyeAdaptationQuality:2]] [2026.10.12-19.28.54:042][ 0]LogConfig: Set CVar [[r.BloomQuality:5]] [2026.10.12-19.28.54:042][ 0]LogConfig: Set CVar [[r.Bloom.ScreenPercentage:50.000]] [2026.10.12-19.28.54:042][ 0]LogConfig: Set CVar [[r.FastBlurThreshold:100]] [2026.10.12-19.28.54:042][ 0]LogConfig: Set CVar [[r.Upscale.Quality:3]] [2026.10.12-19.28.54:042][ 0]LogConfig: Set CVar [[r.LightShaftQuality:1]] [2026.10.12-19.28.54:042][ 0]LogConfig: Set CVar [[r.Filter.SizeScale:1]] [2026.10.12-19.28.54:042][ 0]LogConfig: Set CVar [[r.LUT.Shaper:0]] [2026.10.12-19.28.54:043][ 0]LogConfig: Set CVar [[r.LUT.Size:32]] [2026.10.12-19.28.54:043][ 0]LogConfig: Set CVar [[r.Tonemapper.Quality:5]] [2026.10.12-19.28.54:043][ 0]LogConfig: Set CVar [[r.DOF.Gather.ResolutionDivisor:2 ; lower gathering resolution]] [2026.10.12-19.28.54:043][ 0]LogConfig: Set CVar [[r.DOF.Gather.AccumulatorQuality:1 ; higher gathering accumulator quality]] [2026.10.12-19.28.54:043][ 0]LogConfig: Set CVar [[r.DOF.Gather.PostfilterMethod:1 ; Median3x3 postfilering method]] [2026.10.12-19.28.54:043][ 0]LogConfig: Set CVar [[r.DOF.Gather.EnableBokehSettings:0 ; no bokeh simulation when gathering]] [2026.10.12-19.28.54:043][ 0]LogConfig: Set CVar [[r.DOF.Gather.RingCount:4 ; medium number of samples when gathering]] [2026.10.12-19.28.54:044][ 0]LogConfig: Set CVar [[r.DOF.Scatter.ForegroundCompositing:1 ; additive foreground scattering]] [2026.10.12-19.28.54:044][ 0]LogConfig: Set CVar [[r.DOF.Scatter.BackgroundCompositing:2 ; additive background scattering]] [2026.10.12-19.28.54:044][ 0]LogConfig: Set CVar [[r.DOF.Scatter.EnableBokehSettings:1 ; bokeh simulation when scattering]] [2026.10.12-19.28.54:044][ 0]LogConfig: Set CVar [[r.DOF.Scatter.MaxSpriteRatio:0.1 ; only a maximum of 10% of scattered bokeh]] [2026.10.12-19.28.54:044][ 0]LogConfig: Set CVar [[r.DOF.Recombine.Quality:1 ; cheap slight out of focus]] [2026.10.12-19.28.54:044][ 0]LogConfig: Set CVar [[r.DOF.Recombine.EnableBokehSettings:0 ; no bokeh simulation on slight out of focus]] [2026.10.12-19.28.54:045][ 0]LogConfig: Set CVar [[r.DOF.TemporalAAQuality:1 ; more stable temporal accumulation]] [2026.10.12-19.28.54:045][ 0]LogConfig: Set CVar [[r.DOF.Kernel.MaxForegroundRadius:0.025]] [2026.10.12-19.28.54:045][ 0]LogConfig: Set CVar [[r.DOF.Kernel.MaxBackgroundRadius:0.025]] [2026.10.12-19.28.54:045][ 0]LogConfig: Applying CVar settings from Section [TextureQuality@3] File [Scalability] [2026.10.12-19.28.54:045][ 0]LogConfig: Set CVar [[r.Streaming.MipBias:0]] [2026.10.12-19.28.54:045][ 0]LogConfig: Set CVar [[r.Streaming.AmortizeCPUToGPUCopy:0]] [2026.10.12-19.28.54:045][ 0]LogConfig: Set CVar [[r.Streaming.MaxNumTexturesToStreamPerFrame:0]] [2026.10.12-19.28.54:046][ 0]LogConfig: Set CVar [[r.Streaming.Boost:1]] [2026.10.12-19.28.54:046][ 0]LogConfig: Set CVar [[r.MaxAnisotropy:8]] [2026.10.12-19.28.54:046][ 0]LogConfig: Set CVar [[r.VT.MaxAnisotropy:8]] [2026.10.12-19.28.54:046][ 0]LogConfig: Set CVar [[r.Streaming.LimitPoolSizeToVRAM:0]] [2026.10.12-19.28.54:047][ 0]LogConfig: Set CVar [[r.Streaming.PoolSize:1000]] [2026.10.12-19.28.54:047][ 0]LogConfig: Set CVar [[r.Streaming.MaxEffectiveScreenSize:0]] [2026.10.12-19.28.54:047][ 0]LogConfig: Applying CVar settings from Section [EffectsQuality@3] File [Scalability] [2026.10.12-19.28.54:047][ 0]LogConfig: Set CVar [[r.TranslucencyLightingVolume.Dim:64]] [2026.10.12-19.28.54:047][ 0]LogConfig: Set CVar [[r.RefractionQuality:2]] [2026.10.12-19.28.54:047][ 0]LogConfig: Set CVar [[r.SceneColorFormat:4]] [2026.10.12-19.28.54:047][ 0]LogConfig: Set CVar [[r.DetailMode:3]] [2026.10.12-19.28.54:047][ 0]LogConfig: Set CVar [[r.TranslucencyLightingVolume.Blur:1]] [2026.10.12-19.28.54:048][ 0]LogConfig: Set CVar [[r.MaterialQualityLevel:1 ; High quality]] [2026.10.12-19.28.54:048][ 0]LogConfig: Set CVar [[r.SSS.Scale:1]] [2026.10.12-19.28.54:048][ 0]LogConfig: Set CVar [[r.SSS.SampleSet:2]] [2026.10.12-19.28.54:048][ 0]LogConfig: Set CVar [[r.SSS.Quality:1]] [2026.10.12-19.28.54:048][ 0]LogConfig: Set CVar [[r.SSS.HalfRes:0]] [2026.10.12-19.28.54:048][ 0]LogConfig: Set CVar [[r.SSGI.Quality:3]] [2026.10.12-19.28.54:048][ 0]LogConfig: Set CVar [[r.EmitterSpawnRateScale:1.0]] [2026.10.12-19.28.54:049][ 0]LogConfig: Set CVar [[r.ParticleLightQuality:2]] [2026.10.12-19.28.54:049][ 0]LogConfig: Set CVar [[r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque:1 ; Always have FastSkyLUT 1 in this case to avoid wrong sky]] [2026.10.12-19.28.54:049][ 0]LogConfig: Set CVar [[r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountMaxPerSlice:4]] [2026.10.12-19.28.54:049][ 0]LogConfig: Set CVar [[r.SkyAtmosphere.AerialPerspectiveLUT.DepthResolution:16.0]] [2026.10.12-19.28.54:049][ 0]LogConfig: Set CVar [[r.SkyAtmosphere.FastSkyLUT:1]] [2026.10.12-19.28.54:049][ 0]LogConfig: Set CVar [[r.SkyAtmosphere.FastSkyLUT.SampleCountMin:4.0]] [2026.10.12-19.28.54:049][ 0]LogConfig: Set CVar [[r.SkyAtmosphere.FastSkyLUT.SampleCountMax:128.0]] [2026.10.12-19.28.54:050][ 0]LogConfig: Set CVar [[r.SkyAtmosphere.SampleCountMin:4.0]] [2026.10.12-19.28.54:050][ 0]LogConfig: Set CVar [[r.SkyAtmosphere.SampleCountMax:128.0]] [2026.10.12-19.28.54:050][ 0]LogConfig: Set CVar [[r.SkyAtmosphere.TransmittanceLUT.UseSmallFormat:0]] [2026.10.12-19.28.54:050][ 0]LogConfig: Set CVar [[r.SkyAtmosphere.TransmittanceLUT.SampleCount:10.0]] [2026.10.12-19.28.54:050][ 0]LogConfig: Set CVar [[r.SkyAtmosphere.MultiScatteringLUT.SampleCount:15.0]] [2026.10.12-19.28.54:051][ 0]LogConfig: Set CVar [[r.Fog.SeparateComposition:-1 ; Allow fog separate composition when FSSS is enabled.]] [2026.10.12-19.28.54:051][ 0]LogConfig: Set CVar [[fx.Niagara.QualityLevel:3]] [2026.10.12-19.28.54:051][ 0]LogConfig: Set CVar [[r.Refraction.OffsetQuality:1]] [2026.10.12-19.28.54:051][ 0]LogConfig: Set CVar [[r.HeterogeneousVolumes.Allowed:1]] [2026.10.12-19.28.54:051][ 0]LogConfig: Set CVar [[r.HeterogeneousVolumes.DownsampleFactor:2]] [2026.10.12-19.28.54:051][ 0]LogConfig: Set CVar [[r.HeterogeneousVolumes.MaxStepCount:256]] [2026.10.12-19.28.54:051][ 0]LogConfig: Set CVar [[r.HeterogeneousVolumes.Shadows.Resolution:512]] [2026.10.12-19.28.54:051][ 0]LogConfig: Set CVar [[r.HeterogeneousVolumes.Shadows.Precision:0]] [2026.10.12-19.28.54:051][ 0]LogConfig: Set CVar [[r.HeterogeneousVolumes.UseExistenceMask:0]] [2026.10.12-19.28.54:051][ 0]LogConfig: Applying CVar settings from Section [FoliageQuality@3] File [Scalability] [2026.10.12-19.28.54:052][ 0]LogConfig: Set CVar [[foliage.DensityScale:1.0]] [2026.10.12-19.28.54:052][ 0]LogConfig: Set CVar [[grass.DensityScale:1.0]] [2026.10.12-19.28.54:052][ 0]LogConfig: CVar [[pcg.Quality:3]] deferred - dummy variable created [2026.10.12-19.28.54:052][ 0]LogConfig: Applying CVar settings from Section [ShadingQuality@3] File [Scalability] [2026.10.12-19.28.54:052][ 0]LogConfig: Set CVar [[r.HairStrands.SkyLighting.IntegrationType:2]] [2026.10.12-19.28.54:052][ 0]LogConfig: Set CVar [[r.HairStrands.SkyAO.SampleCount:4]] [2026.10.12-19.28.54:052][ 0]LogConfig: Set CVar [[r.HairStrands.Visibility.MSAA.SamplePerPixel:4]] [2026.10.12-19.28.54:052][ 0]LogConfig: Set CVar [[r.AnisotropicMaterials:1]] [2026.10.12-19.28.54:053][ 0]LogConfig: Applying CVar settings from Section [LandscapeQuality@3] File [Scalability] [2026.10.12-19.28.54:053][ 0]LogInit: Selected Device Profile: [WindowsEditor] [2026.10.12-19.28.54:053][ 0]LogHAL: Display: Platform has ~ 32 GB [34162593792 / 34359738368 / 32], which maps to Largest [LargestMinGB=32, LargerMinGB=12, DefaultMinGB=8, SmallerMinGB=6, SmallestMinGB=0) [2026.10.12-19.28.54:053][ 0]LogDeviceProfileManager: Going up to parent DeviceProfile [Windows] [2026.10.12-19.28.54:053][ 0]LogDeviceProfileManager: Going up to parent DeviceProfile [] [2026.10.12-19.28.54:053][ 0]LogDeviceProfileManager: Pushing Device Profile CVar: [[UI.SlateSDFText.RasterizationMode:Bitmap -> Msdf]] [2026.10.12-19.28.54:053][ 0]LogDeviceProfileManager: Pushing Device Profile CVar: [[UI.SlateSDFText.ResolutionLevel:2 -> 2]] [2026.10.12-19.28.54:053][ 0]LogConfig: Applying CVar settings from Section [Startup] File [../../../Engine/Config/ConsoleVariables.ini] [2026.10.12-19.28.54:053][ 0]LogConfig: Set CVar [[p.chaos.AllowCreatePhysxBodies:1]] [2026.10.12-19.28.54:053][ 0]LogConfig: Set CVar [[fx.SkipVectorVMBackendOptimizations:1]] [2026.10.12-19.28.54:054][ 0]LogConfig: Applying CVar settings from Section [Startup_Windows] File [../../../Engine/Config/ConsoleVariables.ini] [2026.10.12-19.28.54:054][ 0]LogConfig: Applying CVar settings from Section [ConsoleVariables] File [Engine] [2026.10.12-19.28.54:054][ 0]LogConfig: Set CVar [[WindowsApplication.UseWorkerThreadForRawInput:0]] [2026.10.12-19.28.54:054][ 0]LogConfig: Set CVar [[r.PSOPrecache.KeepInMemoryForActiveMaterials:1]] [2026.10.12-19.28.54:054][ 0]LogConfig: Applying CVar settings from Section [ConsoleVariables] File [D:/SubnauticaCLONE/TheDescentUE/Saved/Config/WindowsEditor/Editor.ini] [2026.10.12-19.28.54:054][ 0]LogConfig: Set CVar [[SplineComponent.OnlyUpdateActiveSpline:0]] [2026.10.12-19.28.54:054][ 0]LogInit: Computer: MURAD-KHAAN-PC [2026.10.12-19.28.54:054][ 0]LogInit: User: Murat [2026.10.12-19.28.54:054][ 0]LogInit: CPU Page size=4096, Cores=24 [2026.10.12-19.28.54:055][ 0]LogInit: High frequency timer resolution =10.000000 MHz [2026.10.12-19.28.54:055][ 0]LogInit: Gaming Handheld Device: 0 [2026.10.12-19.28.54:055][ 0]LogMemory: Process is running as part of a Windows Job with separate resource limits [2026.10.12-19.28.54:055][ 0]LogMemory: Memory total: Physical=31.8GB (32GB approx) Virtual=90.6GB [2026.10.12-19.28.54:055][ 0]LogMemory: Platform Memory Stats for WindowsEditor [2026.10.12-19.28.54:055][ 0]LogMemory: Process Physical Memory: 596.20 MB used, 596.20 MB peak [2026.10.12-19.28.54:055][ 0]LogMemory: Process Virtual Memory: 585.59 MB used, 585.59 MB peak [2026.10.12-19.28.54:055][ 0]LogMemory: Physical Memory: 25704.30 MB used, 6875.68 MB free, 32579.99 MB total [2026.10.12-19.28.54:055][ 0]LogMemory: Virtual Memory: 76001.80 MB used, 16809.63 MB free, 92811.44 MB total [2026.10.12-19.28.54:056][ 0]LogCsvProfiler: Display: Metadata set : extradevelopmentmemorymb="0" [2026.10.12-19.28.54:056][ 0]LogModuleManager: InternalLoadLibrary: 'IoStoreOnDemandCore' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-IoStoreOnDemandCore.dll') [2026.10.12-19.28.54:057][ 0]LogModuleManager: InternalLoadLibrary: 'BandwidthDebugDelegates' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-BandwidthDebugDelegates.dll') [2026.10.12-19.28.54:058][ 0]LogModuleManager: InternalLoadLibrary: 'ClientBandwidthDebugVisualizer' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-ClientBandwidthDebugVisualizer.dll') [2026.10.12-19.28.54:058][ 0]LogModuleManager: InternalLoadLibrary: 'BandwidthMeasurementTool' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-BandwidthMeasurementTool.dll') [2026.10.12-19.28.54:058][ 0]LogModuleManager: InternalLoadLibrary: 'DownlinkBandwidthManager' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-DownlinkBandwidthManager.dll') [2026.10.12-19.28.54:058][ 0]LogObj: Display: Attempting to load config data for Default__DownlinkBandwidthManagerConfig before the Class has been constructed/registered/linked (likely during module loading or early startup). This will result in the load silently failing and should be fixed. [2026.10.12-19.28.54:058][ 0]LogWindows: WindowsPlatformFeatures enabled [2026.10.12-19.28.54:058][ 0]LogModuleManager: InternalLoadLibrary: 'WindowsPlatformFeatures' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-WindowsPlatformFeatures.dll') [2026.10.12-19.28.54:058][ 0]LogModuleManager: InternalLoadLibrary: 'GameplayMediaEncoder' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-GameplayMediaEncoder.dll') [2026.10.12-19.28.54:059][ 0]LogModuleManager: InternalLoadLibrary: 'AVEncoder' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AVEncoder.dll') [2026.10.12-19.28.54:059][ 0]LogModuleManager: InternalLoadLibrary: 'Chaos' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-Chaos.dll') [2026.10.12-19.28.54:059][ 0]LogModuleManager: InternalLoadLibrary: 'GeometryCore' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-GeometryCore.dll') [2026.10.12-19.28.54:059][ 0]LogSpline: Registered spline type: TypeId=0x54E3AD22, Impl=MultiSpline, Value=Vector [2026.10.12-19.28.54:059][ 0]LogModuleManager: InternalLoadLibrary: 'ChaosSolverEngine' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-ChaosSolverEngine.dll') [2026.10.12-19.28.54:059][ 0]LogChaosDD: Chaos Debug Draw Startup [2026.10.12-19.28.54:059][ 0]LogInit: Physics initialised using underlying interface: Chaos [2026.10.12-19.28.54:059][ 0]LogInit: Using OS detected language (en-US). [2026.10.12-19.28.54:060][ 0]LogInit: Using OS detected locale (en-US). [2026.10.12-19.28.54:060][ 0]LogTextLocalizationManager: No specific localization for 'en-US' exists, so 'en' will be used for the language. [2026.10.12-19.28.54:305][ 0]LogObj: Display: Attempting to load config data for Default__SlateThemeManager before the Class has been constructed/registered/linked (likely during module loading or early startup). This will result in the load silently failing and should be fixed. [2026.10.12-19.28.54:307][ 0]LogModuleManager: InternalLoadLibrary: 'Settings' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-Settings.dll') [2026.10.12-19.28.54:310][ 0]LogModuleManager: InternalLoadLibrary: 'InputCore' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-InputCore.dll') [2026.10.12-19.28.54:310][ 0]LogSlate: New Slate User Created. Platform User Id 0, User Index 0, Is Virtual User: 0 [2026.10.12-19.28.54:312][ 0]LogSlate: Slate User Registered. User Index 0, Is Virtual User: 0 [2026.10.12-19.28.54:331][ 0]LogInit: Running DelayedAutoRegister Phase PreRHIInit [2026.10.12-19.28.54:333][ 0]LogRHI: Using Default RHI: D3D12 [2026.10.12-19.28.54:466][ 0]LogRHI: Using Highest Feature Level of D3D12: SM6 [2026.10.12-19.28.54:466][ 0]LogRHI: Loading RHI module D3D12RHI [2026.10.12-19.28.54:466][ 0]LogModuleManager: InternalLoadLibrary: 'D3D12RHI' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-D3D12RHI.dll') [2026.10.12-19.28.54:467][ 0]LogD3D12RHI: Loading WinPixEventRuntime.dll for PIX profiling (from ../../../Engine/Binaries/ThirdParty/Windows/WinPixEventRuntime/x64). [2026.10.12-19.28.54:467][ 0]LogRHI: Checking if RHI D3D12 with Feature Level SM6 is supported by your system. [2026.10.12-19.28.54:467][ 0]LogD3D12RHI: Found D3D12 adapter 0: AMD Radeon RX 7800 XT (VendorId: 1002, DeviceId: 747e, SubSysId: 2427148c, Revision: 00c8 [2026.10.12-19.28.54:467][ 0]LogD3D12RHI: Max supported Feature Level 12_2, shader model 6.7, binding tier 3, wave ops supported, atomic64 supported [2026.10.12-19.28.54:468][ 0]LogD3D12RHI: Adapter has 16176MB of dedicated video memory, 0MB of dedicated system memory, and 16289MB of shared system memory, 1 output[s], TileBased:false UMA:false CacheCoherentUMA:false GPU Upload Heaps:false [2026.10.12-19.28.54:468][ 0]LogD3D12RHI: Driver Version: AMD Software: Adrenalin Edition 26.7.1 (internal:32.0.31035.1003, unified:32.0.31035.1003) [2026.10.12-19.28.54:468][ 0]LogD3D12RHI: Driver Date: 7-24-2026 [2026.10.12-19.28.54:468][ 0]LogD3D12RHI: Found D3D12 adapter 1: Microsoft Basic Render Driver (VendorId: 1414, DeviceId: 008c, SubSysId: 0000, Revision: 0000 [2026.10.12-19.28.54:468][ 0]LogD3D12RHI: Max supported Feature Level 12_1, shader model 6.2, binding tier 3, wave ops supported, atomic64 unsupported [2026.10.12-19.28.54:468][ 0]LogD3D12RHI: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 16289MB of shared system memory, 0 output[s], TileBased:false UMA:true CacheCoherentUMA:true GPU Upload Heaps:false [2026.10.12-19.28.54:469][ 0]LogD3D12RHI: D3D10Warp Version: 10.0.19041.5794 [2026.10.12-19.28.54:469][ 0]LogD3D12RHI: DirectX Agility SDK runtime found. [2026.10.12-19.28.54:469][ 0]LogD3D12RHI: Chosen D3D12 Adapter Id = 0 [2026.10.12-19.28.54:469][ 0]LogRHI: RHI D3D12 with Feature Level SM6 is supported and will be used. [2026.10.12-19.28.54:477][ 0]LogD3D12RHI: Integrated GPU (iGPU): false [2026.10.12-19.28.54:477][ 0]LogD3D12RHI: Display: Creating D3D12 RHI with Max Feature Level SM6 [2026.10.12-19.28.54:493][ 0]LogD3D12RHI: AMD asicFamily=0 [2026.10.12-19.28.54:493][ 0]LogRHI: Display: Timeout Detection and Recovery (TDR) summary: - TDR settings OK - Level: Recover, Delay: 2, DdiDelay: 5 [2026.10.12-19.28.54:493][ 0]LogWindows: Attached monitors: [2026.10.12-19.28.54:493][ 0]LogWindows: resolution: 3440x1440, work area: (0, 0) -> (3440, 1400), device: '\\.\DISPLAY1' [PRIMARY] [2026.10.12-19.28.54:494][ 0]LogWindows: Found 1 attached monitors. [2026.10.12-19.28.54:494][ 0]LogWindows: Gathering driver information using Windows Setup API [2026.10.12-19.28.54:494][ 0]LogRHI: RHI Adapter Info: [2026.10.12-19.28.54:494][ 0]LogRHI: Name: AMD Radeon RX 7800 XT [2026.10.12-19.28.54:494][ 0]LogRHI: Driver Version: AMD Software: Adrenalin Edition 26.7.1 (internal:32.0.31035.1003, unified:32.0.31035.1003) [2026.10.12-19.28.54:495][ 0]LogRHI: Driver Date: 7-24-2026 [2026.10.12-19.28.54:495][ 0]LogRHI: Performing driver check for denylisted drivers. [2026.10.12-19.28.54:495][ 0]LogD3D12RHI: GPU DeviceId: 0x747e (for the marketing name, search the web for "GPU Device Id") [2026.10.12-19.28.54:495][ 0]LogD3D12RHI: InitD3DDevice: -D3DDebug = off -D3D12GPUValidation = off [2026.10.12-19.28.54:495][ 0]LogD3D12RHI: Emitting draw events for PIX profiling. [2026.10.12-19.28.54:610][ 0]LogD3D12RHI: ID3D12Device1 is supported. [2026.10.12-19.28.54:610][ 0]LogD3D12RHI: ID3D12Device2 is supported. [2026.10.12-19.28.54:610][ 0]LogD3D12RHI: ID3D12Device3 is supported. [2026.10.12-19.28.54:610][ 0]LogD3D12RHI: ID3D12Device4 is supported. [2026.10.12-19.28.54:610][ 0]LogD3D12RHI: ID3D12Device5 is supported. [2026.10.12-19.28.54:611][ 0]LogD3D12RHI: ID3D12Device6 is supported. [2026.10.12-19.28.54:611][ 0]LogD3D12RHI: ID3D12Device7 is supported. [2026.10.12-19.28.54:611][ 0]LogD3D12RHI: ID3D12Device8 is supported. [2026.10.12-19.28.54:611][ 0]LogD3D12RHI: ID3D12Device9 is supported. [2026.10.12-19.28.54:611][ 0]LogD3D12RHI: ID3D12Device10 is supported. [2026.10.12-19.28.54:611][ 0]LogD3D12RHI: ID3D12Device11 is supported. [2026.10.12-19.28.54:611][ 0]LogD3D12RHI: ID3D12Device12 is supported. [2026.10.12-19.28.54:611][ 0]LogD3D12RHI: Bindless is supported. MaxNonSamplerDescriptors: 33554432, MaxSamplerDescriptors: 4096 [2026.10.12-19.28.54:611][ 0]LogD3D12RHI: Stencil ref from pixel shader is supported [2026.10.12-19.28.54:611][ 0]LogD3D12RHI: Raster order views are supported [2026.10.12-19.28.54:612][ 0]LogD3D12RHI: Wave Operations are supported (wave size: min=32 max=64). [2026.10.12-19.28.54:612][ 0]LogD3D12RHI: Legacy Barriers Present in Build: Yes [2026.10.12-19.28.54:612][ 0]LogD3D12RHI: Enhanced Barriers Present in Build: Yes [2026.10.12-19.28.54:612][ 0]LogD3D12RHI: Enhanced Barriers Driver Support: Yes [2026.10.12-19.28.54:612][ 0]LogD3D12RHI: Preferred Barrier Implementation Type: Legacy [2026.10.12-19.28.54:612][ 0]LogD3D12RHI: Chosen Barrier Implementation: D3D12LegacyBarriers [2026.10.12-19.28.54:613][ 0]LogD3D12RHI: D3D12 ray tracing tier 1.1 and bindless resources are supported. [2026.10.12-19.28.54:613][ 0]LogD3D12RHI: Mesh shader tier 1.0 is supported [2026.10.12-19.28.54:613][ 0]LogD3D12RHI: AtomicInt64OnTypedResource is supported [2026.10.12-19.28.54:613][ 0]LogD3D12RHI: AtomicInt64OnGroupShared is supported [2026.10.12-19.28.54:613][ 0]LogD3D12RHI: AtomicInt64OnDescriptorHeapResource is supported [2026.10.12-19.28.54:613][ 0]LogD3D12RHI: Shader Model 6.6 atomic64 is supported [2026.10.12-19.28.54:613][ 0]LogD3D12RHI: Work Graphs are supported [2026.10.12-19.28.54:613][ 0]LogD3D12RHI: Bindless is enabled (Configuration=RayTracing). Initializing allocators with 32768 Resource and 2048 Sampler descriptors [2026.10.12-19.28.54:630][ 0]LogD3D12RHI: [GPUBreadCrumb] Successfully setup breadcrumb resource for DiagnosticBuffer (Queue: 0x0000026C30719C00) [2026.10.12-19.28.54:630][ 0]LogD3D12RHI: [GPUBreadCrumb] Successfully setup breadcrumb resource for DiagnosticBuffer (Queue: 0x0000026C30719EC0) [2026.10.12-19.28.54:630][ 0]LogD3D12RHI: [GPUBreadCrumb] Successfully setup breadcrumb resource for DiagnosticBuffer (Queue: 0x0000026C3071A180) [2026.10.12-19.28.54:631][ 0]LogD3D12RHI: Display: Not using pipeline state disk cache per r.D3D12.PSO.DiskCache=0 [2026.10.12-19.28.54:631][ 0]LogD3D12RHI: Display: Not using driver-optimized pipeline state disk cache per r.D3D12.PSO.DriverOptimizedDiskCache=0 [2026.10.12-19.28.54:631][ 0]LogD3D12RHI: AMD hit token extension is not supported [2026.10.12-19.28.54:631][ 0]LogRHI: Texture pool is 9707 MB (70% of 13868 MB) [2026.10.12-19.28.54:631][ 0]LogD3D12RHI: Async texture creation enabled [2026.10.12-19.28.54:631][ 0]LogD3D12RHI: RHI has support for 64 bit atomics [2026.10.12-19.28.54:647][ 0]LogVRS: Current RHI supports per-draw and screenspace Variable Rate Shading [2026.10.12-19.28.54:653][ 0]LogRHI: Render tracing channels set: 'Submission' -> 0xf [2026.10.12-19.28.54:653][ 0]LogCsvProfiler: Display: Metadata set : verbatimrhiname="D3D12" [2026.10.12-19.28.54:653][ 0]LogCsvProfiler: Display: Metadata set : rhiname="D3D12" [2026.10.12-19.28.54:653][ 0]LogCsvProfiler: Display: Metadata set : rhifeaturelevel="SM6" [2026.10.12-19.28.54:653][ 0]LogCsvProfiler: Display: Metadata set : shaderplatform="PCD3D_SM6" [2026.10.12-19.28.54:653][ 0]LogCsvProfiler: Display: Metadata set : gpu="AMD Radeon RX 7800 XT" [2026.10.12-19.28.54:653][ 0]LogCsvProfiler: Display: Metadata set : gpudriver="AMD Software: Adrenalin Edition 26.7.1" [2026.10.12-19.28.54:654][ 0]LogInit: Initializing FReadOnlyCVARCache [2026.10.12-19.28.54:654][ 0]LogModuleManager: InternalLoadLibrary: 'TargetPlatform' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-TargetPlatform.dll') [2026.10.12-19.28.54:654][ 0]LogTargetPlatformManager: D:/SubnauticaCLONE/TheDescentUE/Intermediate/CachedAutoSdkInfo.ini is up-to-date [2026.10.12-19.28.54:654][ 0]LogModuleManager: InternalLoadLibrary: 'TurnkeySupport' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-TurnkeySupport.dll') [2026.10.12-19.28.54:655][ 0]LogTargetPlatformManager: Install manifest file for Platform Android not found. Platform not set up. [2026.10.12-19.28.54:655][ 0]LogTargetPlatformManager: Install manifest file for Platform Linux_x64 not found. Platform not set up. [2026.10.12-19.28.54:655][ 0]LogModuleManager: InternalLoadLibrary: 'TextureFormat' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-TextureFormat.dll') [2026.10.12-19.28.54:655][ 0]LogModuleManager: InternalLoadLibrary: 'TextureFormatASTC' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-TextureFormatASTC.dll') [2026.10.12-19.28.54:656][ 0]LogModuleManager: InternalLoadLibrary: 'TextureFormatDXT' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-TextureFormatDXT.dll') [2026.10.12-19.28.54:656][ 0]LogModuleManager: InternalLoadLibrary: 'TextureFormatETC2' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-TextureFormatETC2.dll') [2026.10.12-19.28.54:657][ 0]LogModuleManager: InternalLoadLibrary: 'TextureFormatIntelISPCTexComp' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-TextureFormatIntelISPCTexComp.dll') [2026.10.12-19.28.54:657][ 0]LogModuleManager: InternalLoadLibrary: 'TextureFormatOodle' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-TextureFormatOodle.dll') [2026.10.12-19.28.54:658][ 0]LogModuleManager: InternalLoadLibrary: 'TextureFormatUncompressed' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-TextureFormatUncompressed.dll') [2026.10.12-19.28.54:658][ 0]LogTextureFormatASTC: Display: ASTCEnc version 5.0.1 library loaded [2026.10.12-19.28.54:658][ 0]LogTextureFormatManager: Display: Loaded Base TextureFormat: TextureFormatASTC [2026.10.12-19.28.54:658][ 0]LogTextureFormatManager: Display: Loaded Base TextureFormat: TextureFormatDXT [2026.10.12-19.28.54:659][ 0]LogTextureFormatManager: Display: Loaded Base TextureFormat: TextureFormatETC2 [2026.10.12-19.28.54:659][ 0]LogTextureFormatManager: Display: Loaded Base TextureFormat: TextureFormatIntelISPCTexComp [2026.10.12-19.28.54:659][ 0]LogTextureFormatOodle: Display: Oodle Texture TFO init; latest sdk version = 2.9.16 [2026.10.12-19.28.54:659][ 0]LogTextureFormatOodle: Display: Oodle Texture loading DLL: oo2tex_win64_2.9.16.dll [2026.10.12-19.28.54:659][ 0]LogTextureFormatManager: Display: Loaded Base TextureFormat: TextureFormatOodle [2026.10.12-19.28.54:659][ 0]LogTextureFormatManager: Display: Loaded Base TextureFormat: TextureFormatUncompressed [2026.10.12-19.28.54:662][ 0]LogModuleManager: InternalLoadLibrary: 'WindowsTargetPlatform' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-WindowsTargetPlatform.dll') [2026.10.12-19.28.54:662][ 0]LogModuleManager: InternalLoadLibrary: 'WindowsTargetPlatformSettings' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-WindowsTargetPlatformSettings.dll') [2026.10.12-19.28.54:689][ 0]LogModuleManager: InternalLoadLibrary: 'WindowsTargetPlatformControls' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-WindowsTargetPlatformControls.dll') [2026.10.12-19.28.54:690][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'Windows' [2026.10.12-19.28.54:690][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'WindowsEditor' [2026.10.12-19.28.54:690][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'WindowsServer' [2026.10.12-19.28.54:690][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'WindowsClient' [2026.10.12-19.28.54:690][ 0]LogTargetPlatformManager: Display: Building Assets For WindowsEditor [2026.10.12-19.28.54:690][ 0]LogModuleManager: InternalLoadLibrary: 'AudioFormatOPUS' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AudioFormatOpus.dll') [2026.10.12-19.28.54:691][ 0]LogModuleManager: InternalLoadLibrary: 'AudioFormatOGG' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AudioFormatOgg.dll') [2026.10.12-19.28.54:692][ 0]LogAudioDebug: Display: Lib vorbis DLL was dynamically loaded. [2026.10.12-19.28.54:692][ 0]LogModuleManager: InternalLoadLibrary: 'AudioFormatADPCM' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AudioFormatADPCM.dll') [2026.10.12-19.28.54:693][ 0]LogModuleManager: InternalLoadLibrary: 'AudioFormatBINK' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AudioFormatBink.dll') [2026.10.12-19.28.54:693][ 0]LogModuleManager: InternalLoadLibrary: 'AudioFormatRAD' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AudioFormatRad.dll') [2026.10.12-19.28.54:693][ 0]LogModuleManager: InternalLoadLibrary: 'ShaderFormatD3D' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-ShaderFormatD3D.dll') [2026.10.12-19.28.54:709][ 0]LogModuleManager: InternalLoadLibrary: 'ShaderFormatOpenGL' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-ShaderFormatOpenGL.dll') [2026.10.12-19.28.54:714][ 0]LogModuleManager: InternalLoadLibrary: 'VulkanShaderFormat' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-VulkanShaderFormat.dll') [2026.10.12-19.28.54:714][ 0]LogModuleManager: InternalLoadLibrary: 'ShaderFormatVectorVM' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-ShaderFormatVectorVM.dll') [2026.10.12-19.28.54:715][ 0]LogRendererCore: Ray tracing is disabled. Reason: disabled through project setting (r.RayTracing=0). [2026.10.12-19.28.54:715][ 0]LogModuleManager: InternalLoadLibrary: 'DerivedDataCache' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-DerivedDataCache.dll') [2026.10.12-19.28.54:715][ 0]LogModuleManager: InternalLoadLibrary: 'DesktopPlatform' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-DesktopPlatform.dll') [2026.10.12-19.28.54:717][ 0]LogDerivedDataCache: ProjectPak: Pak cache file D:/SubnauticaCLONE/TheDescentUE/DerivedDataCache/DDC.ddp not found, will not use a pak cache. [2026.10.12-19.28.54:717][ 0]LogDerivedDataCache: InstalledProjectPak: Pak cache file D:/SubnauticaCLONE/TheDescentUE/DerivedDataCache/Compressed.ddp not found, will not use a pak cache. [2026.10.12-19.28.54:924][ 0]LogDerivedDataCache: Display: ../../../Engine/DerivedDataCache/Compressed.ddp: Opened pak cache for reading. (1670 MiB) [2026.10.12-19.28.54:924][ 0]LogDerivedDataCache: EnterprisePak: Pak cache file ../../../Enterprise/DerivedDataCache/Compressed.ddp not found, will not use a pak cache. [2026.10.12-19.28.54:925][ 0]LogZenServiceInstance: Found Zen config default=C:/Users/PC/AppData/Local/UnrealEngine/Common/Zen/Data [2026.10.12-19.28.54:925][ 0]LogZenServiceInstance: Display: Launching zen utility 'E:/Tools/UE_5.8/Engine/Binaries/Win64/zen.exe service status'. [2026.10.12-19.28.55:228][ 0]LogZenServiceInstance: Display: Writing plugin version info to 'C:/Users/PC/AppData/Local/UnrealEngine/Common/Zen/Install/zen_plugin_versions.json' [2026.10.12-19.28.55:229][ 0]LogZenServiceInstance: Display: Read zen version cache file from 'C:/Users/PC/AppData/Local/UnrealEngine/5.8/Saved/Zen/zen.version', version: '5.8.13-202605190912-windows-x64-release-094f62c2' [2026.10.12-19.28.55:229][ 0]LogZenServiceInstance: InTree version at 'E:/Tools/UE_5.8/Engine/Binaries/Win64/zenserver.exe' is '5.8.13-202605190912-windows-x64-release-094f62c2' [2026.10.12-19.28.55:229][ 0]LogZenServiceInstance: Display: Read zen version cache file from 'C:/Users/PC/AppData/Local/UnrealEngine/Common/Zen/Install/zen.version', version: '5.8.13-202605190912-windows-x64-release-094f62c2' [2026.10.12-19.28.55:229][ 0]LogZenServiceInstance: Installed version at 'C:/Users/PC/AppData/Local/UnrealEngine/Common/Zen/Install/zenserver.exe' is '5.8.13-202605190912-windows-x64-release-094f62c2' [2026.10.12-19.28.55:230][ 0]LogZenServiceInstance: Display: Installed service at 'C:/Users/PC/AppData/Local/UnrealEngine/Common/Zen/Install/zenserver.exe' is up to date [2026.10.12-19.28.55:230][ 0]LogZenServiceInstance: No current process using the data dir found, launching a new instance [2026.10.12-19.28.55:230][ 0]LogZenServiceInstance: Display: Launching executable 'C:/Users/PC/AppData/Local/UnrealEngine/Common/Zen/Install/zenserver.exe', working dir 'C:/Users/PC/AppData/Local/UnrealEngine/Common/Zen/Install', data dir 'C:/Users/PC/AppData/Local/UnrealEngine/Common/Zen/Data', args '--port 8558 --data-dir C:\Users\PC\AppData\Local\UnrealEngine\Common\Zen\Data --http asio --gc-cache-duration-seconds 1209600 --gc-interval-seconds 21600 --gc-low-diskspace-threshold 2147483648 --cache-bucket-limit-overwrites --quiet --restrict-content-types --allow-external-oidctoken-exe=false --plugins-config "C:/Users/PC/AppData/Local/UnrealEngine/Common/Zen/Install/zen_plugins_v1.json" --security-config-path "C:/Users/PC/AppData/Local/UnrealEngine/Common/Zen/Install/security-config.json" --owner-pid 33940 --child-id Zen_33940_Startup' [2026.10.12-19.28.56:314][ 0]LogZenServiceInstance: Display: Unreal Zen Storage Server HTTP service at http://[::1]:8558 status: OK!. [2026.10.12-19.28.56:314][ 0]LogZenServiceInstance: Local ZenServer AutoLaunch initialization completed in 1.086 seconds [2026.10.12-19.28.56:315][ 0]LogDerivedDataCache: Display: ZenLocal: Using ZenServer HTTP service at [::1] with namespace ue.ddc. Status: OK!. [2026.10.12-19.28.56:322][ 0]LogDerivedDataCache: C:/Users/PC/AppData/Local/UnrealEngine/Common/DerivedDataCache: Speed tests took 0.01 seconds. [2026.10.12-19.28.56:323][ 0]LogDerivedDataCache: Display: C:/Users/PC/AppData/Local/UnrealEngine/Common/DerivedDataCache: Performance: Latency=0.07ms. RandomReadSpeed=739.90MBs, RandomWriteSpeed=180.87MBs. Assigned SpeedClass 'Local' [2026.10.12-19.28.56:323][ 0]LogDerivedDataCache: Local: Using data cache path C:/Users/PC/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable [2026.10.12-19.28.56:323][ 0]LogDerivedDataCache: ZenShared: Disabled because Host is set to 'None' [2026.10.12-19.28.56:323][ 0]LogDerivedDataCache: Shared: Disabled because no path is configured. [2026.10.12-19.28.56:324][ 0]LogDerivedDataCache: Cloud: Disabled because Host is set to 'None' [2026.10.12-19.28.56:324][ 0]LogModuleManager: InternalLoadLibrary: 'ShaderPreprocessor' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-ShaderPreprocessor.dll') [2026.10.12-19.28.56:324][ 0]LogShaderCompilers: Guid format shader working directory is 11 characters bigger than the processId version (D:/SubnauticaCLONE/TheDescentUE/Intermediate/Shaders/WorkingDirectory/33940/). [2026.10.12-19.28.56:324][ 0]LogShaderCompilers: Cleaned the shader compiler working directory 'C:/Users/PC/AppData/Local/Temp/UnrealShaderWorkingDir/D34304AA4C8342435B4E2186ABA60571/'. [2026.10.12-19.28.56:324][ 0]LogXGEController: Cannot use XGE Controller as Incredibuild is not installed on this machine. [2026.10.12-19.28.56:324][ 0]LogShaderCompilers: Display: No distributed shader compiler controller found [2026.10.12-19.28.56:325][ 0]LogShaderCompilers: Display: Using 16 local workers for shader compilation [2026.10.12-19.28.56:325][ 0]LogModuleManager: InternalLoadLibrary: 'MetalShaderFormat' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-MetalShaderFormat.dll') [2026.10.12-19.28.56:330][ 0]LogShaderCompilers: Display: Compiling shader autogen file: D:/SubnauticaCLONE/TheDescentUE/Intermediate/ShaderAutogen/PCD3D_SM6/AutogenShaderHeaders.ush [2026.10.12-19.28.56:330][ 0]LogShaderCompilers: Display: Autogen file is unchanged, skipping write. [2026.10.12-19.28.56:698][ 0]LogInit: Running DelayedAutoRegister Phase ShaderTypesReady [2026.10.12-19.28.57:095][ 0]LogSlate: Using FreeType 2.14.1 [2026.10.12-19.28.57:095][ 0]LogSlate: SlateFontServices - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1 [2026.10.12-19.28.57:095][ 0]LogModuleManager: InternalLoadLibrary: 'ImageWrapper' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-ImageWrapper.dll') [2026.10.12-19.28.57:097][ 0]LogSlate: Could not load file for Slate resource: [../../../Engine/Platforms/VisionOS/Content/Editor/Slate/Launcher/Platform_VisionOS_24x.png] file: [../../../Engine/Platforms/VisionOS/Content/Editor/Slate/Launcher/Platform_VisionOS_24x.png] [2026.10.12-19.28.57:097][ 0]LogSlate: Could not load file for Slate resource: [../../../Engine/Platforms/VisionOS/Content/Editor/Slate/Launcher/Platform_VisionOS_128x.png] file: [../../../Engine/Platforms/VisionOS/Content/Editor/Slate/Launcher/Platform_VisionOS_128x.png] [2026.10.12-19.28.57:154][ 0]LogModuleManager: InternalLoadLibrary: 'NullInstallBundleManager' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-NullInstallBundleManager.dll') [2026.10.12-19.28.57:155][ 0]LogInit: Using OS detected language (en-US). [2026.10.12-19.28.57:155][ 0]LogInit: Using OS detected locale (en-US). [2026.10.12-19.28.57:156][ 0]LogTextLocalizationManager: No localization for 'en-US' exists, so 'en' will be used for the language. [2026.10.12-19.28.57:156][ 0]LogTextLocalizationManager: No localization for 'en-US' exists, so 'en' will be used for the locale. [2026.10.12-19.28.57:156][ 0]LogSlate: FontCache flush requested. Reason: Culture for localization was changed [2026.10.12-19.28.57:156][ 0]LogSlate: FontCache flush requested. Reason: Culture for localization was changed [2026.10.12-19.28.57:157][ 0]LogModuleManager: InternalLoadLibrary: 'AssetRegistry' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AssetRegistry.dll') [2026.10.12-19.28.57:157][ 0]LogAssetRegistry: ActiveMountsLoading is disabled. [2026.10.12-19.28.57:157][ 0]LogAssetRegistry: FAssetRegistry took 0.0004 seconds to start up [2026.10.12-19.28.57:159][ 0]LogInit: Running DelayedAutoRegister Phase PreObjectSystemReady [2026.10.12-19.28.57:442][ 0]LogDeviceProfileManager: Display: Deviceprofile LinuxArm64Editor not found. [2026.10.12-19.28.57:443][ 0]LogDeviceProfileManager: Display: Deviceprofile LinuxArm64 not found. [2026.10.12-19.28.57:477][ 0]LogDeviceProfileManager: Active device profile: [0000026C6C155A00][0000026C6B1EA000 82] WindowsEditor [2026.10.12-19.28.57:477][ 0]LogCsvProfiler: Display: Metadata set : deviceprofile="WindowsEditor" [2026.10.12-19.28.57:478][ 0]LogInit: Running DelayedAutoRegister Phase DeviceProfileManagerReady [2026.10.12-19.28.57:480][ 0]LogStreaming: Display: FlushAsyncLoading(1): 1 QueuedPackages, 0 AsyncPackages [2026.10.12-19.28.57:483][ 0]LogPackageLocalizationCache: Processed 90 localized package path(s) for 1 prioritized culture(s) in 0.002893 seconds [2026.10.12-19.28.57:484][ 0]LogTextureEncodingSettings: Display: Texture Encode Speed: Final (cook). [2026.10.12-19.28.57:484][ 0]LogTextureEncodingSettings: Display: Oodle Texture Encode Speed settings: Fast: RDO Off Lambda=0, Effort=Normal Final: RDO Off Lambda=0, Effort=Normal [2026.10.12-19.28.57:484][ 0]LogTextureEncodingSettings: Display: Shared linear texture encoding: Disabled [2026.10.12-19.28.57:579][ 0]LogModuleManager: InternalLoadLibrary: 'DirectoryWatcher' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-DirectoryWatcher.dll') [2026.10.12-19.28.57:704][ 0]LogModuleManager: InternalLoadLibrary: 'MeshUtilities' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-MeshUtilities.dll') [2026.10.12-19.28.57:708][ 0]LogModuleManager: InternalLoadLibrary: 'MaterialBaking' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-MaterialBaking.dll') [2026.10.12-19.28.57:708][ 0]LogModuleManager: InternalLoadLibrary: 'MeshMergeUtilities' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-MeshMergeUtilities.dll') [2026.10.12-19.28.57:709][ 0]LogModuleManager: InternalLoadLibrary: 'MeshReductionInterface' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-MeshReductionInterface.dll') [2026.10.12-19.28.57:709][ 0]LogModuleManager: InternalLoadLibrary: 'QuadricMeshReduction' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-QuadricMeshReduction.dll') [2026.10.12-19.28.57:709][ 0]LogModuleManager: InternalLoadLibrary: 'ProxyLODMeshReduction' ('E:/Tools/UE_5.8/Engine/Plugins/Editor/ProxyLODPlugin/Binaries/Win64/UnrealEditor-ProxyLODMeshReduction.dll') [2026.10.12-19.28.57:712][ 0]LogModuleManager: InternalLoadLibrary: 'SkeletalMeshReduction' ('E:/Tools/UE_5.8/Engine/Plugins/Experimental/SkeletalReduction/Binaries/Win64/UnrealEditor-SkeletalMeshReduction.dll') [2026.10.12-19.28.57:713][ 0]LogModuleManager: InternalLoadLibrary: 'MeshBoneReduction' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-MeshBoneReduction.dll') [2026.10.12-19.28.57:713][ 0]LogMeshReduction: Display: Using QuadricMeshReduction for automatic static mesh reduction [2026.10.12-19.28.57:713][ 0]LogMeshReduction: Display: Using SkeletalMeshReduction for automatic skeletal mesh reduction [2026.10.12-19.28.57:713][ 0]LogMeshReduction: Display: Using ProxyLODMeshReduction for automatic mesh merging [2026.10.12-19.28.57:714][ 0]LogMeshReduction: Display: No distributed automatic mesh merging module available [2026.10.12-19.28.57:714][ 0]LogMeshMerging: No distributed automatic mesh merging module available [2026.10.12-19.28.57:714][ 0]LogModuleManager: InternalLoadLibrary: 'StaticMeshDescription' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-StaticMeshDescription.dll') [2026.10.12-19.28.57:716][ 0]LogModuleManager: InternalLoadLibrary: 'GeometryProcessingInterfaces' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-GeometryProcessingInterfaces.dll') [2026.10.12-19.28.57:716][ 0]LogModuleManager: InternalLoadLibrary: 'NaniteBuilder' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-NaniteBuilder.dll') [2026.10.12-19.28.57:717][ 0]LogModuleManager: InternalLoadLibrary: 'MeshBuilder' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-MeshBuilder.dll') [2026.10.12-19.28.57:744][ 0]LogModuleManager: InternalLoadLibrary: 'KismetCompiler' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-KismetCompiler.dll') [2026.10.12-19.28.57:744][ 0]LogModuleManager: InternalLoadLibrary: 'MovieSceneTools' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-MovieSceneTools.dll') [2026.10.12-19.28.57:744][ 0]LogModuleManager: InternalLoadLibrary: 'Sequencer' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-Sequencer.dll') [2026.10.12-19.28.57:762][ 0]LogModuleManager: InternalLoadLibrary: 'AssetDefinition' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AssetDefinition.dll') [2026.10.12-19.28.57:940][ 0]LogConfig: Applying CVar settings from Section [/Script/CQTest.CQTestSettings] File [Engine] [2026.10.12-19.28.57:971][ 0]LogShaderCompilers: Display: Compiling shader autogen file: D:/SubnauticaCLONE/TheDescentUE/Intermediate/ShaderAutogen/PCD3D_SM5/AutogenShaderHeaders.ush [2026.10.12-19.28.57:971][ 0]LogShaderCompilers: Display: Autogen file is unchanged, skipping write. [2026.10.12-19.28.57:971][ 0]LogVirtualization: Display: VirtualizationSystem name found in ini file: None [2026.10.12-19.28.57:972][ 0]LogVirtualization: Display: FNullVirtualizationSystem mounted, virtualization will be disabled [2026.10.12-19.28.57:972][ 0]LogInit: Running DelayedAutoRegister Phase ObjectSystemReady [2026.10.12-19.28.57:972][ 0]LogModuleManager: StartProcessingNewlyLoadedObjects [2026.10.12-19.28.57:972][ 0]LogModuleManager: InternalLoadLibrary: 'Core' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-Core.dll') [2026.10.12-19.28.57:972][ 0]LogModuleManager: InternalLoadLibrary: 'Networking' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-Networking.dll') [2026.10.12-19.28.57:972][ 0]LogModuleManager: InternalLoadLibrary: 'LiveCoding' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-LiveCoding.dll') [2026.10.12-19.28.57:973][ 0]LogModuleManager: InternalLoadLibrary: 'HeadMountedDisplay' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-HeadMountedDisplay.dll') [2026.10.12-19.28.57:973][ 0]LogModuleManager: InternalLoadLibrary: 'SourceCodeAccess' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-SourceCodeAccess.dll') [2026.10.12-19.28.57:974][ 0]LogModuleManager: InternalLoadLibrary: 'Messaging' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-Messaging.dll') [2026.10.12-19.28.57:975][ 0]LogModuleManager: InternalLoadLibrary: 'MRMesh' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-MRMesh.dll') [2026.10.12-19.28.57:976][ 0]LogModuleManager: InternalLoadLibrary: 'UnrealEd' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-UnrealEd.dll') [2026.10.12-19.28.57:976][ 0]LogModuleManager: InternalLoadLibrary: 'LandscapeEditorUtilities' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-LandscapeEditorUtilities.dll') [2026.10.12-19.28.57:976][ 0]LogModuleManager: InternalLoadLibrary: 'SubobjectDataInterface' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-SubobjectDataInterface.dll') [2026.10.12-19.28.57:976][ 0]LogModuleManager: InternalLoadLibrary: 'SlateCore' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-SlateCore.dll') [2026.10.12-19.28.57:977][ 0]LogModuleManager: InternalLoadLibrary: 'Slate' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-Slate.dll') [2026.10.12-19.28.57:977][ 0]LogModuleManager: InternalLoadLibrary: 'SlateReflector' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-SlateReflector.dll') [2026.10.12-19.28.57:978][ 0]LogModuleManager: InternalLoadLibrary: 'EditorStyle' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-EditorStyle.dll') [2026.10.12-19.28.57:978][ 0]LogSlate: InvalidateAllWidgets triggered. All widgets were invalidated [2026.10.12-19.28.57:978][ 0]LogSlate: InvalidateAllWidgets triggered. All widgets were invalidated [2026.10.12-19.28.57:985][ 0]LogModuleManager: InternalLoadLibrary: 'UMG' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-UMG.dll') [2026.10.12-19.28.57:985][ 0]LogModuleManager: InternalLoadLibrary: 'UMGEditor' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-UMGEditor.dll') [2026.10.12-19.28.57:985][ 0]LogModuleManager: InternalLoadLibrary: 'ScriptableEditorWidgets' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-ScriptableEditorWidgets.dll') [2026.10.12-19.28.57:986][ 0]LogModuleManager: InternalLoadLibrary: 'CollisionAnalyzer' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-CollisionAnalyzer.dll') [2026.10.12-19.28.57:987][ 0]LogModuleManager: InternalLoadLibrary: 'WorkspaceMenuStructure' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-WorkspaceMenuStructure.dll') [2026.10.12-19.28.57:988][ 0]LogModuleManager: InternalLoadLibrary: 'FunctionalTesting' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-FunctionalTesting.dll') [2026.10.12-19.28.57:993][ 0]LogModuleManager: InternalLoadLibrary: 'BehaviorTreeEditor' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-BehaviorTreeEditor.dll') [2026.10.12-19.28.57:996][ 0]LogModuleManager: InternalLoadLibrary: 'GameplayTasksEditor' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-GameplayTasksEditor.dll') [2026.10.12-19.28.57:996][ 0]LogModuleManager: InternalLoadLibrary: 'StringTableEditor' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-StringTableEditor.dll') [2026.10.12-19.28.57:997][ 0]LogModuleManager: InternalLoadLibrary: 'AssetTools' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AssetTools.dll') [2026.10.12-19.28.57:997][ 0]LogModuleManager: InternalLoadLibrary: 'VREditor' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-VREditor.dll') [2026.10.12-19.28.57:998][ 0]LogModuleManager: InternalLoadLibrary: 'MaterialEditor' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-MaterialEditor.dll') [2026.10.12-19.28.57:999][ 0]LogModuleManager: InternalLoadLibrary: 'Overlay' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-Overlay.dll') [2026.10.12-19.28.58:000][ 0]LogModuleManager: InternalLoadLibrary: 'OverlayEditor' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-OverlayEditor.dll') [2026.10.12-19.28.58:000][ 0]LogModuleManager: InternalLoadLibrary: 'MediaAssets' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-MediaAssets.dll') [2026.10.12-19.28.58:000][ 0]LogModuleManager: InternalLoadLibrary: 'ClothingSystemRuntimeNv' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-ClothingSystemRuntimeNv.dll') [2026.10.12-19.28.58:001][ 0]LogModuleManager: InternalLoadLibrary: 'ClothingSystemEditor' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-ClothingSystemEditor.dll') [2026.10.12-19.28.58:001][ 0]LogModuleManager: InternalLoadLibrary: 'AnimationDataController' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AnimationDataController.dll') [2026.10.12-19.28.58:002][ 0]LogModuleManager: InternalLoadLibrary: 'TimeManagement' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-TimeManagement.dll') [2026.10.12-19.28.58:002][ 0]LogModuleManager: InternalLoadLibrary: 'AnimGraph' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AnimGraph.dll') [2026.10.12-19.28.58:002][ 0]LogModuleManager: InternalLoadLibrary: 'WorldBookmark' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-WorldBookmark.dll') [2026.10.12-19.28.58:004][ 0]LogModuleManager: InternalLoadLibrary: 'WorldPartitionEditor' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-WorldPartitionEditor.dll') [2026.10.12-19.28.58:005][ 0]LogWorldPartition: Display: FWorldPartitionClassDescRegistry::Initialize started... [2026.10.12-19.28.58:007][ 0]LogWorldPartition: Display: FWorldPartitionClassDescRegistry::Initialize took 1.546 ms [2026.10.12-19.28.58:007][ 0]LogModuleManager: InternalLoadLibrary: 'SceneOutliner' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-SceneOutliner.dll') [2026.10.12-19.28.58:007][ 0]LogModuleManager: InternalLoadLibrary: 'PacketHandler' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-PacketHandler.dll') [2026.10.12-19.28.58:007][ 0]LogModuleManager: InternalLoadLibrary: 'NetworkReplayStreaming' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-NetworkReplayStreaming.dll') [2026.10.12-19.28.58:008][ 0]LogModuleManager: InternalLoadLibrary: 'MassEntity' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-MassEntity.dll') [2026.10.12-19.28.58:011][ 0]LogModuleManager: InternalLoadLibrary: 'MassEntityTestSuite' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-MassEntityTestSuite.dll') [2026.10.12-19.28.58:015][ 0]LogModuleManager: InternalLoadLibrary: 'BlueprintMaterialTextureNodes' ('E:/Tools/UE_5.8/Engine/Plugins/Editor/BlueprintMaterialTextureNodes/Binaries/Win64/UnrealEditor-BlueprintMaterialTextureNodes.dll') [2026.10.12-19.28.58:016][ 0]LogModuleManager: InternalLoadLibrary: 'AndroidFileServer' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/AndroidFileServer/Binaries/Win64/UnrealEditor-AndroidFileServer.dll') [2026.10.12-19.28.58:016][ 0]LogModuleManager: InternalLoadLibrary: 'WebMMoviePlayer' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/WebMMoviePlayer/Binaries/Win64/UnrealEditor-WebMMoviePlayer.dll') [2026.10.12-19.28.58:017][ 0]LogModuleManager: InternalLoadLibrary: 'WindowsMoviePlayer' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/WindowsMoviePlayer/Binaries/Win64/UnrealEditor-WindowsMoviePlayer.dll') [2026.10.12-19.28.58:018][ 0]LogMoviePlayer: Initializing movie player [2026.10.12-19.28.58:018][ 0]LogInit: XR: Instanced Stereo Rendering is Disabled [2026.10.12-19.28.58:018][ 0]LogInit: XR: Mobile Multiview is Disabled [2026.10.12-19.28.58:022][ 0]LogModuleManager: InternalLoadLibrary: 'EnhancedInput' ('E:/Tools/UE_5.8/Engine/Plugins/EnhancedInput/Binaries/Win64/UnrealEditor-EnhancedInput.dll') [2026.10.12-19.28.58:025][ 0]LogStats: UGameplayTagsManager::InitializeManager - 0.000 s [2026.10.12-19.28.58:026][ 0]LogModuleManager: InternalLoadLibrary: 'InputBlueprintNodes' ('E:/Tools/UE_5.8/Engine/Plugins/EnhancedInput/Binaries/Win64/UnrealEditor-InputBlueprintNodes.dll') [2026.10.12-19.28.58:029][ 0]LogModuleManager: InternalLoadLibrary: 'BlueprintGraph' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-BlueprintGraph.dll') [2026.10.12-19.28.58:029][ 0]LogModuleManager: InternalLoadLibrary: 'MutableRuntime' ('E:/Tools/UE_5.8/Engine/Plugins/Mutable/Binaries/Win64/UnrealEditor-MutableRuntime.dll') [2026.10.12-19.28.58:032][ 0]LogModuleManager: InternalLoadLibrary: 'CustomizableObject' ('E:/Tools/UE_5.8/Engine/Plugins/Mutable/Binaries/Win64/UnrealEditor-CustomizableObject.dll') [2026.10.12-19.28.58:037][ 0]LogModuleManager: InternalLoadLibrary: 'MutableTools' ('E:/Tools/UE_5.8/Engine/Plugins/Mutable/Binaries/Win64/UnrealEditor-MutableTools.dll') [2026.10.12-19.28.58:038][ 0]LogModuleManager: InternalLoadLibrary: 'AssetManagerEditor' ('E:/Tools/UE_5.8/Engine/Plugins/Editor/AssetManagerEditor/Binaries/Win64/UnrealEditor-AssetManagerEditor.dll') [2026.10.12-19.28.58:041][ 0]LogModuleManager: InternalLoadLibrary: 'TreeMap' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-TreeMap.dll') [2026.10.12-19.28.58:042][ 0]LogModuleManager: InternalLoadLibrary: 'GameplayTagsEditor' ('E:/Tools/UE_5.8/Engine/Plugins/Editor/GameplayTagsEditor/Binaries/Win64/UnrealEditor-GameplayTagsEditor.dll') [2026.10.12-19.28.58:043][ 0]LogModuleManager: InternalLoadLibrary: 'FacialAnimation' ('E:/Tools/UE_5.8/Engine/Plugins/Editor/FacialAnimation/Binaries/Win64/UnrealEditor-FacialAnimation.dll') [2026.10.12-19.28.58:044][ 0]LogModuleManager: InternalLoadLibrary: 'ImgMediaEngine' ('E:/Tools/UE_5.8/Engine/Plugins/Media/ImgMedia/Binaries/Win64/UnrealEditor-ImgMediaEngine.dll') [2026.10.12-19.28.58:044][ 0]LogModuleManager: InternalLoadLibrary: 'AnimationSharing' ('E:/Tools/UE_5.8/Engine/Plugins/Developer/AnimationSharing/Binaries/Win64/UnrealEditor-AnimationSharing.dll') [2026.10.12-19.28.58:046][ 0]LogModuleManager: InternalLoadLibrary: 'PropertyAccessNode' ('E:/Tools/UE_5.8/Engine/Plugins/Developer/PropertyAccessNode/Binaries/Win64/UnrealEditor-PropertyAccessNode.dll') [2026.10.12-19.28.58:047][ 0]LogModuleManager: InternalLoadLibrary: 'ActorSequence' ('E:/Tools/UE_5.8/Engine/Plugins/MovieScene/ActorSequence/Binaries/Win64/UnrealEditor-ActorSequence.dll') [2026.10.12-19.28.58:047][ 0]LogModuleManager: InternalLoadLibrary: 'NNERuntimeORT' ('E:/Tools/UE_5.8/Engine/Plugins/NNE/NNERuntimeORT/Binaries/Win64/UnrealEditor-NNERuntimeORT.dll') [2026.10.12-19.28.58:054][ 0]LogNNERuntimeORT: MakeRuntimeORTDml: [2026.10.12-19.28.58:054][ 0]LogNNERuntimeORT: DirectML: yes [2026.10.12-19.28.58:056][ 0]LogNNERuntimeORT: RHI D3D12: yes [2026.10.12-19.28.58:056][ 0]LogNNERuntimeORT: D3D12: n/a (checked in CanCreateModelGPU) [2026.10.12-19.28.58:056][ 0]LogNNERuntimeORT: Interface availability: [2026.10.12-19.28.58:058][ 0]LogNNERuntimeORT: GPU: n/a (checked in CanCreateModelGPU) [2026.10.12-19.28.58:058][ 0]LogNNERuntimeORT: RDG: yes [2026.10.12-19.28.58:058][ 0]LogModuleManager: InternalLoadLibrary: 'NNEEditor' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-NNEEditor.dll') [2026.10.12-19.28.58:058][ 0]LogModuleManager: InternalLoadLibrary: 'NiagaraCore' ('E:/Tools/UE_5.8/Engine/Plugins/FX/Niagara/Binaries/Win64/UnrealEditor-NiagaraCore.dll') [2026.10.12-19.28.58:058][ 0]LogModuleManager: InternalLoadLibrary: 'Niagara' ('E:/Tools/UE_5.8/Engine/Plugins/FX/Niagara/Binaries/Win64/UnrealEditor-Niagara.dll') [2026.10.12-19.28.58:058][ 0]LogNiagaraDebuggerClient: Niagara Debugger Client Initialized | Session: 15EBDE0A992F49FE8000000000001900 | Instance: 9396F1964F83B16DFA947D83DDB75ECD (MURAD-KHAAN-PC-33940). [2026.10.12-19.28.58:059][ 0]LogModuleManager: InternalLoadLibrary: 'NiagaraEditor' ('E:/Tools/UE_5.8/Engine/Plugins/FX/Niagara/Binaries/Win64/UnrealEditor-NiagaraEditor.dll') [2026.10.12-19.28.58:070][ 0]LogModuleManager: InternalLoadLibrary: 'ContentBrowser' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-ContentBrowser.dll') [2026.10.12-19.28.58:070][ 0]LogModuleManager: InternalLoadLibrary: 'ContentBrowserData' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-ContentBrowserData.dll') [2026.10.12-19.28.58:072][ 0]LogModuleManager: InternalLoadLibrary: 'CollectionManager' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-CollectionManager.dll') [2026.10.12-19.28.58:072][ 0]LogCollectionManager: Loaded 0 collections in 0.000518 seconds [2026.10.12-19.28.58:073][ 0]LogFileCache: Scanning file cache for directory 'D:/SubnauticaCLONE/TheDescentUE/Saved/Collections/' took 0.00s [2026.10.12-19.28.58:073][ 0]LogFileCache: Scanning file cache for directory 'D:/SubnauticaCLONE/TheDescentUE/Content/Developers/Murat/Collections/' took 0.00s [2026.10.12-19.28.58:074][ 0]LogFileCache: Scanning file cache for directory 'D:/SubnauticaCLONE/TheDescentUE/Content/Collections/' took 0.00s [2026.10.12-19.28.58:074][ 0]LogCollectionManager: Fixed up redirectors for 0 collections in 0.000000 seconds (updated 0 objects) [2026.10.12-19.28.58:077][ 0]LogModuleManager: InternalLoadLibrary: 'ToolMenus' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-ToolMenus.dll') [2026.10.12-19.28.58:080][ 0]LogModuleManager: InternalLoadLibrary: 'LevelSequence' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-LevelSequence.dll') [2026.10.12-19.28.58:081][ 0]LogModuleManager: InternalLoadLibrary: 'NiagaraAnimNotifies' ('E:/Tools/UE_5.8/Engine/Plugins/FX/Niagara/Binaries/Win64/UnrealEditor-NiagaraAnimNotifies.dll') [2026.10.12-19.28.58:082][ 0]LogModuleManager: InternalLoadLibrary: 'NiagaraSimCaching' ('E:/Tools/UE_5.8/Engine/Plugins/FX/NiagaraSimCaching/Binaries/Win64/UnrealEditor-NiagaraSimCaching.dll') [2026.10.12-19.28.58:083][ 0]LogModuleManager: InternalLoadLibrary: 'CableComponent' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/CableComponent/Binaries/Win64/UnrealEditor-CableComponent.dll') [2026.10.12-19.28.58:083][ 0]LogModuleManager: InternalLoadLibrary: 'AudioSynesthesiaCore' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/AudioSynesthesia/Binaries/Win64/UnrealEditor-AudioSynesthesiaCore.dll') [2026.10.12-19.28.58:084][ 0]LogModuleManager: InternalLoadLibrary: 'AudioSynesthesia' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/AudioSynesthesia/Binaries/Win64/UnrealEditor-AudioSynesthesia.dll') [2026.10.12-19.28.58:087][ 0]LogModuleManager: InternalLoadLibrary: 'AudioAnalyzer' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AudioAnalyzer.dll') [2026.10.12-19.28.58:087][ 0]LogModuleManager: InternalLoadLibrary: 'CustomMeshComponent' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/CustomMeshComponent/Binaries/Win64/UnrealEditor-CustomMeshComponent.dll') [2026.10.12-19.28.58:087][ 0]LogModuleManager: InternalLoadLibrary: 'GeometryScriptingCore' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/GeometryScripting/Binaries/Win64/UnrealEditor-GeometryScriptingCore.dll') [2026.10.12-19.28.58:109][ 0]LogModuleManager: InternalLoadLibrary: 'HairStrandsDeformer' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/HairStrands/Binaries/Win64/UnrealEditor-HairStrandsDeformer.dll') [2026.10.12-19.28.58:167][ 0]LogModuleManager: InternalLoadLibrary: 'HairStrandsSolver' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/HairStrands/Binaries/Win64/UnrealEditor-HairStrandsSolver.dll') [2026.10.12-19.28.58:170][ 0]LogModuleManager: InternalLoadLibrary: 'LocationServicesBPLibrary' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/LocationServicesBPLibrary/Binaries/Win64/UnrealEditor-LocationServicesBPLibrary.dll') [2026.10.12-19.28.58:170][ 0]LogModuleManager: InternalLoadLibrary: 'MetasoundGraphCore' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/Metasound/Binaries/Win64/UnrealEditor-MetasoundGraphCore.dll') [2026.10.12-19.28.58:172][ 0]LogModuleManager: InternalLoadLibrary: 'MetasoundGenerator' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/Metasound/Binaries/Win64/UnrealEditor-MetasoundGenerator.dll') [2026.10.12-19.28.58:177][ 0]LogModuleManager: InternalLoadLibrary: 'MetasoundFrontend' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/Metasound/Binaries/Win64/UnrealEditor-MetasoundFrontend.dll') [2026.10.12-19.28.58:180][ 0]LogModuleManager: InternalLoadLibrary: 'AudioChannelAgnosticCore' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AudioChannelAgnosticCore.dll') [2026.10.12-19.28.58:180][ 0]LogModuleManager: InternalLoadLibrary: 'MetasoundStandardNodes' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/Metasound/Binaries/Win64/UnrealEditor-MetasoundStandardNodes.dll') [2026.10.12-19.28.58:194][ 0]LogModuleManager: InternalLoadLibrary: 'MetasoundEngine' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/Metasound/Binaries/Win64/UnrealEditor-MetasoundEngine.dll') [2026.10.12-19.28.58:199][ 0]LogMetaSound: Display: MetaSound Page Target Initialized to 'Default' [2026.10.12-19.28.58:199][ 0]LogModuleManager: InternalLoadLibrary: 'WaveTable' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/WaveTable/Binaries/Win64/UnrealEditor-WaveTable.dll') [2026.10.12-19.28.58:201][ 0]LogAudio: Display: Registering Engine Module Parameter Interfaces... [2026.10.12-19.28.58:201][ 0]LogMetaSound: MetaSound Engine Initialized [2026.10.12-19.28.58:201][ 0]LogModuleManager: InternalLoadLibrary: 'MetasoundEngineTest' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/Metasound/Binaries/Win64/UnrealEditor-MetasoundEngineTest.dll') [2026.10.12-19.28.58:212][ 0]LogModuleManager: InternalLoadLibrary: 'AudioWidgets' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/AudioWidgets/Binaries/Win64/UnrealEditor-AudioWidgets.dll') [2026.10.12-19.28.58:212][ 0]LogModuleManager: InternalLoadLibrary: 'AdvancedWidgets' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AdvancedWidgets.dll') [2026.10.12-19.28.58:213][ 0]LogModuleManager: InternalLoadLibrary: 'MetasoundEditor' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/Metasound/Binaries/Win64/UnrealEditor-MetasoundEditor.dll') [2026.10.12-19.28.58:214][ 0]LogModuleManager: InternalLoadLibrary: 'MsQuicRuntime' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/MsQuic/Binaries/Win64/UnrealEditor-MsQuicRuntime.dll') [2026.10.12-19.28.58:215][ 0]LogModuleManager: InternalLoadLibrary: 'ProceduralMeshComponent' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/ProceduralMeshComponent/Binaries/Win64/UnrealEditor-ProceduralMeshComponent.dll') [2026.10.12-19.28.58:216][ 0]LogModuleManager: InternalLoadLibrary: 'PropertyAccessEditor' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/PropertyAccess/Binaries/Win64/UnrealEditor-PropertyAccessEditor.dll') [2026.10.12-19.28.58:217][ 0]LogModuleManager: InternalLoadLibrary: 'PropertyBindingUtils' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/PropertyBindingUtils/Binaries/Win64/UnrealEditor-PropertyBindingUtils.dll') [2026.10.12-19.28.58:217][ 0]LogModuleManager: InternalLoadLibrary: 'PropertyBindingUtilsTestSuite' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/PropertyBindingUtils/Binaries/Win64/UnrealEditor-PropertyBindingUtilsTestSuite.dll') [2026.10.12-19.28.58:218][ 0]LogModuleManager: InternalLoadLibrary: 'ResonanceAudio' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/ResonanceAudio/Binaries/Win64/UnrealEditor-ResonanceAudio.dll') [2026.10.12-19.28.58:219][ 0]LogModuleManager: InternalLoadLibrary: 'RigVM' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/RigVM/Binaries/Win64/UnrealEditor-RigVM.dll') [2026.10.12-19.28.58:219][ 0]LogModuleManager: InternalLoadLibrary: 'RigVMDeveloper' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/RigVM/Binaries/Win64/UnrealEditor-RigVMDeveloper.dll') [2026.10.12-19.28.58:220][ 0]LogModuleManager: InternalLoadLibrary: 'SignificanceManager' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/SignificanceManager/Binaries/Win64/UnrealEditor-SignificanceManager.dll') [2026.10.12-19.28.58:220][ 0]LogModuleManager: InternalLoadLibrary: 'SoundFields' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/SoundFields/Binaries/Win64/UnrealEditor-SoundFields.dll') [2026.10.12-19.28.58:221][ 0]LogModuleManager: InternalLoadLibrary: 'StateTreeModule' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/StateTree/Binaries/Win64/UnrealEditor-StateTreeModule.dll') [2026.10.12-19.28.58:225][ 0]LogModuleManager: InternalLoadLibrary: 'TraceServices' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-TraceServices.dll') [2026.10.12-19.28.58:225][ 0]LogModuleManager: InternalLoadLibrary: 'TraceAnalysis' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-TraceAnalysis.dll') [2026.10.12-19.28.58:225][ 0]LogModuleManager: InternalLoadLibrary: 'StateTreeTestSuite' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/StateTree/Binaries/Win64/UnrealEditor-StateTreeTestSuite.dll') [2026.10.12-19.28.58:229][ 0]LogModuleManager: InternalLoadLibrary: 'Synthesis' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/Synthesis/Binaries/Win64/UnrealEditor-Synthesis.dll') [2026.10.12-19.28.58:234][ 0]LogModuleManager: InternalLoadLibrary: 'EnvironmentQueryEditor' ('E:/Tools/UE_5.8/Engine/Plugins/AI/EnvironmentQueryEditor/Binaries/Win64/UnrealEditor-EnvironmentQueryEditor.dll') [2026.10.12-19.28.58:235][ 0]LogModuleManager: InternalLoadLibrary: 'Paper2D' ('E:/Tools/UE_5.8/Engine/Plugins/2D/Paper2D/Binaries/Win64/UnrealEditor-Paper2D.dll') [2026.10.12-19.28.58:252][ 0]LogModuleManager: InternalLoadLibrary: 'AnimationData' ('E:/Tools/UE_5.8/Engine/Plugins/Animation/AnimationData/Binaries/Win64/UnrealEditor-AnimationData.dll') [2026.10.12-19.28.58:254][ 0]LogModuleManager: InternalLoadLibrary: 'AnimationModifierLibrary' ('E:/Tools/UE_5.8/Engine/Plugins/Animation/AnimationModifierLibrary/Binaries/Win64/UnrealEditor-AnimationModifierLibrary.dll') [2026.10.12-19.28.58:255][ 0]LogModuleManager: InternalLoadLibrary: 'ControlRig' ('E:/Tools/UE_5.8/Engine/Plugins/Animation/ControlRig/Binaries/Win64/UnrealEditor-ControlRig.dll') [2026.10.12-19.28.58:262][ 0]LogModuleManager: InternalLoadLibrary: 'Constraints' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-Constraints.dll') [2026.10.12-19.28.58:262][ 0]LogModuleManager: InternalLoadLibrary: 'ControlRigDeveloper' ('E:/Tools/UE_5.8/Engine/Plugins/Animation/ControlRig/Binaries/Win64/UnrealEditor-ControlRigDeveloper.dll') [2026.10.12-19.28.58:266][ 0]LogModuleManager: InternalLoadLibrary: 'EngineCameras' ('E:/Tools/UE_5.8/Engine/Plugins/Cameras/EngineCameras/Binaries/Win64/UnrealEditor-EngineCameras.dll') [2026.10.12-19.28.58:269][ 0]LogModuleManager: InternalLoadLibrary: 'GameplayCameras' ('E:/Tools/UE_5.8/Engine/Plugins/Cameras/GameplayCameras/Binaries/Win64/UnrealEditor-GameplayCameras.dll') [2026.10.12-19.28.58:279][ 0]LogModuleManager: InternalLoadLibrary: 'OptimusCore' ('E:/Tools/UE_5.8/Engine/Plugins/Animation/DeformerGraph/Binaries/Win64/UnrealEditor-OptimusCore.dll') [2026.10.12-19.28.58:280][ 0]LogModuleManager: InternalLoadLibrary: 'OptimusDeveloper' ('E:/Tools/UE_5.8/Engine/Plugins/Animation/DeformerGraph/Binaries/Win64/UnrealEditor-OptimusDeveloper.dll') [2026.10.12-19.28.58:280][ 0]LogModuleManager: InternalLoadLibrary: 'RigLogicLib' ('E:/Tools/UE_5.8/Engine/Plugins/Animation/RigLogic/Binaries/Win64/UnrealEditor-RigLogicLib.dll') [2026.10.12-19.28.58:281][ 0]LogModuleManager: InternalLoadLibrary: 'RigLogicLibTest' ('E:/Tools/UE_5.8/Engine/Plugins/Animation/RigLogic/Binaries/Win64/UnrealEditor-RigLogicLibTest.dll') [2026.10.12-19.28.58:286][ 0]LogModuleManager: InternalLoadLibrary: 'RigLogicDeveloper' ('E:/Tools/UE_5.8/Engine/Plugins/Animation/RigLogic/Binaries/Win64/UnrealEditor-RigLogicDeveloper.dll') [2026.10.12-19.28.58:288][ 0]LogModuleManager: InternalLoadLibrary: 'ChaosCaching' ('E:/Tools/UE_5.8/Engine/Plugins/Experimental/ChaosCaching/Binaries/Win64/UnrealEditor-ChaosCaching.dll') [2026.10.12-19.28.58:288][ 0]LogModuleManager: InternalLoadLibrary: 'FullBodyIK' ('E:/Tools/UE_5.8/Engine/Plugins/Experimental/FullBodyIK/Binaries/Win64/UnrealEditor-FullBodyIK.dll') [2026.10.12-19.28.58:289][ 0]LogModuleManager: InternalLoadLibrary: 'PBIK' ('E:/Tools/UE_5.8/Engine/Plugins/Experimental/FullBodyIK/Binaries/Win64/UnrealEditor-PBIK.dll') [2026.10.12-19.28.58:290][ 0]LogModuleManager: InternalLoadLibrary: 'PythonScriptPlugin' ('E:/Tools/UE_5.8/Engine/Plugins/Experimental/PythonScriptPlugin/Binaries/Win64/UnrealEditor-PythonScriptPlugin.dll') [2026.10.12-19.28.58:294][ 0]LogModuleManager: InternalLoadLibrary: 'InterchangeNodes' ('E:/Tools/UE_5.8/Engine/Plugins/Interchange/Runtime/Binaries/Win64/UnrealEditor-InterchangeNodes.dll') [2026.10.12-19.28.58:294][ 0]LogModuleManager: InternalLoadLibrary: 'InterchangeFactoryNodes' ('E:/Tools/UE_5.8/Engine/Plugins/Interchange/Runtime/Binaries/Win64/UnrealEditor-InterchangeFactoryNodes.dll') [2026.10.12-19.28.58:294][ 0]LogModuleManager: InternalLoadLibrary: 'InterchangeImport' ('E:/Tools/UE_5.8/Engine/Plugins/Interchange/Runtime/Binaries/Win64/UnrealEditor-InterchangeImport.dll') [2026.10.12-19.28.58:374][ 0]LogModuleManager: InternalLoadLibrary: 'InterchangePipelines' ('E:/Tools/UE_5.8/Engine/Plugins/Interchange/Runtime/Binaries/Win64/UnrealEditor-InterchangePipelines.dll') [2026.10.12-19.28.58:377][ 0]LogModuleManager: InternalLoadLibrary: 'TcpMessaging' ('E:/Tools/UE_5.8/Engine/Plugins/Messaging/TcpMessaging/Binaries/Win64/UnrealEditor-TcpMessaging.dll') [2026.10.12-19.28.58:377][ 0]LogModuleManager: InternalLoadLibrary: 'UdpMessaging' ('E:/Tools/UE_5.8/Engine/Plugins/Messaging/UdpMessaging/Binaries/Win64/UnrealEditor-UdpMessaging.dll') [2026.10.12-19.28.58:378][ 0]LogModuleManager: InternalLoadLibrary: 'SQLiteCore' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/Database/SQLiteCore/Binaries/Win64/UnrealEditor-SQLiteCore.dll') [2026.10.12-19.28.58:380][ 0]LogModuleManager: InternalLoadLibrary: 'Concert' ('E:/Tools/UE_5.8/Engine/Plugins/Developer/Concert/ConcertMain/Binaries/Win64/UnrealEditor-Concert.dll') [2026.10.12-19.28.58:381][ 0]LogModuleManager: InternalLoadLibrary: 'ConcertClient' ('E:/Tools/UE_5.8/Engine/Plugins/Developer/Concert/ConcertMain/Binaries/Win64/UnrealEditor-ConcertClient.dll') [2026.10.12-19.28.58:382][ 0]LogModuleManager: InternalLoadLibrary: 'ConcertTransport' ('E:/Tools/UE_5.8/Engine/Plugins/Developer/Concert/ConcertMain/Binaries/Win64/UnrealEditor-ConcertTransport.dll') [2026.10.12-19.28.58:383][ 0]LogModuleManager: InternalLoadLibrary: 'ConcertServer' ('E:/Tools/UE_5.8/Engine/Plugins/Developer/Concert/ConcertMain/Binaries/Win64/UnrealEditor-ConcertServer.dll') [2026.10.12-19.28.58:383][ 0]LogModuleManager: InternalLoadLibrary: 'Scribble' ('E:/Tools/UE_5.8/Engine/Plugins/Experimental/Animation/Scribble/Binaries/Win64/UnrealEditor-Scribble.dll') [2026.10.12-19.28.58:383][ 0]LogModuleManager: InternalLoadLibrary: 'ConcertSyncCore' ('E:/Tools/UE_5.8/Engine/Plugins/Developer/Concert/ConcertSync/ConcertSyncCore/Binaries/Win64/UnrealEditor-ConcertSyncCore.dll') [2026.10.12-19.28.58:387][ 0]LogModuleManager: InternalLoadLibrary: 'TheDescent' ('D:/SubnauticaCLONE/TheDescentUE/Binaries/Win64/UnrealEditor-TheDescent.dll') [2026.10.12-19.28.58:393][ 0]LogModuleManager: InternalLoadLibrary: 'AudioInsightsRuntime' ('E:/Tools/UE_5.8/Engine/Plugins/AudioInsightsRuntime/Binaries/Win64/UnrealEditor-AudioInsightsRuntime.dll') [2026.10.12-19.28.58:394][ 0]LogModuleManager: InternalLoadLibrary: 'ChaosVDBlueprint' ('E:/Tools/UE_5.8/Engine/Plugins/ChaosVD/Binaries/Win64/UnrealEditor-ChaosVDBlueprint.dll') [2026.10.12-19.28.58:395][ 0]LogModuleManager: InternalLoadLibrary: 'DataflowEnginePlugin' ('E:/Tools/UE_5.8/Engine/Plugins/Dataflow/Binaries/Win64/UnrealEditor-DataflowEnginePlugin.dll') [2026.10.12-19.28.58:395][ 0]LogModuleManager: InternalLoadLibrary: 'DataflowEngine' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-DataflowEngine.dll') [2026.10.12-19.28.58:395][ 0]LogModuleManager: InternalLoadLibrary: 'DataflowSimulation' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-DataflowSimulation.dll') [2026.10.12-19.28.58:395][ 0]LogModuleManager: InternalLoadLibrary: 'DataflowNodes' ('E:/Tools/UE_5.8/Engine/Plugins/Dataflow/Binaries/Win64/UnrealEditor-DataflowNodes.dll') [2026.10.12-19.28.58:399][ 0]LogModuleManager: InternalLoadLibrary: 'CustomizableObjectEditor' ('E:/Tools/UE_5.8/Engine/Plugins/Mutable/Binaries/Win64/UnrealEditor-CustomizableObjectEditor.dll') [2026.10.12-19.28.58:407][ 0]LogMutable: Creating Mutable Customizable Object System. [2026.10.12-19.28.58:407][ 0]LogModuleManager: InternalLoadLibrary: 'PCG' ('E:/Tools/UE_5.8/Engine/Plugins/PCG/Binaries/Win64/UnrealEditor-PCG.dll') [2026.10.12-19.28.58:429][ 0]LogConfig: Applying CVar settings from Section [/Script/PCG.PCGEngineSettings] File [Engine] [2026.10.12-19.28.58:435][ 0]LogModuleManager: InternalLoadLibrary: 'TraceUtilities' ('E:/Tools/UE_5.8/Engine/Plugins/TraceUtilities/Binaries/Win64/UnrealEditor-TraceUtilities.dll') [2026.10.12-19.28.58:436][ 0]LogModuleManager: InternalLoadLibrary: 'WorldMetricsCore' ('E:/Tools/UE_5.8/Engine/Plugins/WorldMetrics/Binaries/Win64/UnrealEditor-WorldMetricsCore.dll') [2026.10.12-19.28.58:437][ 0]LogModuleManager: InternalLoadLibrary: 'WorldMetricsTest' ('E:/Tools/UE_5.8/Engine/Plugins/WorldMetrics/Binaries/Win64/UnrealEditor-WorldMetricsTest.dll') [2026.10.12-19.28.58:438][ 0]LogModuleManager: InternalLoadLibrary: 'CsvMetrics' ('E:/Tools/UE_5.8/Engine/Plugins/WorldMetrics/Binaries/Win64/UnrealEditor-CsvMetrics.dll') [2026.10.12-19.28.58:438][ 0]LogModuleManager: InternalLoadLibrary: 'OodleNetworkHandlerComponent' ('E:/Tools/UE_5.8/Engine/Plugins/Compression/OodleNetwork/Binaries/Win64/UnrealEditor-OodleNetworkHandlerComponent.dll') [2026.10.12-19.28.58:439][ 0]LogModuleManager: InternalLoadLibrary: 'ConsoleVariablesEditor' ('E:/Tools/UE_5.8/Engine/Plugins/Editor/ConsoleVariablesEditor/Binaries/Win64/UnrealEditor-ConsoleVariablesEditor.dll') [2026.10.12-19.28.58:442][ 0]LogModuleManager: InternalLoadLibrary: 'ConsoleVariablesEditorRuntime' ('E:/Tools/UE_5.8/Engine/Plugins/Editor/ConsoleVariablesEditor/Binaries/Win64/UnrealEditor-ConsoleVariablesEditorRuntime.dll') [2026.10.12-19.28.58:442][ 0]LogModuleManager: InternalLoadLibrary: 'ImgMedia' ('E:/Tools/UE_5.8/Engine/Plugins/Media/ImgMedia/Binaries/Win64/UnrealEditor-ImgMedia.dll') [2026.10.12-19.28.58:446][ 0]LogModuleManager: InternalLoadLibrary: 'MediaCompositing' ('E:/Tools/UE_5.8/Engine/Plugins/Media/MediaCompositing/Binaries/Win64/UnrealEditor-MediaCompositing.dll') [2026.10.12-19.28.58:447][ 0]LogModuleManager: InternalLoadLibrary: 'MediaPlate' ('E:/Tools/UE_5.8/Engine/Plugins/Media/MediaPlate/Binaries/Win64/UnrealEditor-MediaPlate.dll') [2026.10.12-19.28.58:449][ 0]LogModuleManager: InternalLoadLibrary: 'CLionSourceCodeAccess' ('E:/Tools/UE_5.8/Engine/Plugins/Developer/CLionSourceCodeAccess/Binaries/Win64/UnrealEditor-CLionSourceCodeAccess.dll') [2026.10.12-19.28.58:450][ 0]LogModuleManager: InternalLoadLibrary: 'DumpGPUServices' ('E:/Tools/UE_5.8/Engine/Plugins/Developer/DumpGPUServices/Binaries/Win64/UnrealEditor-DumpGPUServices.dll') [2026.10.12-19.28.58:450][ 0]LogModuleManager: InternalLoadLibrary: 'N10XSourceCodeAccess' ('E:/Tools/UE_5.8/Engine/Plugins/Developer/N10XSourceCodeAccess/Binaries/Win64/UnrealEditor-N10XSourceCodeAccess.dll') [2026.10.12-19.28.58:451][ 0]LogModuleManager: InternalLoadLibrary: 'NamingTokens' ('E:/Tools/UE_5.8/Engine/Plugins/Developer/NamingTokens/Binaries/Win64/UnrealEditor-NamingTokens.dll') [2026.10.12-19.28.58:452][ 0]LogModuleManager: InternalLoadLibrary: 'NamingTokensUI' ('E:/Tools/UE_5.8/Engine/Plugins/Developer/NamingTokens/Binaries/Win64/UnrealEditor-NamingTokensUI.dll') [2026.10.12-19.28.58:453][ 0]LogModuleManager: InternalLoadLibrary: 'NamingTokensUncookedOnly' ('E:/Tools/UE_5.8/Engine/Plugins/Developer/NamingTokens/Binaries/Win64/UnrealEditor-NamingTokensUncookedOnly.dll') [2026.10.12-19.28.58:454][ 0]LogModuleManager: InternalLoadLibrary: 'SubversionSourceControl' ('E:/Tools/UE_5.8/Engine/Plugins/Developer/SubversionSourceControl/Binaries/Win64/UnrealEditor-SubversionSourceControl.dll') [2026.10.12-19.28.58:456][ 0]SourceControl: Revision control is disabled [2026.10.12-19.28.58:457][ 0]LogModuleManager: InternalLoadLibrary: 'VisualStudioCodeSourceCodeAccess' ('E:/Tools/UE_5.8/Engine/Plugins/Developer/VisualStudioCodeSourceCodeAccess/Binaries/Win64/UnrealEditor-VisualStudioCodeSourceCodeAccess.dll') [2026.10.12-19.28.58:457][ 0]LogModuleManager: InternalLoadLibrary: 'VisualStudioSourceCodeAccess' ('E:/Tools/UE_5.8/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Binaries/Win64/UnrealEditor-VisualStudioSourceCodeAccess.dll') [2026.10.12-19.28.58:458][ 0]LogModuleManager: InternalLoadLibrary: 'HotReload' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-HotReload.dll') [2026.10.12-19.28.58:458][ 0]LogModuleManager: InternalLoadLibrary: 'UObjectPlugin' ('E:/Tools/UE_5.8/Engine/Plugins/Developer/UObjectPlugin/Binaries/Win64/UnrealEditor-UObjectPlugin.dll') [2026.10.12-19.28.58:459][ 0]LogModuleManager: InternalLoadLibrary: 'MetaHumanSDKRuntime' ('E:/Tools/UE_5.8/Engine/Plugins/MetaHuman/MetaHumanSDK/Binaries/Win64/UnrealEditor-MetaHumanSDKRuntime.dll') [2026.10.12-19.28.58:460][ 0]LogModuleManager: InternalLoadLibrary: 'NNEDenoiser' ('E:/Tools/UE_5.8/Engine/Plugins/NNE/NNEDenoiser/Binaries/Win64/UnrealEditor-NNEDenoiser.dll') [2026.10.12-19.28.58:461][ 0]LogConfig: Applying CVar settings from Section [/Script/NNEDenoiser.NNEDenoiserSettings] File [Engine] [2026.10.12-19.28.58:462][ 0]LogModuleManager: InternalLoadLibrary: 'NiagaraBlueprintNodes' ('E:/Tools/UE_5.8/Engine/Plugins/FX/Niagara/Binaries/Win64/UnrealEditor-NiagaraBlueprintNodes.dll') [2026.10.12-19.28.58:462][ 0]LogModuleManager: InternalLoadLibrary: 'SequencerScripting' ('E:/Tools/UE_5.8/Engine/Plugins/MovieScene/SequencerScripting/Binaries/Win64/UnrealEditor-SequencerScripting.dll') [2026.10.12-19.28.58:465][ 0]LogModuleManager: InternalLoadLibrary: 'TemplateSequence' ('E:/Tools/UE_5.8/Engine/Plugins/MovieScene/TemplateSequence/Binaries/Win64/UnrealEditor-TemplateSequence.dll') [2026.10.12-19.28.58:465][ 0]LogModuleManager: InternalLoadLibrary: 'ActorLayerUtilities' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/ActorLayerUtilities/Binaries/Win64/UnrealEditor-ActorLayerUtilities.dll') [2026.10.12-19.28.58:466][ 0]LogModuleManager: InternalLoadLibrary: 'AndroidPermission' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/AndroidPermission/Binaries/Win64/UnrealEditor-AndroidPermission.dll') [2026.10.12-19.28.58:467][ 0]LogAndroidPermission: UAndroidPermissionCallbackProxy::GetInstance [2026.10.12-19.28.58:468][ 0]LogModuleManager: InternalLoadLibrary: 'AppleImageUtils' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/AppleImageUtils/Binaries/Win64/UnrealEditor-AppleImageUtils.dll') [2026.10.12-19.28.58:469][ 0]LogModuleManager: InternalLoadLibrary: 'AppleImageUtilsBlueprintSupport' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/AppleImageUtils/Binaries/Win64/UnrealEditor-AppleImageUtilsBlueprintSupport.dll') [2026.10.12-19.28.58:469][ 0]LogModuleManager: InternalLoadLibrary: 'AssetTags' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/AssetTags/Binaries/Win64/UnrealEditor-AssetTags.dll') [2026.10.12-19.28.58:469][ 0]LogModuleManager: InternalLoadLibrary: 'AudioCapture' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/AudioCapture/Binaries/Win64/UnrealEditor-AudioCapture.dll') [2026.10.12-19.28.58:470][ 0]LogAudioCaptureCore: Display: No Audio Capture implementations found. Audio input will be silent. [2026.10.12-19.28.58:470][ 0]LogAudioCaptureCore: Display: No Audio Capture implementations found. Audio input will be silent. [2026.10.12-19.28.58:470][ 0]LogModuleManager: InternalLoadLibrary: 'AudioCaptureWasapi' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AudioCaptureWasapi.dll') [2026.10.12-19.28.58:471][ 0]LogModuleManager: InternalLoadLibrary: 'ArchVisCharacter' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/ArchVisCharacter/Binaries/Win64/UnrealEditor-ArchVisCharacter.dll') [2026.10.12-19.28.58:475][ 0]LogModuleManager: InternalLoadLibrary: 'AudioWidgetsCore' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/AudioWidgets/Binaries/Win64/UnrealEditor-AudioWidgetsCore.dll') [2026.10.12-19.28.58:476][ 0]LogModuleManager: InternalLoadLibrary: 'ComputeDataInterface' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/ComputeFramework/Binaries/Win64/UnrealEditor-ComputeDataInterface.dll') [2026.10.12-19.28.58:476][ 0]LogModuleManager: InternalLoadLibrary: 'EditableComputeGraph' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/ComputeFramework/Binaries/Win64/UnrealEditor-EditableComputeGraph.dll') [2026.10.12-19.28.58:477][ 0]LogModuleManager: InternalLoadLibrary: 'GeometryAlgorithms' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/GeometryProcessing/Binaries/Win64/UnrealEditor-GeometryAlgorithms.dll') [2026.10.12-19.28.58:477][ 0]LogModuleManager: InternalLoadLibrary: 'DynamicMesh' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/GeometryProcessing/Binaries/Win64/UnrealEditor-DynamicMesh.dll') [2026.10.12-19.28.58:477][ 0]LogModuleManager: InternalLoadLibrary: 'MeshFileUtils' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/GeometryProcessing/Binaries/Win64/UnrealEditor-MeshFileUtils.dll') [2026.10.12-19.28.58:478][ 0]LogModuleManager: InternalLoadLibrary: 'GeometryCache' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/GeometryCache/Binaries/Win64/UnrealEditor-GeometryCache.dll') [2026.10.12-19.28.58:478][ 0]LogModuleManager: InternalLoadLibrary: 'GeometryCacheEd' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/GeometryCache/Binaries/Win64/UnrealEditor-GeometryCacheEd.dll') [2026.10.12-19.28.58:478][ 0]LogModuleManager: InternalLoadLibrary: 'GeometryCacheTracks' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/GeometryCache/Binaries/Win64/UnrealEditor-GeometryCacheTracks.dll') [2026.10.12-19.28.58:479][ 0]LogModuleManager: InternalLoadLibrary: 'GeometryCacheSequencer' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/GeometryCache/Binaries/Win64/UnrealEditor-GeometryCacheSequencer.dll') [2026.10.12-19.28.58:479][ 0]LogModuleManager: InternalLoadLibrary: 'GooglePAD' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/GooglePAD/Binaries/Win64/UnrealEditor-GooglePAD.dll') [2026.10.12-19.28.58:479][ 0]LogModuleManager: InternalLoadLibrary: 'HairStrandsRuntime' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/HairStrands/Binaries/Win64/UnrealEditor-HairStrandsRuntime.dll') [2026.10.12-19.28.58:479][ 0]LogModuleManager: InternalLoadLibrary: 'InputDebugging' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/InputDebugging/Binaries/Win64/UnrealEditor-InputDebugging.dll') [2026.10.12-19.28.58:479][ 0]LogModuleManager: InternalLoadLibrary: 'MeshModelingTools' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/MeshModelingToolset/Binaries/Win64/UnrealEditor-MeshModelingTools.dll') [2026.10.12-19.28.58:479][ 0]LogModuleManager: InternalLoadLibrary: 'ModelingComponents' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/MeshModelingToolset/Binaries/Win64/UnrealEditor-ModelingComponents.dll') [2026.10.12-19.28.58:479][ 0]LogModuleManager: InternalLoadLibrary: 'GeometryFramework' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-GeometryFramework.dll') [2026.10.12-19.28.58:480][ 0]LogModuleManager: InternalLoadLibrary: 'ModelingOperators' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/MeshModelingToolset/Binaries/Win64/UnrealEditor-ModelingOperators.dll') [2026.10.12-19.28.58:480][ 0]LogModuleManager: InternalLoadLibrary: 'MobilePatchingUtils' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/MobilePatchingUtils/Binaries/Win64/UnrealEditor-MobilePatchingUtils.dll') [2026.10.12-19.28.58:481][ 0]LogModuleManager: InternalLoadLibrary: 'ModelViewViewModel' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/ModelViewViewModel/Binaries/Win64/UnrealEditor-ModelViewViewModel.dll') [2026.10.12-19.28.58:481][ 0]LogModuleManager: InternalLoadLibrary: 'ModelViewViewModelBlueprint' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/ModelViewViewModel/Binaries/Win64/UnrealEditor-ModelViewViewModelBlueprint.dll') [2026.10.12-19.28.58:483][ 0]LogModuleManager: InternalLoadLibrary: 'ModelViewViewModelDebugger' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/ModelViewViewModel/Binaries/Win64/UnrealEditor-ModelViewViewModelDebugger.dll') [2026.10.12-19.28.58:484][ 0]LogModuleManager: InternalLoadLibrary: 'SkeletalMerging' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/SkeletalMerging/Binaries/Win64/UnrealEditor-SkeletalMerging.dll') [2026.10.12-19.28.58:484][ 0]LogModuleManager: InternalLoadLibrary: 'StateTreeDeveloper' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/StateTree/Binaries/Win64/UnrealEditor-StateTreeDeveloper.dll') [2026.10.12-19.28.58:484][ 0]LogModuleManager: InternalLoadLibrary: 'StateTreeEditorModule' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/StateTree/Binaries/Win64/UnrealEditor-StateTreeEditorModule.dll') [2026.10.12-19.28.58:485][ 0]LogModuleManager: InternalLoadLibrary: 'TakeMovieScene' ('E:/Tools/UE_5.8/Engine/Plugins/VirtualProduction/Takes/Binaries/Win64/UnrealEditor-TakeMovieScene.dll') [2026.10.12-19.28.58:486][ 0]LogModuleManager: InternalLoadLibrary: 'GameplayCamerasUncookedOnly' ('E:/Tools/UE_5.8/Engine/Plugins/Cameras/GameplayCameras/Binaries/Win64/UnrealEditor-GameplayCamerasUncookedOnly.dll') [2026.10.12-19.28.58:486][ 0]LogModuleManager: InternalLoadLibrary: 'ControlRigSpline' ('E:/Tools/UE_5.8/Engine/Plugins/Animation/ControlRigSpline/Binaries/Win64/UnrealEditor-ControlRigSpline.dll') [2026.10.12-19.28.58:487][ 0]LogModuleManager: InternalLoadLibrary: 'RewindDebuggerRuntime' ('E:/Tools/UE_5.8/Engine/Plugins/Animation/GameplayInsights/Binaries/Win64/UnrealEditor-RewindDebuggerRuntime.dll') [2026.10.12-19.28.58:488][ 0]LogModuleManager: InternalLoadLibrary: 'RewindDebuggerVLogRuntime' ('E:/Tools/UE_5.8/Engine/Plugins/Animation/GameplayInsights/Binaries/Win64/UnrealEditor-RewindDebuggerVLogRuntime.dll') [2026.10.12-19.28.58:488][ 0]LogModuleManager: InternalLoadLibrary: 'AutomationUtils' ('E:/Tools/UE_5.8/Engine/Plugins/Experimental/AutomationUtils/Binaries/Win64/UnrealEditor-AutomationUtils.dll') [2026.10.12-19.28.58:489][ 0]LogModuleManager: InternalLoadLibrary: 'IKRig' ('E:/Tools/UE_5.8/Engine/Plugins/Animation/IKRig/Binaries/Win64/UnrealEditor-IKRig.dll') [2026.10.12-19.28.58:493][ 0]LogModuleManager: InternalLoadLibrary: 'IKRigDeveloper' ('E:/Tools/UE_5.8/Engine/Plugins/Animation/IKRig/Binaries/Win64/UnrealEditor-IKRigDeveloper.dll') [2026.10.12-19.28.58:495][ 0]LogModuleManager: InternalLoadLibrary: 'RigLogicModule' ('E:/Tools/UE_5.8/Engine/Plugins/Animation/RigLogic/Binaries/Win64/UnrealEditor-RigLogicModule.dll') [2026.10.12-19.28.58:495][ 0]LogModuleManager: InternalLoadLibrary: 'PhysicsControl' ('E:/Tools/UE_5.8/Engine/Plugins/Animation/PhysicsControl/Binaries/Win64/UnrealEditor-PhysicsControl.dll') [2026.10.12-19.28.58:499][ 0]LogModuleManager: InternalLoadLibrary: 'PhysicsControlUncookedOnly' ('E:/Tools/UE_5.8/Engine/Plugins/Animation/PhysicsControl/Binaries/Win64/UnrealEditor-PhysicsControlUncookedOnly.dll') [2026.10.12-19.28.58:499][ 0]LogModuleManager: InternalLoadLibrary: 'BackChannel' ('E:/Tools/UE_5.8/Engine/Plugins/Experimental/BackChannel/Binaries/Win64/UnrealEditor-BackChannel.dll') [2026.10.12-19.28.58:500][ 0]LogModuleManager: InternalLoadLibrary: 'TweeningUtils' ('E:/Tools/UE_5.8/Engine/Plugins/Animation/TweeningUtils/Binaries/Win64/UnrealEditor-TweeningUtils.dll') [2026.10.12-19.28.58:500][ 0]LogModuleManager: InternalLoadLibrary: 'ChaosNiagara' ('E:/Tools/UE_5.8/Engine/Plugins/Experimental/ChaosNiagara/Binaries/Win64/UnrealEditor-ChaosNiagara.dll') [2026.10.12-19.28.58:501][ 0]LogModuleManager: InternalLoadLibrary: 'ChaosUserDataPT' ('E:/Tools/UE_5.8/Engine/Plugins/Experimental/ChaosUserDataPT/Binaries/Win64/UnrealEditor-ChaosUserDataPT.dll') [2026.10.12-19.28.58:502][ 0]LogModuleManager: InternalLoadLibrary: 'ControlRigPhysics' ('E:/Tools/UE_5.8/Engine/Plugins/Experimental/ControlRigPhysics/Binaries/Win64/UnrealEditor-ControlRigPhysics.dll') [2026.10.12-19.28.58:505][ 0]LogModuleManager: InternalLoadLibrary: 'TedsCore' ('E:/Tools/UE_5.8/Engine/Plugins/Experimental/EditorDataStorage/Binaries/Win64/UnrealEditor-TedsCore.dll') [2026.10.12-19.28.58:509][ 0]LogModuleManager: InternalLoadLibrary: 'TypedElementFramework' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-TypedElementFramework.dll') [2026.10.12-19.28.58:509][ 0]LogModuleManager: InternalLoadLibrary: 'MassEntityEditor' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-MassEntityEditor.dll') [2026.10.12-19.28.58:511][ 0]LogModuleManager: InternalLoadLibrary: 'MassEntityDebugger' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-MassEntityDebugger.dll') [2026.10.12-19.28.58:511][ 0]LogModuleManager: InternalLoadLibrary: 'GeometryCollectionTracks' ('E:/Tools/UE_5.8/Engine/Plugins/Experimental/GeometryCollectionPlugin/Binaries/Win64/UnrealEditor-GeometryCollectionTracks.dll') [2026.10.12-19.28.58:511][ 0]LogModuleManager: InternalLoadLibrary: 'GeometryCollectionSequencer' ('E:/Tools/UE_5.8/Engine/Plugins/Experimental/GeometryCollectionPlugin/Binaries/Win64/UnrealEditor-GeometryCollectionSequencer.dll') [2026.10.12-19.28.58:512][ 0]LogModuleManager: InternalLoadLibrary: 'GeometryCollectionEngine' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-GeometryCollectionEngine.dll') [2026.10.12-19.28.58:512][ 0]LogModuleManager: InternalLoadLibrary: 'GeometryCollectionNodes' ('E:/Tools/UE_5.8/Engine/Plugins/Experimental/GeometryCollectionPlugin/Binaries/Win64/UnrealEditor-GeometryCollectionNodes.dll') [2026.10.12-19.28.58:536][ 0]LogModuleManager: InternalLoadLibrary: 'GeometryCollectionDepNodes' ('E:/Tools/UE_5.8/Engine/Plugins/Experimental/GeometryCollectionPlugin/Binaries/Win64/UnrealEditor-GeometryCollectionDepNodes.dll') [2026.10.12-19.28.58:537][ 0]LogModuleManager: InternalLoadLibrary: 'GeometryDataflowNodes' ('E:/Tools/UE_5.8/Engine/Plugins/Experimental/GeometryDataflow/Binaries/Win64/UnrealEditor-GeometryDataflowNodes.dll') [2026.10.12-19.28.58:538][ 0]LogModuleManager: InternalLoadLibrary: 'DataflowMedialSkeleton' ('E:/Tools/UE_5.8/Engine/Plugins/Experimental/GeometryDataflow/Binaries/Win64/UnrealEditor-DataflowMedialSkeleton.dll') [2026.10.12-19.28.58:538][ 0]LogModuleManager: InternalLoadLibrary: 'GeometryFlowCore' ('E:/Tools/UE_5.8/Engine/Plugins/Experimental/GeometryFlow/Binaries/Win64/UnrealEditor-GeometryFlowCore.dll') [2026.10.12-19.28.58:538][ 0]LogModuleManager: InternalLoadLibrary: 'GeometryFlowMeshProcessing' ('E:/Tools/UE_5.8/Engine/Plugins/Experimental/GeometryFlow/Binaries/Win64/UnrealEditor-GeometryFlowMeshProcessing.dll') [2026.10.12-19.28.58:538][ 0]LogModuleManager: InternalLoadLibrary: 'GlobalConfigurationData' ('E:/Tools/UE_5.8/Engine/Plugins/Experimental/GlobalConfigurationData/Binaries/Win64/UnrealEditor-GlobalConfigurationData.dll') [2026.10.12-19.28.58:539][ 0]LogModuleManager: InternalLoadLibrary: 'GlobalConfigurationDataCore' ('E:/Tools/UE_5.8/Engine/Plugins/Experimental/GlobalConfigurationData/Binaries/Win64/UnrealEditor-GlobalConfigurationDataCore.dll') [2026.10.12-19.28.58:539][ 0]LogModuleManager: InternalLoadLibrary: 'Landmass' ('E:/Tools/UE_5.8/Engine/Plugins/Experimental/Landmass/Binaries/Win64/UnrealEditor-Landmass.dll') [2026.10.12-19.28.58:539][ 0]LogModuleManager: InternalLoadLibrary: 'LocalizableMessage' ('E:/Tools/UE_5.8/Engine/Plugins/Experimental/LocalizableMessage/Binaries/Win64/UnrealEditor-LocalizableMessage.dll') [2026.10.12-19.28.58:540][ 0]LogModuleManager: InternalLoadLibrary: 'LocalizableMessageBlueprint' ('E:/Tools/UE_5.8/Engine/Plugins/Experimental/LocalizableMessage/Binaries/Win64/UnrealEditor-LocalizableMessageBlueprint.dll') [2026.10.12-19.28.58:540][ 0]LogModuleManager: InternalLoadLibrary: 'MeshModelingToolsExp' ('E:/Tools/UE_5.8/Engine/Plugins/Experimental/MeshModelingToolsetExp/Binaries/Win64/UnrealEditor-MeshModelingToolsExp.dll') [2026.10.12-19.28.58:540][ 0]LogModuleManager: InternalLoadLibrary: 'ModelingUI' ('E:/Tools/UE_5.8/Engine/Plugins/Experimental/MeshModelingToolsetExp/Binaries/Win64/UnrealEditor-ModelingUI.dll') [2026.10.12-19.28.58:541][ 0]LogModuleManager: InternalLoadLibrary: 'ModelContextProtocol' ('E:/Tools/UE_5.8/Engine/Plugins/Experimental/ModelContextProtocol/Binaries/Win64/UnrealEditor-ModelContextProtocol.dll') [2026.10.12-19.28.58:542][ 0]LogModuleManager: InternalLoadLibrary: 'ModelContextProtocolEngine' ('E:/Tools/UE_5.8/Engine/Plugins/Experimental/ModelContextProtocol/Binaries/Win64/UnrealEditor-ModelContextProtocolEngine.dll') [2026.10.12-19.28.58:544][ 0]LogModuleManager: InternalLoadLibrary: 'ModelContextProtocolTests' ('E:/Tools/UE_5.8/Engine/Plugins/Experimental/ModelContextProtocol/Binaries/Win64/UnrealEditor-ModelContextProtocolTests.dll') [2026.10.12-19.28.58:544][ 0]LogModuleManager: InternalLoadLibrary: 'ModelContextProtocolEngineTests' ('E:/Tools/UE_5.8/Engine/Plugins/Experimental/ModelContextProtocol/Binaries/Win64/UnrealEditor-ModelContextProtocolEngineTests.dll') [2026.10.12-19.28.58:545][ 0]LogModuleManager: InternalLoadLibrary: 'MutableAssetUserData' ('E:/Tools/UE_5.8/Engine/Plugins/Experimental/MutableAssetUserData/Binaries/Win64/UnrealEditor-MutableAssetUserData.dll') [2026.10.12-19.28.58:545][ 0]LogModuleManager: InternalLoadLibrary: 'GLTFCore' ('E:/Tools/UE_5.8/Engine/Plugins/Interchange/Runtime/Binaries/Win64/UnrealEditor-GLTFCore.dll') [2026.10.12-19.28.58:545][ 0]LogModuleManager: InternalLoadLibrary: 'InterchangeMessages' ('E:/Tools/UE_5.8/Engine/Plugins/Interchange/Runtime/Binaries/Win64/UnrealEditor-InterchangeMessages.dll') [2026.10.12-19.28.58:545][ 0]LogModuleManager: InternalLoadLibrary: 'InterchangeExport' ('E:/Tools/UE_5.8/Engine/Plugins/Interchange/Runtime/Binaries/Win64/UnrealEditor-InterchangeExport.dll') [2026.10.12-19.28.58:546][ 0]LogModuleManager: InternalLoadLibrary: 'InterchangeDispatcher' ('E:/Tools/UE_5.8/Engine/Plugins/Interchange/Runtime/Binaries/Win64/UnrealEditor-InterchangeDispatcher.dll') [2026.10.12-19.28.58:546][ 0]LogModuleManager: InternalLoadLibrary: 'InterchangeCommon' ('E:/Tools/UE_5.8/Engine/Plugins/Interchange/Runtime/Binaries/Win64/UnrealEditor-InterchangeCommon.dll') [2026.10.12-19.28.58:546][ 0]LogModuleManager: InternalLoadLibrary: 'InterchangeAnalytics' ('E:/Tools/UE_5.8/Engine/Plugins/Interchange/Runtime/Binaries/Win64/UnrealEditor-InterchangeAnalytics.dll') [2026.10.12-19.28.58:547][ 0]LogModuleManager: InternalLoadLibrary: 'InterchangeCommonParser' ('E:/Tools/UE_5.8/Engine/Plugins/Interchange/Runtime/Binaries/Win64/UnrealEditor-InterchangeCommonParser.dll') [2026.10.12-19.28.58:547][ 0]LogModuleManager: InternalLoadLibrary: 'InterchangeFbxParser' ('E:/Tools/UE_5.8/Engine/Plugins/Interchange/Runtime/Binaries/Win64/UnrealEditor-InterchangeFbxParser.dll') [2026.10.12-19.28.58:547][ 0]LogModuleManager: InternalLoadLibrary: 'OnlineBase' ('E:/Tools/UE_5.8/Engine/Plugins/Online/OnlineBase/Binaries/Win64/UnrealEditor-OnlineBase.dll') [2026.10.12-19.28.58:547][ 0]LogModuleManager: InternalLoadLibrary: 'XInputDevice' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/Windows/XInputDevice/Binaries/Win64/UnrealEditor-XInputDevice.dll') [2026.10.12-19.28.58:547][ 0]LogModuleManager: InternalLoadLibrary: 'FileSandboxCore' ('E:/Tools/UE_5.8/Engine/Plugins/Developer/Sandbox/FileSandbox/Binaries/Win64/UnrealEditor-FileSandboxCore.dll') [2026.10.12-19.28.58:548][ 0]LogModuleManager: InternalLoadLibrary: 'ConcertSharedSlate' ('E:/Tools/UE_5.8/Engine/Plugins/Developer/Concert/ConcertUI/ConcertSharedSlate/Binaries/Win64/UnrealEditor-ConcertSharedSlate.dll') [2026.10.12-19.28.58:550][ 0]LogModuleManager: InternalLoadLibrary: 'ConcertSyncClient' ('E:/Tools/UE_5.8/Engine/Plugins/Developer/Concert/ConcertSync/ConcertSyncClient/Binaries/Win64/UnrealEditor-ConcertSyncClient.dll') [2026.10.12-19.28.58:552][ 0]LogModuleManager: InternalLoadLibrary: 'TakesCore' ('E:/Tools/UE_5.8/Engine/Plugins/VirtualProduction/Takes/Binaries/Win64/UnrealEditor-TakesCore.dll') [2026.10.12-19.28.58:553][ 0]LogModuleManager: InternalLoadLibrary: 'TakeTrackRecorders' ('E:/Tools/UE_5.8/Engine/Plugins/VirtualProduction/Takes/Binaries/Win64/UnrealEditor-TakeTrackRecorders.dll') [2026.10.12-19.28.58:555][ 0]LogModuleManager: InternalLoadLibrary: 'TakeRecorderSources' ('E:/Tools/UE_5.8/Engine/Plugins/VirtualProduction/Takes/Binaries/Win64/UnrealEditor-TakeRecorderSources.dll') [2026.10.12-19.28.58:561][ 0]LogModuleManager: InternalLoadLibrary: 'TakeRecorder' ('E:/Tools/UE_5.8/Engine/Plugins/VirtualProduction/Takes/Binaries/Win64/UnrealEditor-TakeRecorder.dll') [2026.10.12-19.28.58:561][ 0]LogModuleManager: InternalLoadLibrary: 'TakeRecorderEditor' ('E:/Tools/UE_5.8/Engine/Plugins/VirtualProduction/Takes/Binaries/Win64/UnrealEditor-TakeRecorderEditor.dll') [2026.10.12-19.28.58:568][ 0]LogModuleManager: InternalLoadLibrary: 'CacheTrackRecorder' ('E:/Tools/UE_5.8/Engine/Plugins/VirtualProduction/Takes/Binaries/Win64/UnrealEditor-CacheTrackRecorder.dll') [2026.10.12-19.28.58:569][ 0]LogModuleManager: InternalLoadLibrary: 'TakeRecorderNamingTokens' ('E:/Tools/UE_5.8/Engine/Plugins/VirtualProduction/Takes/Binaries/Win64/UnrealEditor-TakeRecorderNamingTokens.dll') [2026.10.12-19.28.58:581][ 0]LogUObjectArray: 48199 objects as part of root set at end of initial load. [2026.10.12-19.28.58:582][ 0]LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool [2026.10.12-19.28.58:595][ 0]LogModuleManager: InternalLoadLibrary: 'ProfileVisualizer' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-ProfileVisualizer.dll') [2026.10.12-19.28.58:596][ 0]LogModuleManager: InternalLoadLibrary: 'ImageWriteQueue' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-ImageWriteQueue.dll') [2026.10.12-19.28.58:691][ 0]LogTemp: Error test: UE::UnifiedErrorTest::Empty: [Empty error] [2026.10.12-19.28.58:691][ 0]LogTemp: Error with param: UE::UnifiedErrorTest::WithInt: [Error with int -7] [2026.10.12-19.28.58:692][ 0]LogTemp: Error with context: UE::UnifiedErrorTest::Empty: [Empty error] [2026.10.12-19.28.58:692][ 0]LogTemp: FError that has been invalidated: ::: [] [2026.10.12-19.28.58:692][ 0]LogTemp: FError that has been moved from: ::: [] [2026.10.12-19.28.58:727][ 0]LogEngine: Initializing Engine... [2026.10.12-19.28.58:727][ 0]LogModuleManager: InternalLoadLibrary: 'TypedElementRuntime' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-TypedElementRuntime.dll') [2026.10.12-19.28.58:982][ 0]LogTextureFormatOodle: Display: Oodle Texture loading DLL: oo2tex_win64_2.9.12.dll [2026.10.12-19.28.58:985][ 0]LogTextureFormatOodle: Display: Oodle Texture loading DLL: oo2tex_win64_2.9.15.dll [2026.10.12-19.28.58:997][ 0]LogNetVersion: Set ProjectVersion to 1.0.0.0. Version Checksum will be recalculated on next use. [2026.10.12-19.28.58:997][ 0]LogInit: Texture streaming: Enabled [2026.10.12-19.28.59:080][ 0]LogModuleManager: InternalLoadLibrary: 'MessagingRpc' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-MessagingRpc.dll') [2026.10.12-19.28.59:083][ 0]LogModuleManager: InternalLoadLibrary: 'PortalRpc' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-PortalRpc.dll') [2026.10.12-19.28.59:084][ 0]LogModuleManager: InternalLoadLibrary: 'PortalServices' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-PortalServices.dll') [2026.10.12-19.28.59:085][ 0]LogModuleManager: InternalLoadLibrary: 'StreamingPauseRendering' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-StreamingPauseRendering.dll') [2026.10.12-19.28.59:086][ 0]LogModuleManager: InternalLoadLibrary: 'MovieScene' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-MovieScene.dll') [2026.10.12-19.28.59:086][ 0]LogModuleManager: InternalLoadLibrary: 'MovieSceneTracks' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-MovieSceneTracks.dll') [2026.10.12-19.28.59:086][ 0]LogModuleManager: InternalLoadLibrary: 'CinematicCamera' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-CinematicCamera.dll') [2026.10.12-19.28.59:086][ 0]LogModuleManager: InternalLoadLibrary: 'SparseVolumeTexture' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-SparseVolumeTexture.dll') [2026.10.12-19.28.59:086][ 0]LogCsvProfiler: Display: Metadata set : largeworldcoordinates="1" [2026.10.12-19.28.59:090][ 0]LogChaosDD: Creating Chaos Debug Draw Scene for world Untitled [2026.10.12-19.28.59:092][ 0]LogModuleManager: InternalLoadLibrary: 'ChaosVDRuntime' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-ChaosVDRuntime.dll') [2026.10.12-19.28.59:093][ 0]LogDescent: Display: Scenario 'player_body' queued: 398 steps, limit 1500 s, 1280x720 [2026.10.12-19.28.59:094][ 0]LogModuleManager: InternalLoadLibrary: 'MovieSceneCapture' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-MovieSceneCapture.dll') [2026.10.12-19.28.59:094][ 0]LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden [2026.10.12-19.28.59:094][ 0]LogInit: Display: Game Engine Initialized. [2026.10.12-19.28.59:095][ 0]LogModelContextProtocol: Registered FEngineAnalytics proxy as the default MCP analytics provider. [2026.10.12-19.28.59:100][ 0]LogNNEDenoiser: Ray Tracing is not enabled, therefore NNEDenoiser is not registered! [2026.10.12-19.28.59:100][ 0]LogPython: Python enabled via CVar 'Engine.Python.IsEnabledByDefault' [2026.10.12-19.28.59:100][ 0]LogPython: Using Python 3.11.8 [2026.10.12-19.28.59:129][ 0]LogPython: Display: No pip-enabled plugins with python dependencies found, skipping [2026.10.12-19.28.59:355][ 0]LogNiagaraEditor: GEditor isn't valid! Particle reset commands will not work for Niagara components! [2026.10.12-19.28.59:356][ 0]LogModuleManager: InternalLoadLibrary: 'SessionServices' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-SessionServices.dll') [2026.10.12-19.28.59:363][ 0]LogCsvProfiler: Display: Metadata set : raytracing="0" [2026.10.12-19.28.59:364][ 0]LogModuleManager: InternalLoadLibrary: 'AvfMediaFactory' ('E:/Tools/UE_5.8/Engine/Plugins/Media/AvfMedia/Binaries/Win64/UnrealEditor-AvfMediaFactory.dll') [2026.10.12-19.28.59:364][ 0]LogModuleManager: InternalLoadLibrary: 'ImgMediaFactory' ('E:/Tools/UE_5.8/Engine/Plugins/Media/ImgMedia/Binaries/Win64/UnrealEditor-ImgMediaFactory.dll') [2026.10.12-19.28.59:365][ 0]LogModuleManager: InternalLoadLibrary: 'OpenExrWrapper' ('E:/Tools/UE_5.8/Engine/Plugins/Media/ImgMedia/Binaries/Win64/UnrealEditor-OpenExrWrapper.dll') [2026.10.12-19.28.59:366][ 0]LogModuleManager: InternalLoadLibrary: 'TmvMedia' ('E:/Tools/UE_5.8/Engine/Plugins/Media/TmvMedia/Binaries/Win64/UnrealEditor-TmvMedia.dll') [2026.10.12-19.28.59:367][ 0]LogModuleManager: InternalLoadLibrary: 'MP4Utilities' ('E:/Tools/UE_5.8/Engine/Plugins/Media/MP4Utilities/Binaries/Win64/UnrealEditor-MP4Utilities.dll') [2026.10.12-19.28.59:367][ 0]LogModuleManager: InternalLoadLibrary: 'MP4Boxes' ('E:/Tools/UE_5.8/Engine/Plugins/Media/MP4Utilities/Binaries/Win64/UnrealEditor-MP4Boxes.dll') [2026.10.12-19.28.59:368][ 0]LogModuleManager: InternalLoadLibrary: 'MP4Muxer' ('E:/Tools/UE_5.8/Engine/Plugins/Media/MP4Utilities/Binaries/Win64/UnrealEditor-MP4Muxer.dll') [2026.10.12-19.28.59:369][ 0]LogModuleManager: InternalLoadLibrary: 'ApvMedia' ('E:/Tools/UE_5.8/Engine/Plugins/Media/TmvMedia/Binaries/Win64/UnrealEditor-ApvMedia.dll') [2026.10.12-19.28.59:371][ 0]LogModuleManager: InternalLoadLibrary: 'TmvMediaMp4Utils' ('E:/Tools/UE_5.8/Engine/Plugins/Media/TmvMedia/Binaries/Win64/UnrealEditor-TmvMediaMp4Utils.dll') [2026.10.12-19.28.59:372][ 0]LogModuleManager: InternalLoadLibrary: 'WmfMediaFactory' ('E:/Tools/UE_5.8/Engine/Plugins/Media/WmfMedia/Binaries/Win64/UnrealEditor-WmfMediaFactory.dll') [2026.10.12-19.28.59:372][ 0]LogModuleManager: InternalLoadLibrary: 'WebMMedia' ('E:/Tools/UE_5.8/Engine/Plugins/Media/WebMMedia/Binaries/Win64/UnrealEditor-WebMMedia.dll') [2026.10.12-19.28.59:373][ 0]LogModuleManager: InternalLoadLibrary: 'WebMMediaFactory' ('E:/Tools/UE_5.8/Engine/Plugins/Media/WebMMedia/Binaries/Win64/UnrealEditor-WebMMediaFactory.dll') [2026.10.12-19.28.59:373][ 0]LogModuleManager: InternalLoadLibrary: 'AudioCaptureEditor' ('E:/Tools/UE_5.8/Engine/Plugins/Runtime/AudioCapture/Binaries/Win64/UnrealEditor-AudioCaptureEditor.dll') [2026.10.12-19.28.59:373][ 0]LogModuleManager: InternalLoadLibrary: 'CharacterAI' ('E:/Tools/UE_5.8/Engine/Plugins/Experimental/CharacterAI/Binaries/Win64/UnrealEditor-CharacterAI.dll') [2026.10.12-19.28.59:374][ 0]LogModuleManager: InternalLoadLibrary: 'FractureEngine' ('E:/Tools/UE_5.8/Engine/Plugins/Experimental/Fracture/Binaries/Win64/UnrealEditor-FractureEngine.dll') [2026.10.12-19.28.59:375][ 0]LogModuleManager: InternalLoadLibrary: 'PlanarCut' ('E:/Tools/UE_5.8/Engine/Plugins/Experimental/PlanarCutPlugin/Binaries/Win64/UnrealEditor-PlanarCut.dll') [2026.10.12-19.28.59:381][ 0]LogEditorDataStorage: Initializing [2026.10.12-19.28.59:381][ 0]LogEditorDataStorage: Initializing TEDS Core. [2026.10.12-19.28.59:381][ 0]LogEditorDataStorage: Initialized TEDS Core. [2026.10.12-19.28.59:381][ 0]LogEditorDataStorage: Initializing TEDS Compatibility. [2026.10.12-19.28.59:382][ 0]LogEditorDataStorage: Initialized TEDS Compatibility. [2026.10.12-19.28.59:383][ 0]LogEditorDataStorageUI: Warning: Unable to register widget factory 'ActorLayersWidgetConstructor' as purpose '0' isn't registered. [2026.10.12-19.28.59:383][ 0]LogEditorDataStorageUI: Warning: Unable to register widget factory 'AlertWidgetConstructor' as purpose '0' isn't registered. [2026.10.12-19.28.59:384][ 0]LogEditorDataStorageUI: Warning: Unable to register widget factory 'AlertHeaderWidgetConstructor' as purpose '0' isn't registered. [2026.10.12-19.28.59:386][ 0]LogEditorDataStorageUI: Warning: Unable to register widget factory 'UObjectLabelWidgetConstructor' as purpose '0' isn't registered. [2026.10.12-19.28.59:387][ 0]LogEditorDataStorageUI: Warning: Unable to register widget factory 'FolderCompatibilityWidgetConstructor' as purpose '0' isn't registered. [2026.10.12-19.28.59:388][ 0]LogEditorDataStorageUI: Warning: Unable to register widget factory 'DiskSizeWidgetConstructor' as purpose '0' isn't registered. [2026.10.12-19.28.59:389][ 0]LogEditorDataStorageUI: Warning: Unable to register widget factory 'AssetDataItemTypeWidgetConstructor' as purpose '0' isn't registered. [2026.10.12-19.28.59:390][ 0]LogEditorDataStorageUI: Warning: Unable to register widget factory 'AssetDataLabelWidgetConstructor' as purpose '0' isn't registered. [2026.10.12-19.28.59:392][ 0]LogEditorDataStorageUI: Warning: Unable to register widget factory 'AssetDataVirtualPathWidgetConstructor' as purpose '0' isn't registered. [2026.10.12-19.28.59:392][ 0]LogEditorDataStorageUI: Warning: Unable to register widget factory 'AssetNameWidgetConstructor' as purpose '0' isn't registered. [2026.10.12-19.28.59:395][ 0]LogEditorDataStorageUI: Warning: Unable to register widget factory 'DynamicAssetDataColumnBaseWidgetConstructor' as purpose '0' isn't registered. [2026.10.12-19.28.59:396][ 0]LogEditorDataStorageUI: Warning: Unable to register widget factory 'DynamicAssetDataColumnBaseWidgetConstructor' as purpose '0' isn't registered. [2026.10.12-19.28.59:397][ 0]LogEditorDataStorageUI: Warning: Unable to register widget factory 'DynamicAssetDataColumnBaseWidgetConstructor' as purpose '0' isn't registered. [2026.10.12-19.28.59:398][ 0]LogEditorDataStorageUI: Warning: Unable to register widget factory 'DynamicAssetDataColumnBaseWidgetConstructor' as purpose '0' isn't registered. [2026.10.12-19.28.59:399][ 0]LogEditorDataStorageUI: Warning: Unable to register widget factory 'DynamicAssetDataColumnBaseWidgetConstructor' as purpose '0' isn't registered. [2026.10.12-19.28.59:399][ 0]LogEditorDataStorageUI: Warning: Unable to register widget factory 'StaticMeshTrianglesWidgetConstructor' as purpose '0' isn't registered. [2026.10.12-19.28.59:402][ 0]LogEditorDataStorageUI: Warning: Unable to register widget factory 'OutlinerUnsavedWidgetConstructor' as purpose '0' isn't registered. [2026.10.12-19.28.59:403][ 0]LogEditorDataStorageUI: Warning: Unable to register widget factory 'OutlinerUnsavedHeaderConstructor' as purpose '0' isn't registered. [2026.10.12-19.28.59:404][ 0]LogEditorDataStorageUI: Warning: Unable to register widget factory 'SocketWidgetConstructor' as purpose '0' isn't registered. [2026.10.12-19.28.59:405][ 0]LogEditorDataStorageUI: Warning: Unable to register widget factory 'TypeInfoWidgetConstructor' as purpose '0' isn't registered. [2026.10.12-19.28.59:406][ 0]LogEditorDataStorageUI: Warning: Unable to register widget factory 'VisibilityWidgetConstructor' as purpose '0' isn't registered. [2026.10.12-19.28.59:407][ 0]LogEditorDataStorage: Initialized [2026.10.12-19.28.59:407][ 0]LogInit: Display: Starting Game. [2026.10.12-19.28.59:407][ 0]LogGlobalStatus: UEngine::Browse Started Browse: "/Game/Maps/Descent_Main?Name=Player" [2026.10.12-19.28.59:409][ 0]LogNet: Browse: /Game/Maps/Descent_Main?Name=Player [2026.10.12-19.28.59:411][ 0]LogLoad: LoadMap: /Game/Maps/Descent_Main?Name=Player [2026.10.12-19.28.59:411][ 0]LogWorld: BeginTearingDown for /Temp/Untitled_0 [2026.10.12-19.28.59:412][ 0]LogWorld: UWorld::CleanupWorld for Untitled, bSessionEnded=true, bCleanupResources=true [2026.10.12-19.28.59:412][ 0]LogSlate: InvalidateAllWidgets triggered. All widgets were invalidated [2026.10.12-19.28.59:414][ 0]LogUObjectHash: Compacting FUObjectHashTables data took 0.76ms [2026.10.12-19.28.59:416][ 0]LogChaosDD: Creating Chaos Debug Draw Scene for world Descent_Main [2026.10.12-19.28.59:417][ 0]LogModuleManager: InternalLoadLibrary: 'AIModule' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AIModule.dll') [2026.10.12-19.28.59:418][ 0]LogModuleManager: InternalLoadLibrary: 'NavigationSystem' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-NavigationSystem.dll') [2026.10.12-19.28.59:419][ 0]LogModuleManager: InternalLoadLibrary: 'AITestSuite' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AITestSuite.dll') [2026.10.12-19.28.59:419][ 0]LogModuleManager: InternalLoadLibrary: 'GameplayDebugger' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-GameplayDebugger.dll') [2026.10.12-19.28.59:420][ 0]LogLoad: Game class is 'DescentGameMode' [2026.10.12-19.28.59:420][ 0]LogWorld: Bringing World /Game/Maps/Descent_Main.Descent_Main up for play (max tick rate 0) at 2026.10.12-21.28.59 [2026.10.12-19.28.59:422][ 0]LogWorld: Bringing up level for play took: 0.000396 [2026.10.12-19.28.59:424][ 0]LogWindows: WindowsPlatformFeatures enabled [2026.10.12-19.28.59:427][ 0]LogEnhancedInput: Enhanced Input local player subsystem has initialized the user settings! [2026.10.12-19.28.59:428][ 0]LogModuleManager: InternalLoadLibrary: 'Voice' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-Voice.dll') [2026.10.12-19.28.59:428][ 0]LogViewport: Display: Viewport MouseLockMode Changed, DoNotLock -> LockOnCapture [2026.10.12-19.28.59:430][ 0]LogViewport: Display: Viewport MouseCaptureMode Changed, CapturePermanently_IncludingInitialMouseDown -> CapturePermanently [2026.10.12-19.28.59:490][ 0]LogLinker: Warning: Unable to load Paragon_Proto_Retarget with outer Package /Game/ParagonTwinblast/Characters/Heroes/TwinBlast/Meshes/Paragon_Proto_Retarget because its class (Rig) does not exist [2026.10.12-19.28.59:524][ 0]LogTexture: Default maximum texture size for cubemaps generated from long-lat sources has been changed from 512 to unlimited. In order to preserve old behavior for '/Game/ParagonTwinblast/Characters/Global/Eyes/Textures/EpicQuadPanorama_CC.EpicQuadPanorama_CC', its maximum texture size has been explicitly set to 512. [2026.10.12-19.29.00:114][ 0]LogSkeletalMesh: USkeletalMeshComponent: Recreating Clothing Actors for 'CharacterMesh0' with 'TwinBlast' [2026.10.12-19.29.00:433][ 0]LogDescent: Display: Boot: core seams present (sim, env query, stream focus, HUD model); a scenario is running, boot steps run anyway [2026.10.12-19.29.00:433][ 0]LogDescent: Display: Boot: CoreSeams order 0 0.0 ms [2026.10.12-19.29.00:447][ 0]LogDescent: Display: World: definition built in 13 ms: 1518 segments, 24 chambers, 4 wells, 900 pores, 36 worms, 600 deposits, hash 64a8cc5b4634536c [2026.10.12-19.29.00:447][ 0]LogDescent: Display: Boot: BuildWorldDef order 100 13.0 ms [2026.10.12-19.29.00:453][ 0]LogDescent: Display: Boot: SpawnEnvironment order 200 6.4 ms [2026.10.12-19.29.00:459][ 0]LogDescent: Display: Boot: SpawnTerrainActor order 210 5.8 ms [2026.10.12-19.29.00:495][ 0]LogDescent: Display: Carrier: blockout built (16 rooms, 21 mesh components, 36 signs, 34 room lamps, 6 exterior lights) [2026.10.12-19.29.00:501][ 0]LogDescent: Display: Boot: SpawnCarrier order 220 42.1 ms [2026.10.12-19.29.00:517][ 0]LogMaterial: Warning: Material /Game/Vehicles/Kazah/Materials/MI_Satin_titanium.MI_Satin_titanium missing usage flag Nanite! Default Material will be used in game. [2026.10.12-19.29.00:517][ 0]LogMaterial: Warning: The material instance will recompile every editor launch until resaved. [2026.10.12-19.29.00:518][ 0]LogMaterial: Warning: Material /Game/Vehicles/Kazah/Materials/MI_Graphite_machinery.MI_Graphite_machinery missing usage flag Nanite! Default Material will be used in game. [2026.10.12-19.29.00:518][ 0]LogMaterial: Warning: The material instance will recompile every editor launch until resaved. [2026.10.12-19.29.00:518][ 0]LogMaterial: Warning: Material /Game/Vehicles/Kazah/Materials/MI_Cockpit_titanium_frame.MI_Cockpit_titanium_frame missing usage flag Nanite! Default Material will be used in game. [2026.10.12-19.29.00:519][ 0]LogMaterial: Warning: The material instance will recompile every editor launch until resaved. [2026.10.12-19.29.00:519][ 0]LogMaterial: Warning: Material /Game/Vehicles/Kazah/Materials/MI_Pearl_ceramic_lacquer.MI_Pearl_ceramic_lacquer missing usage flag Nanite! Default Material will be used in game. [2026.10.12-19.29.00:519][ 0]LogMaterial: Warning: The material instance will recompile every editor launch until resaved. [2026.10.12-19.29.00:519][ 0]LogMaterial: Warning: Material /Game/Vehicles/Kazah/Materials/MI_Rubber_seals.MI_Rubber_seals missing usage flag Nanite! Default Material will be used in game. [2026.10.12-19.29.00:519][ 0]LogMaterial: Warning: The material instance will recompile every editor launch until resaved. [2026.10.12-19.29.00:520][ 0]LogMaterial: Warning: Material /Game/Vehicles/Kazah/Materials/MI_Deep_ocean_enamel.MI_Deep_ocean_enamel missing usage flag Nanite! Default Material will be used in game. [2026.10.12-19.29.00:520][ 0]LogMaterial: Warning: The material instance will recompile every editor launch until resaved. [2026.10.12-19.29.00:520][ 0]LogMaterial: Warning: Material /Game/Vehicles/Kazah/Materials/MI_Recessed_seams.MI_Recessed_seams missing usage flag Nanite! Default Material will be used in game. [2026.10.12-19.29.00:520][ 0]LogMaterial: Warning: The material instance will recompile every editor launch until resaved. [2026.10.12-19.29.00:520][ 0]LogMaterial: Warning: Material /Game/Vehicles/Kazah/Materials/MI_Impeller_alloy.MI_Impeller_alloy missing usage flag Nanite! Default Material will be used in game. [2026.10.12-19.29.00:521][ 0]LogMaterial: Warning: The material instance will recompile every editor launch until resaved. [2026.10.12-19.29.00:521][ 0]LogMaterial: Warning: Material /Game/Vehicles/Kazah/Materials/MI_Safety_burnt_orange.MI_Safety_burnt_orange missing usage flag Nanite! Default Material will be used in game. [2026.10.12-19.29.00:521][ 0]LogMaterial: Warning: The material instance will recompile every editor launch until resaved. [2026.10.12-19.29.00:521][ 0]LogMaterial: Warning: Material /Game/Vehicles/Kazah/Materials/MI_Headlight_crystal.MI_Headlight_crystal missing usage flag Nanite! Default Material will be used in game. [2026.10.12-19.29.00:522][ 0]LogMaterial: Warning: The material instance will recompile every editor launch until resaved. [2026.10.12-19.29.00:522][ 0]LogMaterial: Warning: Material /Game/Vehicles/Kazah/Materials/MI_Marine_teal_enamel.MI_Marine_teal_enamel missing usage flag Nanite! Default Material will be used in game. [2026.10.12-19.29.00:522][ 0]LogMaterial: Warning: The material instance will recompile every editor launch until resaved. [2026.10.12-19.29.00:538][ 0]LogDescent: Display: Boot: SpawnTenders order 300 37.9 ms [2026.10.12-19.29.00:539][ 0]LogDescent: Display: Boot: SpawnStartRefinery order 320 0.3 ms [2026.10.12-19.29.00:539][ 0]LogDescent: Display: Boot: SpawnStartFabricator order 321 0.2 ms [2026.10.12-19.29.00:565][ 0]LogDescent: Display: Terrain: initial stream 26 ms, 251 chunks meshed, 114030 triangles [2026.10.12-19.29.00:565][ 0]LogDescent: Display: Boot: StreamInitial order 400 25.8 ms [2026.10.12-19.29.00:566][ 0]LogDescent: Display: UI: HUD and window host added to the viewport [2026.10.12-19.29.00:566][ 0]LogDescent: Display: Boot: UiWidgets order 450 0.1 ms [2026.10.12-19.29.00:566][ 0]LogDescent: Display: Boot: PlaceCharacter order 500 0.1 ms [2026.10.12-19.29.00:566][ 0]LogDescent: Display: Player: mode Title -> Foot [2026.10.12-19.29.00:566][ 0]LogDescent: Display: Boot: EnterFirstMode order 510 0.0 ms [2026.10.12-19.29.00:566][ 0]LogDescent: Display: Boot: WireSave order 600 0.0 ms [2026.10.12-19.29.00:566][ 0]LogDescent: Display: Boot: 13 step(s) ran, all ok [2026.10.12-19.29.00:566][ 0]LogLoad: Took 1.180951 seconds to LoadMap(/Game/Maps/Descent_Main) [2026.10.12-19.29.00:566][ 0]LogGlobalStatus: UEngine::LoadMap Load map complete /Game/Maps/Descent_Main [2026.10.12-19.29.00:576][ 0]LogMaterial: Warning: Material /Game/Vehicles/Kazah/Materials/MI_Satin_titanium_2S.MI_Satin_titanium_2S missing usage flag Nanite! Default Material will be used in game. [2026.10.12-19.29.00:576][ 0]LogMaterial: Warning: The material instance will recompile every editor launch until resaved. [2026.10.12-19.29.00:576][ 0]LogMaterial: Warning: Material /Game/Vehicles/Kazah/Materials/MI_Graphite_machinery_2S.MI_Graphite_machinery_2S missing usage flag Nanite! Default Material will be used in game. [2026.10.12-19.29.00:576][ 0]LogMaterial: Warning: The material instance will recompile every editor launch until resaved. [2026.10.12-19.29.00:576][ 0]LogMaterial: Warning: Material /Game/Vehicles/Kazah/Materials/MI_Cockpit_titanium_frame_2S.MI_Cockpit_titanium_frame_2S missing usage flag Nanite! Default Material will be used in game. [2026.10.12-19.29.00:577][ 0]LogMaterial: Warning: The material instance will recompile every editor launch until resaved. [2026.10.12-19.29.00:577][ 0]LogMaterial: Warning: Material /Game/Vehicles/Kazah/Materials/MI_Pearl_ceramic_lacquer_2S.MI_Pearl_ceramic_lacquer_2S missing usage flag Nanite! Default Material will be used in game. [2026.10.12-19.29.00:577][ 0]LogMaterial: Warning: The material instance will recompile every editor launch until resaved. [2026.10.12-19.29.00:577][ 0]LogMaterial: Warning: Material /Game/Vehicles/Kazah/Materials/MI_Rubber_seals_2S.MI_Rubber_seals_2S missing usage flag Nanite! Default Material will be used in game. [2026.10.12-19.29.00:577][ 0]LogMaterial: Warning: The material instance will recompile every editor launch until resaved. [2026.10.12-19.29.00:578][ 0]LogMaterial: Warning: Material /Game/Vehicles/Kazah/Materials/MI_Deep_ocean_enamel_2S.MI_Deep_ocean_enamel_2S missing usage flag Nanite! Default Material will be used in game. [2026.10.12-19.29.00:578][ 0]LogMaterial: Warning: The material instance will recompile every editor launch until resaved. [2026.10.12-19.29.00:578][ 0]LogMaterial: Warning: Material /Game/Vehicles/Kazah/Materials/MI_Recessed_seams_2S.MI_Recessed_seams_2S missing usage flag Nanite! Default Material will be used in game. [2026.10.12-19.29.00:578][ 0]LogMaterial: Warning: The material instance will recompile every editor launch until resaved. [2026.10.12-19.29.00:578][ 0]LogMaterial: Warning: Material /Game/Vehicles/Kazah/Materials/MI_Impeller_alloy_2S.MI_Impeller_alloy_2S missing usage flag Nanite! Default Material will be used in game. [2026.10.12-19.29.00:578][ 0]LogMaterial: Warning: The material instance will recompile every editor launch until resaved. [2026.10.12-19.29.00:579][ 0]LogMaterial: Warning: Material /Game/Vehicles/Kazah/Materials/MI_Safety_burnt_orange_2S.MI_Safety_burnt_orange_2S missing usage flag Nanite! Default Material will be used in game. [2026.10.12-19.29.00:579][ 0]LogMaterial: Warning: The material instance will recompile every editor launch until resaved. [2026.10.12-19.29.00:579][ 0]LogMaterial: Warning: Material /Game/Vehicles/Kazah/Materials/MI_Headlight_crystal_2S.MI_Headlight_crystal_2S missing usage flag Nanite! Default Material will be used in game. [2026.10.12-19.29.00:579][ 0]LogMaterial: Warning: The material instance will recompile every editor launch until resaved. [2026.10.12-19.29.00:580][ 0]LogMaterial: Warning: Material /Game/Vehicles/Kazah/Materials/MI_Marine_teal_enamel_2S.MI_Marine_teal_enamel_2S missing usage flag Nanite! Default Material will be used in game. [2026.10.12-19.29.00:580][ 0]LogMaterial: Warning: The material instance will recompile every editor launch until resaved. [2026.10.12-19.29.00:582][ 0]LogSlate: Display: Synchronously lazy loading font file '../../../Engine/Content/Slate/Fonts/Roboto-Regular.ttf' with subface index 0 in Game thread. [2026.10.12-19.29.00:582][ 0]LogSlate: Display: Took 0.000175 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Regular.ttf' (155K) on Game thread. [2026.10.12-19.29.00:582][ 0]LogSlate: Display: Freetype font face in memory successfully created with synchronously loaded raw font file '../../../Engine/Content/Slate/Fonts/Roboto-Regular.ttf' subface 0 in Game thread. [2026.10.12-19.29.00:582][ 0]LogSlate: Display: Font face '../../../Engine/Content/Slate/Fonts/Roboto-Regular.ttf' subface index 0 successfully added to font face map in Game thread. [2026.10.12-19.29.00:583][ 0]LogModuleManager: InternalLoadLibrary: 'AutomationWorker' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AutomationWorker.dll') [2026.10.12-19.29.00:584][ 0]LogModuleManager: InternalLoadLibrary: 'AutomationController' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-AutomationController.dll') [2026.10.12-19.29.00:584][ 0]LogModuleManager: InternalLoadLibrary: 'SequenceRecorder' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-SequenceRecorder.dll') [2026.10.12-19.29.00:586][ 0]LogModuleManager: InternalLoadLibrary: 'SequenceRecorderSections' ('E:/Tools/UE_5.8/Engine/Binaries/Win64/UnrealEditor-SequenceRecorderSections.dll') [2026.10.12-19.29.00:601][ 0]LogAssetRegistry: Display: PlatformFileJournal is not available on volume 'D:' of project directory 'D:/SubnauticaCLONE/TheDescentUE/', so AssetDiscovery cache will not be read or written. Unavailability reason: NTFS Journal is not active for volume 'D:'. Launch cmd.exe as admin and run command `fsutil usn createJournal D: m=`. Recommended is 0x40000000 (1GB). [2026.10.12-19.29.00:687][ 0]LogAssetRegistry: Display: CleanupOrphanedCacheFiles (PreLoad): 1 .ref files found, 1 referenced binaries [2026.10.12-19.29.00:696][ 0]LogAssetRegistry: Display: CachedAssetRegistry_0_ED48A4EC4045759235F952943A0AD3CE.bin: deleted (orphaned, unreferenced by any .ref) [2026.10.12-19.29.00:697][ 0]LogAssetRegistry: Display: CleanupOrphanedCacheFiles: 2 total binaries, 1 referenced (kept), 0 old-style pre-migration (kept), 1 orphans deleted, 0 orphans locked (kept) [2026.10.12-19.29.00:697][ 0]LogAssetRegistry: Display: FindShardedCacheFiles: 1 via .ref, 0 via migration fallback, 1 total [2026.10.12-19.29.00:697][ 0]LogAssetRegistry: Display: LoadCacheFiles: loading 1 cache files, memory-mapping=enabled [2026.10.12-19.29.00:799][ 0]LogAssetRegistry: Display: Asset registry cache read as 127.3 MiB from D:/SubnauticaCLONE/TheDescentUE/Intermediate/CachedAssetRegistry/CachedAssetRegistry_0_B9CD9D724543B38A21852AACEEF7A11B.bin (memory-mapped=yes) [2026.10.12-19.29.00:799][ 0]LogAssetRegistry: Display: AssetDataGatherer spent 0.111s loading caches from D:/SubnauticaCLONE/TheDescentUE/Intermediate/CachedAssetRegistry. [2026.10.12-19.29.00:900][ 0]LogAssetRegistry: AssetRegistryGather time 0.1809s: AssetDataDiscovery 0.0000s, AssetDataGather 0.1257s, StoreResults 0.0552s. Wall time 3.7430s. NumCachedDirectories 0. NumUncachedDirectories 3311. NumCachedFiles 16721. NumUncachedFiles 0. BackgroundTickInterruptions 0. [2026.10.12-19.29.00:901][ 0]LogAssetRegistry: Display: Starting OnFilesLoaded.Broadcast [2026.10.12-19.29.00:903][ 0]LogAssetRegistry: Display: Completed OnFilesLoaded.Broadcast: 0.003s [2026.10.12-19.29.00:904][ 0]LogInit: Running DelayedAutoRegister Phase EndOfEngineInit [2026.10.12-19.29.00:912][ 0]LogInit: Display: Engine is initialized. Leaving FEngineLoop::Init() [2026.10.12-19.29.00:912][ 0]LogLoad: (Engine Initialization) Total time: 7.56 seconds [2026.10.12-19.29.00:912][ 0]LogInit: Adding external input plugin. [2026.10.12-19.29.00:915][ 0]LogInputDeviceRegistry: RegisterDevice: DeviceId=1 InputDeviceName=XInputInterface HardwareDeviceIdentifier=XInputController (changed=true) [2026.10.12-19.29.00:915][ 0]LogInputDeviceProperties: Input device connection change: NewState=EInputDeviceConnectionState::Connected, DeviceId=1, PlatformUser=0, Device Info=XInputInterface::XInputController [2026.10.12-19.29.00:918][ 0]LogContentStreaming: Texture pool size now 1000 MB [2026.10.12-19.29.00:918][ 0]LogCsvProfiler: Display: Metadata set : streamingpoolsizemb="1000" [2026.10.12-19.29.00:964][ 0]LogStaticMesh: Display: Waiting on static mesh StaticMesh /Game/Player/Arm/SM_Arm_UpperArm.SM_Arm_UpperArm being ready before playing [2026.10.12-19.29.00:964][ 0]LogStaticMesh: Display: Waiting on static mesh StaticMesh /Game/Player/Arm/SM_Arm_Forearm.SM_Arm_Forearm being ready before playing [2026.10.12-19.29.00:965][ 0]LogStaticMesh: Display: Waiting on static mesh StaticMesh /Game/Player/Arm/SM_Arm_PistonRod.SM_Arm_PistonRod being ready before playing [2026.10.12-19.29.00:965][ 0]LogStaticMesh: Display: Waiting on static mesh StaticMesh /Game/Player/Arm/SM_Arm_Wrist.SM_Arm_Wrist being ready before playing [2026.10.12-19.29.00:965][ 0]LogStaticMesh: Display: Waiting on static mesh StaticMesh /Game/Player/Arm/SM_Arm_Hand.SM_Arm_Hand being ready before playing [2026.10.12-19.29.00:966][ 0]LogStaticMesh: Display: Waiting on static mesh StaticMesh /Game/Player/Arm/SM_Arm_Thumb_1.SM_Arm_Thumb_1 being ready before playing [2026.10.12-19.29.00:966][ 0]LogStaticMesh: Display: Waiting on static mesh StaticMesh /Game/Player/Arm/SM_Arm_Thumb_2.SM_Arm_Thumb_2 being ready before playing [2026.10.12-19.29.00:966][ 0]LogStaticMesh: Display: Waiting on static mesh StaticMesh /Game/Player/Arm/SM_Arm_Thumb_3.SM_Arm_Thumb_3 being ready before playing [2026.10.12-19.29.00:966][ 0]LogStaticMesh: Display: Waiting on static mesh StaticMesh /Game/Player/Arm/SM_Arm_Index_1.SM_Arm_Index_1 being ready before playing [2026.10.12-19.29.00:967][ 0]LogStaticMesh: Display: Waiting on static mesh StaticMesh /Game/Player/Arm/SM_Arm_Index_2.SM_Arm_Index_2 being ready before playing [2026.10.12-19.29.00:967][ 0]LogStaticMesh: Display: Waiting on static mesh StaticMesh /Game/Player/Arm/SM_Arm_Index_3.SM_Arm_Index_3 being ready before playing [2026.10.12-19.29.00:967][ 0]LogStaticMesh: Display: Waiting on static mesh StaticMesh /Game/Player/Arm/SM_Arm_Middle_1.SM_Arm_Middle_1 being ready before playing [2026.10.12-19.29.00:967][ 0]LogStaticMesh: Display: Waiting on static mesh StaticMesh /Game/Player/Arm/SM_Arm_Middle_2.SM_Arm_Middle_2 being ready before playing [2026.10.12-19.29.00:968][ 0]LogStaticMesh: Display: Waiting on static mesh StaticMesh /Game/Player/Arm/SM_Arm_Middle_3.SM_Arm_Middle_3 being ready before playing [2026.10.12-19.29.00:968][ 0]LogStaticMesh: Display: Waiting on static mesh StaticMesh /Game/Player/Arm/SM_Arm_Ring_1.SM_Arm_Ring_1 being ready before playing [2026.10.12-19.29.00:968][ 0]LogStaticMesh: Display: Waiting on static mesh StaticMesh /Game/Player/Arm/SM_Arm_Ring_2.SM_Arm_Ring_2 being ready before playing [2026.10.12-19.29.00:968][ 0]LogStaticMesh: Display: Waiting on static mesh StaticMesh /Game/Player/Arm/SM_Arm_Ring_3.SM_Arm_Ring_3 being ready before playing [2026.10.12-19.29.00:969][ 0]LogStaticMesh: Display: Waiting on static mesh StaticMesh /Game/Player/Arm/SM_Arm_Pinky_1.SM_Arm_Pinky_1 being ready before playing [2026.10.12-19.29.00:969][ 0]LogStaticMesh: Display: Waiting on static mesh StaticMesh /Game/Player/Arm/SM_Arm_Pinky_2.SM_Arm_Pinky_2 being ready before playing [2026.10.12-19.29.00:970][ 0]LogStaticMesh: Display: Waiting on static mesh StaticMesh /Game/Player/Arm/SM_Arm_Pinky_3.SM_Arm_Pinky_3 being ready before playing [2026.10.12-19.29.00:970][ 0]LogStaticMesh: Display: Waiting on static mesh StaticMesh /Game/Vehicles/Kazah/SM_Kazah_Rotor_Port.SM_Kazah_Rotor_Port being ready before playing [2026.10.12-19.29.00:970][ 0]LogStaticMesh: Display: Waiting on static mesh StaticMesh /Game/Vehicles/Kazah/SM_Kazah_Rotor_Stbd.SM_Kazah_Rotor_Stbd being ready before playing [2026.10.12-19.29.00:970][ 0]LogStaticMesh: Display: Waiting on static mesh StaticMesh /Game/Vehicles/Kazah/SM_Kazah_Tool_Housing.SM_Kazah_Tool_Housing being ready before playing [2026.10.12-19.29.00:971][ 0]LogStaticMesh: Display: Waiting on static mesh StaticMesh /Engine/BasicShapes/Sphere.Sphere being ready before playing [2026.10.12-19.29.00:971][ 0]LogStaticMesh: Display: Waiting on static mesh StaticMesh /Game/Vehicles/Kazah/SM_Kazah_Chin_Sensor.SM_Kazah_Chin_Sensor being ready before playing [2026.10.12-19.29.01:016][ 0]LogSlate: Display: Synchronously lazy loading font file '../../../Engine/Content/Slate/Fonts/Roboto-Bold.ttf' with subface index 0 in Game thread. [2026.10.12-19.29.01:016][ 0]LogSlate: Display: Took 0.000306 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Bold.ttf' (160K) on Game thread. [2026.10.12-19.29.01:017][ 0]LogSlate: Display: Freetype font face in memory successfully created with synchronously loaded raw font file '../../../Engine/Content/Slate/Fonts/Roboto-Bold.ttf' subface 0 in Game thread. [2026.10.12-19.29.01:017][ 0]LogSlate: Display: Font face '../../../Engine/Content/Slate/Fonts/Roboto-Bold.ttf' subface index 0 successfully added to font face map in Game thread. [2026.10.12-19.29.01:021][ 0]LogSlate: InvalidateAllWidgets triggered. All widgets were invalidated [2026.10.12-19.29.01:021][ 0]LogSlate: Display: Flushing composite font cache on Game thread. Clearing 1 entries in composite font map and 2 entries in font face map. [2026.10.12-19.29.01:046][ 0]LogSlate: InvalidateAllWidgets triggered. All widgets were invalidated [2026.10.12-19.29.01:046][ 0]LogDescent: Display: Scenario 'player_body' starting on map Descent_Main after 2.0 s [2026.10.12-19.29.01:046][ 0]LogDescent: Display: Scenario 'player_body' step 1/398: EnsureResolution [2026.10.12-19.29.01:047][ 0]LogDescent: Display: Scenario 'player_body' step 2/398: Exec(Descent.Body.View body) [2026.10.12-19.29.01:047][ 0]LogDescent: Display: Scenario exec: Descent.Body.View body [2026.10.12-19.29.01:048][ 0]LogDescent: Display: Body.View: the player's view is the Twinblast body [2026.10.12-19.29.01:048][ 0]LogDescent: Display: Scenario 'player_body' step 3/398: Exec(Descent.Body.ShowGuns 0) [2026.10.12-19.29.01:048][ 0]LogDescent: Display: Scenario exec: Descent.Body.ShowGuns 0 [2026.10.12-19.29.01:048][ 0]LogDescent: Display: Body.Guns: the pistols are not drawn [2026.10.12-19.29.01:048][ 0]LogDescent: Display: Scenario 'player_body' step 4/398: Exec(descent.Body.AnimSet 1) [2026.10.12-19.29.01:048][ 0]LogDescent: Display: Scenario exec: descent.Body.AnimSet 1 [2026.10.12-19.29.01:049][ 0]descent.Body.AnimSet = "1" [2026.10.12-19.29.01:049][ 0]LogDescent: Display: Scenario 'player_body' step 5/398: Exec(descent.Body.ArmsUp 0) [2026.10.12-19.29.01:049][ 0]LogDescent: Display: Scenario exec: descent.Body.ArmsUp 0 [2026.10.12-19.29.01:050][ 0]descent.Body.ArmsUp = "0" [2026.10.12-19.29.01:050][ 0]LogDescent: Display: Scenario 'player_body' step 6/398: Exec(Descent.Player.Place galley) [2026.10.12-19.29.01:050][ 0]LogDescent: Display: Scenario exec: Descent.Player.Place galley [2026.10.12-19.29.01:050][ 0]LogDescent: Display: Player.Place: galley at carrier-local (23.50, 0.00, -3.00) [2026.10.12-19.29.01:050][ 0]LogDescent: Display: Scenario 'player_body' step 7/398: view through the character [2026.10.12-19.29.01:050][ 0]LogDescent: Display: Scenario 'player_body' step 8/398: WaitSim(1.50) [2026.10.12-19.29.01:050][ 0]LogPython: Display: Running start-up script E:/Tools/UE_5.8/Engine/Plugins/Experimental/ToolsetRegistry/Content/Python/init_unreal.py... started... [2026.10.12-19.29.01:118][ 0]LogPython: Error: Traceback (most recent call last): [2026.10.12-19.29.01:119][ 0]LogPython: Error: File "E:/Tools/UE_5.8/Engine/Plugins/Experimental/ToolsetRegistry/Content/Python/init_unreal.py", line 7, in [2026.10.12-19.29.01:119][ 0]LogPython: Error: tests._toolset_registry_test_runner = unreal.PythonTestRunner.create( [2026.10.12-19.29.01:120][ 0]LogPython: Error: ^^^^^^^^^^^^^^^^^^^^^^^ [2026.10.12-19.29.01:120][ 0]LogPython: Error: AttributeError: module 'unreal' has no attribute 'PythonTestRunner' [2026.10.12-19.29.01:120][ 0]LogPython: Display: Running start-up script E:/Tools/UE_5.8/Engine/Plugins/Experimental/ToolsetRegistry/Content/Python/init_unreal.py... took 71.003 ms [2026.10.12-19.29.01:120][ 0]LogPython: Display: Running start-up script E:/Tools/UE_5.8/Engine/Plugins/Animation/IKRig/Content/Python/init_unreal.py... started... [2026.10.12-19.29.01:121][ 0]LogPython: Display: Running start-up script E:/Tools/UE_5.8/Engine/Plugins/Animation/IKRig/Content/Python/init_unreal.py... took 2.677 ms (total: 73.680 ms) [2026.10.12-19.29.01:121][ 0]LogPython: Display: Running start-up script E:/Tools/UE_5.8/Engine/Plugins/Animation/ControlRig/Content/Python/init_unreal.py... started... [2026.10.12-19.29.01:131][ 0]LogPython: registering [2026.10.12-19.29.01:134][ 0]LogPython: Display: Running start-up script E:/Tools/UE_5.8/Engine/Plugins/Animation/ControlRig/Content/Python/init_unreal.py... took 12.635 ms (total: 86.315 ms) [2026.10.12-19.29.01:136][ 1]LogStreaming: Display: FlushAsyncLoading(285): 1 QueuedPackages, 0 AsyncPackages [2026.10.12-19.29.01:141][ 1]LogSlate: Display: Synchronously lazy loading font file '../../../Engine/Content/Slate/Fonts/Roboto-Bold.ttf' with subface index 0 in Game thread. [2026.10.12-19.29.01:141][ 1]LogSlate: Display: Took 0.000106 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Bold.ttf' (160K) on Game thread. [2026.10.12-19.29.01:141][ 1]LogSlate: Display: Freetype font face in memory successfully created with synchronously loaded raw font file '../../../Engine/Content/Slate/Fonts/Roboto-Bold.ttf' subface 0 in Game thread. [2026.10.12-19.29.01:141][ 1]LogSlate: Display: Font face '../../../Engine/Content/Slate/Fonts/Roboto-Bold.ttf' subface index 0 successfully added to font face map in Game thread. [2026.10.12-19.29.01:161][ 1]LogMaterial: Warning: Material /Game/Materials/M_DescentSurface.M_DescentSurface missing usage flag InstancedStaticMeshes! Default Material will be used in game. [2026.10.12-19.29.01:162][ 1]LogMaterial: Warning: The material will recompile every editor launch until resaved. [2026.10.12-19.29.01:162][ 1]LogSlate: Display: Synchronously lazy loading font file '../../../Engine/Content/Slate/Fonts/Roboto-Regular.ttf' with subface index 0 in Game thread. [2026.10.12-19.29.01:162][ 1]LogSlate: Display: Took 0.000146 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Regular.ttf' (155K) on Game thread. [2026.10.12-19.29.01:163][ 1]LogSlate: Display: Freetype font face in memory successfully created with synchronously loaded raw font file '../../../Engine/Content/Slate/Fonts/Roboto-Regular.ttf' subface 0 in Game thread. [2026.10.12-19.29.01:163][ 1]LogSlate: Display: Font face '../../../Engine/Content/Slate/Fonts/Roboto-Regular.ttf' subface index 0 successfully added to font face map in Game thread. [2026.10.12-19.29.01:165][ 1]LogStaticMesh: Display: Waiting on static mesh StaticMesh /Engine/BasicShapes/Cylinder.Cylinder being ready before playing [2026.10.12-19.29.01:503][ 45]LogDescent: Display: Scenario 'player_body' step 9/398: Expect(the body is set up: Twinblast mesh, 14 sequences, guns hidden, leg material, drawn, own view, head hidden, arm away) [2026.10.12-19.29.01:503][ 46]LogDescent: Display: player_body: set up 1, mesh TwinBlast, sequences 21, guns shown 0 (section 0), legs 1, shown 1, own view 1, head hidden 1, first-person primitive 1, camera first-person scale 0.55 (on 1), arm pose hidden 1 [2026.10.12-19.29.01:503][ 46]LogDescent: Display: Expect 'the body is set up: Twinblast mesh, 14 sequences, guns hidden, leg material, drawn, own view, head hidden, arm away': ok [2026.10.12-19.29.01:503][ 46]LogDescent: Display: Scenario 'player_body' step 10/398: Expect(in dry air the body takes only lighting channel 2 (the room's lamps), like the old arm) [2026.10.12-19.29.01:504][ 46]LogDescent: Display: Expect 'in dry air the body takes only lighting channel 2 (the room's lamps), like the old arm': ok [2026.10.12-19.29.01:504][ 46]LogDescent: Display: Scenario 'player_body' step 11/398: Expect(the body's motion is idle) [2026.10.12-19.29.01:504][ 46]LogDescent: Display: player_body: motion idle, speed 0 cm/s, move 0.00 (clip Walk_Fwd, rate 1.00), action 0.00 (clip Jump_Fall_Loop) [2026.10.12-19.29.01:504][ 46]LogDescent: Display: Expect 'the body's motion is idle': ok [2026.10.12-19.29.01:504][ 46]LogDescent: Display: Scenario 'player_body' step 12/398: Shot(fp_idle) [2026.10.12-19.29.02:702][195]LogDescent: Display: Shot(fp_idle): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_fp_idle.png 1280x720 mean luma 0.201 centre 0.387 p99 0.616 non-black 85.6% [2026.10.12-19.29.02:702][196]LogDescent: Display: Scenario 'player_body' step 13/398: Expect(the eyes of the standing pose are at the camera height (1.65 m +- 3 cm)) [2026.10.12-19.29.02:702][196]LogDescent: Display: player_body: Eyes_Position socket 165.1 cm above the feet in the Idle pose (camera 165.0 cm), mesh scale 0.922 [2026.10.12-19.29.02:703][196]LogDescent: Display: Expect 'the eyes of the standing pose are at the camera height (1.65 m +- 3 cm)': ok [2026.10.12-19.29.02:703][196]LogDescent: Display: Scenario 'player_body' step 14/398: Exec(Descent.Player.Look 0 -45) [2026.10.12-19.29.02:703][196]LogDescent: Display: Scenario exec: Descent.Player.Look 0 -45 [2026.10.12-19.29.02:703][196]LogDescent: Display: Scenario 'player_body' step 15/398: WaitFrames(4) [2026.10.12-19.29.02:720][199]LogDescent: Display: Scenario 'player_body' step 16/398: Shot(fp_look_down_45) [2026.10.12-19.29.03:597][366]LogDescent: Display: Shot(fp_look_down_45): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_fp_look_down_45.png 1280x720 mean luma 0.171 centre 0.190 p99 0.268 non-black 92.9% [2026.10.12-19.29.03:597][367]LogDescent: Display: Scenario 'player_body' step 17/398: Exec(Descent.Player.Look 0 -60) [2026.10.12-19.29.03:598][367]LogDescent: Display: Scenario exec: Descent.Player.Look 0 -60 [2026.10.12-19.29.03:599][367]LogDescent: Display: Scenario 'player_body' step 18/398: WaitFrames(4) [2026.10.12-19.29.03:615][370]LogDescent: Display: Scenario 'player_body' step 19/398: Shot(fp_look_down_60) [2026.10.12-19.29.04:494][525]LogDescent: Display: Shot(fp_look_down_60): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_fp_look_down_60.png 1280x720 mean luma 0.143 centre 0.151 p99 0.201 non-black 100.0% [2026.10.12-19.29.04:495][526]LogDescent: Display: Scenario 'player_body' step 20/398: Exec(Descent.Player.Look 0 -80) [2026.10.12-19.29.04:495][526]LogDescent: Display: Scenario exec: Descent.Player.Look 0 -80 [2026.10.12-19.29.04:495][526]LogDescent: Display: Scenario 'player_body' step 21/398: WaitFrames(4) [2026.10.12-19.29.04:514][529]LogDescent: Display: Scenario 'player_body' step 22/398: Shot(fp_look_down_80) [2026.10.12-19.29.05:391][670]LogDescent: Display: Shot(fp_look_down_80): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_fp_look_down_80.png 1280x720 mean luma 0.111 centre 0.108 p99 0.478 non-black 97.4% [2026.10.12-19.29.05:392][671]LogDescent: Display: Scenario 'player_body' step 23/398: Exec(Descent.Player.Look 0 35) [2026.10.12-19.29.05:393][671]LogDescent: Display: Scenario exec: Descent.Player.Look 0 35 [2026.10.12-19.29.05:394][672]LogDescent: Display: Scenario 'player_body' step 24/398: WaitFrames(4) [2026.10.12-19.29.05:407][674]LogDescent: Display: Scenario 'player_body' step 25/398: Shot(fp_look_up_35) [2026.10.12-19.29.06:264][843]LogDescent: Display: Shot(fp_look_up_35): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_fp_look_up_35.png 1280x720 mean luma 0.069 centre 0.084 p99 0.378 non-black 86.5% [2026.10.12-19.29.06:264][843]LogDescent: Display: Scenario 'player_body' step 26/398: Exec(Descent.Player.Look 0 0) [2026.10.12-19.29.06:264][843]LogDescent: Display: Scenario exec: Descent.Player.Look 0 0 [2026.10.12-19.29.06:265][844]LogDescent: Display: Scenario 'player_body' step 27/398: DumpState(idle) [2026.10.12-19.29.06:266][844]LogDescent: Display: DumpState(idle): D:/SubnauticaCLONE/TheDescentUE/Saved/State/player_body_idle.json [2026.10.12-19.29.06:266][844]LogDescent: Display: Scenario 'player_body' step 28/398: camera for tp_front_room_light [2026.10.12-19.29.06:266][844]LogDescent: Display: Scenario 'player_body' step 29/398: Shot(tp_front_room_light) [2026.10.12-19.29.07:213][ 1]LogDescent: Display: Shot(tp_front_room_light): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_tp_front_room_light.png 1280x720 mean luma 0.124 centre 0.187 p99 0.684 non-black 91.9% [2026.10.12-19.29.07:213][ 1]LogDescent: Display: Scenario 'player_body' step 30/398: lamp off [2026.10.12-19.29.07:213][ 2]LogDescent: Display: Scenario 'player_body' step 31/398: Expect(seen from outside: head back, not a first-person primitive, the pack's own arm pose) [2026.10.12-19.29.07:213][ 2]LogDescent: Display: Expect 'seen from outside: head back, not a first-person primitive, the pack's own arm pose': ok [2026.10.12-19.29.07:213][ 2]LogDescent: Display: Scenario 'player_body' step 32/398: camera for tp_front [2026.10.12-19.29.07:214][ 2]LogDescent: Display: Scenario 'player_body' step 33/398: Shot(tp_front) [2026.10.12-19.29.08:084][158]LogDescent: Display: Shot(tp_front): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_tp_front.png 1280x720 mean luma 0.135 centre 0.226 p99 0.694 non-black 93.0% [2026.10.12-19.29.08:085][159]LogDescent: Display: Scenario 'player_body' step 34/398: lamp off [2026.10.12-19.29.08:085][159]LogDescent: Display: Scenario 'player_body' step 35/398: camera for tp_side_right [2026.10.12-19.29.08:086][159]LogDescent: Display: Scenario 'player_body' step 36/398: Shot(tp_side_right) [2026.10.12-19.29.08:962][323]LogDescent: Display: Shot(tp_side_right): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_tp_side_right.png 1280x720 mean luma 0.134 centre 0.131 p99 0.412 non-black 92.7% [2026.10.12-19.29.08:962][324]LogDescent: Display: Scenario 'player_body' step 37/398: lamp off [2026.10.12-19.29.08:964][324]LogDescent: Display: Scenario 'player_body' step 38/398: camera for tp_side_left [2026.10.12-19.29.08:964][324]LogDescent: Display: Scenario 'player_body' step 39/398: Shot(tp_side_left) [2026.10.12-19.29.09:837][489]LogDescent: Display: Shot(tp_side_left): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_tp_side_left.png 1280x720 mean luma 0.160 centre 0.172 p99 0.790 non-black 95.3% [2026.10.12-19.29.09:837][490]LogDescent: Display: Scenario 'player_body' step 40/398: lamp off [2026.10.12-19.29.09:838][490]LogDescent: Display: Scenario 'player_body' step 41/398: camera for tp_back [2026.10.12-19.29.09:838][490]LogDescent: Display: Scenario 'player_body' step 42/398: Shot(tp_back) [2026.10.12-19.29.10:714][647]LogDescent: Display: Shot(tp_back): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_tp_back.png 1280x720 mean luma 0.219 centre 0.170 p99 0.592 non-black 93.7% [2026.10.12-19.29.10:714][648]LogDescent: Display: Scenario 'player_body' step 43/398: lamp off [2026.10.12-19.29.10:714][648]LogDescent: Display: Scenario 'player_body' step 44/398: camera for tp_legs [2026.10.12-19.29.10:715][648]LogDescent: Display: Scenario 'player_body' step 45/398: Shot(tp_legs) [2026.10.12-19.29.11:589][793]LogDescent: Display: Shot(tp_legs): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_tp_legs.png 1280x720 mean luma 0.164 centre 0.186 p99 0.733 non-black 94.2% [2026.10.12-19.29.11:589][794]LogDescent: Display: Scenario 'player_body' step 46/398: lamp off [2026.10.12-19.29.11:589][794]LogDescent: Display: Scenario 'player_body' step 47/398: camera for tp_feet [2026.10.12-19.29.11:589][794]LogDescent: Display: Scenario 'player_body' step 48/398: Shot(tp_feet) [2026.10.12-19.29.12:465][929]LogDescent: Display: Shot(tp_feet): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_tp_feet.png 1280x720 mean luma 0.118 centre 0.145 p99 0.540 non-black 92.0% [2026.10.12-19.29.12:465][930]LogDescent: Display: Scenario 'player_body' step 49/398: lamp off [2026.10.12-19.29.12:465][930]LogDescent: Display: Scenario 'player_body' step 50/398: camera for tp_arms [2026.10.12-19.29.12:465][930]LogDescent: Display: Scenario 'player_body' step 51/398: Shot(tp_arms) [2026.10.12-19.29.13:334][ 80]LogDescent: Display: Shot(tp_arms): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_tp_arms.png 1280x720 mean luma 0.177 centre 0.244 p99 0.761 non-black 90.0% [2026.10.12-19.29.13:334][ 80]LogDescent: Display: Scenario 'player_body' step 52/398: lamp off [2026.10.12-19.29.13:335][ 81]LogDescent: Display: Scenario 'player_body' step 53/398: Exec(Descent.Body.ShowGuns 1) [2026.10.12-19.29.13:335][ 81]LogDescent: Display: Scenario exec: Descent.Body.ShowGuns 1 [2026.10.12-19.29.13:335][ 81]LogDescent: Display: Body.Guns: the pistols are drawn [2026.10.12-19.29.13:335][ 81]LogDescent: Display: Scenario 'player_body' step 54/398: WaitFrames(3) [2026.10.12-19.29.13:347][ 83]LogDescent: Display: Scenario 'player_body' step 55/398: Expect(Descent.Body.ShowGuns 1 draws the pistol section) [2026.10.12-19.29.13:347][ 84]LogDescent: Display: Expect 'Descent.Body.ShowGuns 1 draws the pistol section': ok [2026.10.12-19.29.13:347][ 84]LogDescent: Display: Scenario 'player_body' step 56/398: camera for tp_front_guns_on [2026.10.12-19.29.13:348][ 84]LogDescent: Display: Scenario 'player_body' step 57/398: Shot(tp_front_guns_on) [2026.10.12-19.29.14:271][252]LogDescent: Display: Shot(tp_front_guns_on): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_tp_front_guns_on.png 1280x720 mean luma 0.134 centre 0.223 p99 0.692 non-black 92.8% [2026.10.12-19.29.14:271][253]LogDescent: Display: Scenario 'player_body' step 58/398: lamp off [2026.10.12-19.29.14:271][253]LogDescent: Display: Scenario 'player_body' step 59/398: Exec(Descent.Body.ShowGuns 0) [2026.10.12-19.29.14:272][253]LogDescent: Display: Scenario exec: Descent.Body.ShowGuns 0 [2026.10.12-19.29.14:272][253]LogDescent: Display: Body.Guns: the pistols are not drawn [2026.10.12-19.29.14:272][253]LogDescent: Display: Scenario 'player_body' step 60/398: WaitFrames(3) [2026.10.12-19.29.14:281][255]LogDescent: Display: Scenario 'player_body' step 61/398: Expect(Descent.Body.ShowGuns 0 hides it again) [2026.10.12-19.29.14:281][256]LogDescent: Display: Expect 'Descent.Body.ShowGuns 0 hides it again': ok [2026.10.12-19.29.14:282][256]LogDescent: Display: Scenario 'player_body' step 62/398: view: the player [2026.10.12-19.29.14:282][256]LogDescent: Display: Scenario 'player_body' step 63/398: WaitFrames(2) [2026.10.12-19.29.14:297][257]LogDescent: Display: Scenario 'player_body' step 64/398: Exec(Descent.Player.Place galley) [2026.10.12-19.29.14:298][257]LogDescent: Display: Scenario exec: Descent.Player.Place galley [2026.10.12-19.29.14:298][258]LogDescent: Display: Player.Place: galley at carrier-local (23.50, 0.00, -3.00) [2026.10.12-19.29.14:298][258]LogDescent: Display: Scenario 'player_body' step 65/398: WaitSim(0.40) [2026.10.12-19.29.14:364][269]LogDescent: Display: Scenario 'player_body' step 66/398: Exec(Descent.Player.Intent 1 0 0 0 0 1.6) [2026.10.12-19.29.14:365][270]LogDescent: Display: Scenario exec: Descent.Player.Intent 1 0 0 0 0 1.6 [2026.10.12-19.29.14:365][270]LogDescent: Display: Player.Intent: holding move (1.00, 0.00, 0.00) look (0.0, 0.0) deg/s for 1.60 s of sim time [2026.10.12-19.29.14:365][270]LogDescent: Display: Scenario 'player_body' step 67/398: WaitSim(0.90) [2026.10.12-19.29.14:480][296]LogDescent: Display: Scenario 'player_body' step 68/398: Expect(the body's motion is moving on Jog_Fwd) [2026.10.12-19.29.14:480][297]LogDescent: Display: player_body: motion moving, speed 290 cm/s, move 1.00 (clip Jog_Fwd, rate 1.04), action 0.00 (clip Jump_Fall_Loop) [2026.10.12-19.29.14:481][297]LogDescent: Display: Expect 'the body's motion is moving on Jog_Fwd': ok [2026.10.12-19.29.14:481][297]LogDescent: Display: Scenario 'player_body' step 69/398: hold the character still for the picture [2026.10.12-19.29.14:481][297]LogDescent: Display: Scenario 'player_body' step 70/398: Shot(fp_walk) [2026.10.12-19.29.15:357][469]LogDescent: Display: Shot(fp_walk): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_fp_walk.png 1280x720 mean luma 0.258 centre 0.403 p99 0.631 non-black 91.3% [2026.10.12-19.29.15:357][470]LogDescent: Display: Scenario 'player_body' step 71/398: camera for tp_walk_side [2026.10.12-19.29.15:357][470]LogDescent: Display: Scenario 'player_body' step 72/398: Shot(tp_walk_side) [2026.10.12-19.29.16:228][622]LogDescent: Display: Shot(tp_walk_side): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_tp_walk_side.png 1280x720 mean luma 0.177 centre 0.203 p99 0.620 non-black 88.3% [2026.10.12-19.29.16:228][623]LogDescent: Display: Scenario 'player_body' step 73/398: lamp off [2026.10.12-19.29.16:229][623]LogDescent: Display: Scenario 'player_body' step 74/398: view: the player [2026.10.12-19.29.16:229][623]LogDescent: Display: Scenario 'player_body' step 75/398: WaitFrames(2) [2026.10.12-19.29.16:233][624]LogDescent: Display: Scenario 'player_body' step 76/398: let the character go on [2026.10.12-19.29.16:233][625]LogDescent: Display: Scenario 'player_body' step 77/398: WaitSim(1.20) [2026.10.12-19.29.16:410][660]LogDescent: Display: Scenario 'player_body' step 78/398: Expect(the body's motion is idle) [2026.10.12-19.29.16:410][661]LogDescent: Display: player_body: motion idle, speed 0 cm/s, move 0.00 (clip Walk_Fwd, rate 0.55), action 0.00 (clip Jump_Fall_Loop) [2026.10.12-19.29.16:412][661]LogDescent: Display: Expect 'the body's motion is idle': ok [2026.10.12-19.29.16:413][661]LogDescent: Display: Scenario 'player_body' step 79/398: Exec(Descent.Player.Intent -1 0 0 0 0 0.8) [2026.10.12-19.29.16:415][662]LogDescent: Display: Scenario exec: Descent.Player.Intent -1 0 0 0 0 0.8 [2026.10.12-19.29.16:418][662]LogDescent: Display: Player.Intent: holding move (-1.00, 0.00, 0.00) look (0.0, 0.0) deg/s for 0.80 s of sim time [2026.10.12-19.29.16:418][662]LogDescent: Display: Scenario 'player_body' step 80/398: WaitSim(0.60) [2026.10.12-19.29.16:485][678]LogDescent: Display: Scenario 'player_body' step 81/398: Expect(the body's motion is moving on Jog_Bwd) [2026.10.12-19.29.16:485][679]LogDescent: Display: player_body: motion moving, speed 290 cm/s, move 1.00 (clip Jog_Bwd, rate 1.04), action 0.00 (clip Jump_Fall_Loop) [2026.10.12-19.29.16:486][679]LogDescent: Display: Expect 'the body's motion is moving on Jog_Bwd': ok [2026.10.12-19.29.16:487][679]LogDescent: Display: Scenario 'player_body' step 82/398: WaitSim(0.80) [2026.10.12-19.29.16:585][702]LogDescent: Display: Scenario 'player_body' step 83/398: Exec(Descent.Player.Intent 0 1 0 0 0 0.8) [2026.10.12-19.29.16:585][703]LogDescent: Display: Scenario exec: Descent.Player.Intent 0 1 0 0 0 0.8 [2026.10.12-19.29.16:588][703]LogDescent: Display: Player.Intent: holding move (0.00, 1.00, 0.00) look (0.0, 0.0) deg/s for 0.80 s of sim time [2026.10.12-19.29.16:592][704]LogDescent: Display: Scenario 'player_body' step 84/398: WaitSim(0.60) [2026.10.12-19.29.16:657][720]LogDescent: Display: Scenario 'player_body' step 85/398: Expect(the body's motion is moving on Jog_Right) [2026.10.12-19.29.16:657][721]LogDescent: Display: player_body: motion moving, speed 290 cm/s, move 1.00 (clip Jog_Right, rate 1.04), action 0.00 (clip Jump_Fall_Loop) [2026.10.12-19.29.16:660][721]LogDescent: Display: Expect 'the body's motion is moving on Jog_Right': ok [2026.10.12-19.29.16:662][722]LogDescent: Display: Scenario 'player_body' step 86/398: WaitSim(0.80) [2026.10.12-19.29.16:752][744]LogDescent: Display: Scenario 'player_body' step 87/398: Exec(Descent.Player.Intent 0 -1 0 0 0 0.8) [2026.10.12-19.29.16:752][745]LogDescent: Display: Scenario exec: Descent.Player.Intent 0 -1 0 0 0 0.8 [2026.10.12-19.29.16:753][745]LogDescent: Display: Player.Intent: holding move (0.00, -1.00, 0.00) look (0.0, 0.0) deg/s for 0.80 s of sim time [2026.10.12-19.29.16:753][745]LogDescent: Display: Scenario 'player_body' step 88/398: WaitSim(0.60) [2026.10.12-19.29.16:822][762]LogDescent: Display: Scenario 'player_body' step 89/398: Expect(the body's motion is moving on Jog_Left) [2026.10.12-19.29.16:823][763]LogDescent: Display: player_body: motion moving, speed 290 cm/s, move 1.00 (clip Jog_Left, rate 1.04), action 0.00 (clip Jump_Fall_Loop) [2026.10.12-19.29.16:823][763]LogDescent: Display: Expect 'the body's motion is moving on Jog_Left': ok [2026.10.12-19.29.16:824][763]LogDescent: Display: Scenario 'player_body' step 90/398: WaitSim(1.00) [2026.10.12-19.29.16:940][792]LogDescent: Display: Scenario 'player_body' step 91/398: Exec(Descent.Player.Place galley) [2026.10.12-19.29.16:940][792]LogDescent: Display: Scenario exec: Descent.Player.Place galley [2026.10.12-19.29.16:941][793]LogDescent: Display: Player.Place: galley at carrier-local (23.50, 0.00, -3.00) [2026.10.12-19.29.16:942][793]LogDescent: Display: Scenario 'player_body' step 92/398: Exec(Descent.Player.Look 0 -60) [2026.10.12-19.29.16:944][793]LogDescent: Display: Scenario exec: Descent.Player.Look 0 -60 [2026.10.12-19.29.16:944][793]LogDescent: Display: Scenario 'player_body' step 93/398: WaitSim(0.40) [2026.10.12-19.29.16:993][804]LogDescent: Display: Scenario 'player_body' step 94/398: Exec(Descent.Player.Intent 1 0 0 0 0 1.6) [2026.10.12-19.29.16:993][804]LogDescent: Display: Scenario exec: Descent.Player.Intent 1 0 0 0 0 1.6 [2026.10.12-19.29.16:993][805]LogDescent: Display: Player.Intent: holding move (1.00, 0.00, 0.00) look (0.0, 0.0) deg/s for 1.60 s of sim time [2026.10.12-19.29.16:994][805]LogDescent: Display: Scenario 'player_body' step 95/398: WaitSim(0.80) [2026.10.12-19.29.17:104][828]LogDescent: Display: Scenario 'player_body' step 96/398: hold the character still for the picture [2026.10.12-19.29.17:104][829]LogDescent: Display: Scenario 'player_body' step 97/398: Shot(fp_walk_look_down) [2026.10.12-19.29.17:970][ 8]LogDescent: Display: Shot(fp_walk_look_down): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_fp_walk_look_down.png 1280x720 mean luma 0.169 centre 0.183 p99 0.349 non-black 81.0% [2026.10.12-19.29.17:971][ 9]LogDescent: Display: Scenario 'player_body' step 98/398: let the character go on [2026.10.12-19.29.17:971][ 9]LogDescent: Display: Scenario 'player_body' step 99/398: WaitSim(1.20) [2026.10.12-19.29.18:151][ 44]LogDescent: Display: Scenario 'player_body' step 100/398: Exec(Descent.Player.Place bay) [2026.10.12-19.29.18:151][ 44]LogDescent: Display: Scenario exec: Descent.Player.Place bay [2026.10.12-19.29.18:151][ 45]LogDescent: Display: Player.Place: bay at carrier-local (-26.00, -2.00, -7.50) [2026.10.12-19.29.18:152][ 45]LogDescent: Display: Scenario 'player_body' step 101/398: Exec(Descent.Player.Look 0 0) [2026.10.12-19.29.18:152][ 45]LogDescent: Display: Scenario exec: Descent.Player.Look 0 0 [2026.10.12-19.29.18:152][ 45]LogDescent: Display: Scenario 'player_body' step 102/398: WaitSim(0.50) [2026.10.12-19.29.18:219][ 59]LogDescent: Display: Scenario 'player_body' step 103/398: Exec(Descent.Player.Intent 1 0 0 0 0 40 0 0 1) [2026.10.12-19.29.18:219][ 60]LogDescent: Display: Scenario exec: Descent.Player.Intent 1 0 0 0 0 40 0 0 1 [2026.10.12-19.29.18:219][ 60]LogDescent: Display: Player.Intent: holding move (1.00, 0.00, 0.00) look (0.0, 0.0) deg/s for 40.00 s of sim time [2026.10.12-19.29.18:219][ 60]LogDescent: Display: Scenario 'player_body' step 104/398: WaitSim(0.90) [2026.10.12-19.29.18:339][ 86]LogDescent: Display: Scenario 'player_body' step 105/398: Expect(the body's motion is moving on Run_Fwd) [2026.10.12-19.29.18:339][ 87]LogDescent: Display: player_body: motion moving, speed 480 cm/s, move 1.00 (clip Run_Fwd, rate 1.03), action 0.00 (clip Jump_Fall_Loop) [2026.10.12-19.29.18:341][ 87]LogDescent: Display: Expect 'the body's motion is moving on Run_Fwd': ok [2026.10.12-19.29.18:341][ 87]LogDescent: Display: Scenario 'player_body' step 106/398: Expect(the run's play rate is the ground speed over the speed its legs cover the ground at (no skating), near 1) [2026.10.12-19.29.18:342][ 87]LogDescent: Display: player_body run: speed 480 cm/s, the clip's legs 464 cm/s, rate 1.035 [2026.10.12-19.29.18:342][ 87]LogDescent: Display: Expect 'the run's play rate is the ground speed over the speed its legs cover the ground at (no skating), near 1': ok [2026.10.12-19.29.18:342][ 87]LogDescent: Display: Scenario 'player_body' step 107/398: hold the character still for the picture [2026.10.12-19.29.18:343][ 87]LogDescent: Display: Scenario 'player_body' step 108/398: Shot(fp_run_1) [2026.10.12-19.29.18:477][ 89]LogDescent: Display: Shot(fp_run_1): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_fp_run_1.png 1280x720 mean luma 0.248 centre 0.285 p99 0.419 non-black 100.0% [2026.10.12-19.29.18:477][ 90]LogDescent: Display: Scenario 'player_body' step 109/398: let the character go on [2026.10.12-19.29.18:477][ 90]LogDescent: Display: Scenario 'player_body' step 110/398: WaitFrames(3) [2026.10.12-19.29.18:487][ 92]LogDescent: Display: Scenario 'player_body' step 111/398: hold the character still for the picture [2026.10.12-19.29.18:487][ 93]LogDescent: Display: Scenario 'player_body' step 112/398: Shot(fp_run_2) [2026.10.12-19.29.18:632][ 95]LogDescent: Display: Shot(fp_run_2): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_fp_run_2.png 1280x720 mean luma 0.246 centre 0.284 p99 0.403 non-black 100.0% [2026.10.12-19.29.18:632][ 96]LogDescent: Display: Scenario 'player_body' step 113/398: let the character go on [2026.10.12-19.29.18:632][ 96]LogDescent: Display: Scenario 'player_body' step 114/398: WaitFrames(3) [2026.10.12-19.29.18:641][ 98]LogDescent: Display: Scenario 'player_body' step 115/398: hold the character still for the picture [2026.10.12-19.29.18:641][ 99]LogDescent: Display: Scenario 'player_body' step 116/398: Shot(fp_run_3) [2026.10.12-19.29.18:788][101]LogDescent: Display: Shot(fp_run_3): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_fp_run_3.png 1280x720 mean luma 0.246 centre 0.284 p99 0.389 non-black 100.0% [2026.10.12-19.29.18:788][102]LogDescent: Display: Scenario 'player_body' step 117/398: let the character go on [2026.10.12-19.29.18:788][102]LogDescent: Display: Scenario 'player_body' step 118/398: WaitFrames(3) [2026.10.12-19.29.18:798][104]LogDescent: Display: Scenario 'player_body' step 119/398: Exec(Descent.Player.Intent 0 0 0 0 0 0.1) [2026.10.12-19.29.18:798][105]LogDescent: Display: Scenario exec: Descent.Player.Intent 0 0 0 0 0 0.1 [2026.10.12-19.29.18:798][105]LogDescent: Display: Player.Intent: holding move (0.00, 0.00, 0.00) look (0.0, 0.0) deg/s for 0.10 s of sim time [2026.10.12-19.29.18:798][105]LogDescent: Display: Scenario 'player_body' step 120/398: WaitSim(0.60) [2026.10.12-19.29.18:889][122]LogDescent: Display: Scenario 'player_body' step 121/398: Exec(Descent.Player.Place bay) [2026.10.12-19.29.18:889][122]LogDescent: Display: Scenario exec: Descent.Player.Place bay [2026.10.12-19.29.18:889][123]LogDescent: Display: Player.Place: bay at carrier-local (-26.00, -2.00, -7.50) [2026.10.12-19.29.18:889][123]LogDescent: Display: Scenario 'player_body' step 122/398: WaitSim(0.50) [2026.10.12-19.29.18:949][137]LogDescent: Display: Scenario 'player_body' step 123/398: Exec(Descent.Player.Intent 1 0 0 0 0 40 0 0 1) [2026.10.12-19.29.18:950][138]LogDescent: Display: Scenario exec: Descent.Player.Intent 1 0 0 0 0 40 0 0 1 [2026.10.12-19.29.18:950][138]LogDescent: Display: Player.Intent: holding move (1.00, 0.00, 0.00) look (0.0, 0.0) deg/s for 40.00 s of sim time [2026.10.12-19.29.18:950][138]LogDescent: Display: Scenario 'player_body' step 124/398: WaitSim(0.45) [2026.10.12-19.29.19:004][151]LogDescent: Display: Scenario 'player_body' step 125/398: hold the character still for the picture [2026.10.12-19.29.19:004][152]LogDescent: Display: Scenario 'player_body' step 126/398: camera for tp_run_side_1 [2026.10.12-19.29.19:005][152]LogDescent: Display: Scenario 'player_body' step 127/398: Shot(tp_run_side_1) [2026.10.12-19.29.19:139][154]LogDescent: Display: Shot(tp_run_side_1): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_tp_run_side_1.png 1280x720 mean luma 0.239 centre 0.209 p99 0.674 non-black 96.4% [2026.10.12-19.29.19:139][155]LogDescent: Display: Scenario 'player_body' step 128/398: lamp off [2026.10.12-19.29.19:139][155]LogDescent: Display: Scenario 'player_body' step 129/398: view: the player [2026.10.12-19.29.19:140][155]LogDescent: Display: Scenario 'player_body' step 130/398: WaitFrames(2) [2026.10.12-19.29.19:144][156]LogDescent: Display: Scenario 'player_body' step 131/398: let the character go on [2026.10.12-19.29.19:145][157]LogDescent: Display: Scenario 'player_body' step 132/398: WaitFrames(1) [2026.10.12-19.29.19:148][157]LogDescent: Display: Scenario 'player_body' step 133/398: hold the character still for the picture [2026.10.12-19.29.19:148][158]LogDescent: Display: Scenario 'player_body' step 134/398: camera for tp_run_side_2 [2026.10.12-19.29.19:149][158]LogDescent: Display: Scenario 'player_body' step 135/398: Shot(tp_run_side_2) [2026.10.12-19.29.19:297][160]LogDescent: Display: Shot(tp_run_side_2): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_tp_run_side_2.png 1280x720 mean luma 0.239 centre 0.209 p99 0.680 non-black 96.5% [2026.10.12-19.29.19:298][161]LogDescent: Display: Scenario 'player_body' step 136/398: lamp off [2026.10.12-19.29.19:298][161]LogDescent: Display: Scenario 'player_body' step 137/398: view: the player [2026.10.12-19.29.19:298][161]LogDescent: Display: Scenario 'player_body' step 138/398: WaitFrames(2) [2026.10.12-19.29.19:302][162]LogDescent: Display: Scenario 'player_body' step 139/398: let the character go on [2026.10.12-19.29.19:302][163]LogDescent: Display: Scenario 'player_body' step 140/398: WaitFrames(1) [2026.10.12-19.29.19:306][163]LogDescent: Display: Scenario 'player_body' step 141/398: hold the character still for the picture [2026.10.12-19.29.19:306][164]LogDescent: Display: Scenario 'player_body' step 142/398: camera for tp_run_side_3 [2026.10.12-19.29.19:307][164]LogDescent: Display: Scenario 'player_body' step 143/398: Shot(tp_run_side_3) [2026.10.12-19.29.19:455][166]LogDescent: Display: Shot(tp_run_side_3): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_tp_run_side_3.png 1280x720 mean luma 0.238 centre 0.207 p99 0.690 non-black 96.5% [2026.10.12-19.29.19:455][167]LogDescent: Display: Scenario 'player_body' step 144/398: lamp off [2026.10.12-19.29.19:456][167]LogDescent: Display: Scenario 'player_body' step 145/398: view: the player [2026.10.12-19.29.19:456][167]LogDescent: Display: Scenario 'player_body' step 146/398: WaitFrames(2) [2026.10.12-19.29.19:460][168]LogDescent: Display: Scenario 'player_body' step 147/398: let the character go on [2026.10.12-19.29.19:461][169]LogDescent: Display: Scenario 'player_body' step 148/398: WaitFrames(1) [2026.10.12-19.29.19:464][169]LogDescent: Display: Scenario 'player_body' step 149/398: hold the character still for the picture [2026.10.12-19.29.19:464][170]LogDescent: Display: Scenario 'player_body' step 150/398: camera for tp_run_side_4 [2026.10.12-19.29.19:464][170]LogDescent: Display: Scenario 'player_body' step 151/398: Shot(tp_run_side_4) [2026.10.12-19.29.19:613][172]LogDescent: Display: Shot(tp_run_side_4): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_tp_run_side_4.png 1280x720 mean luma 0.238 centre 0.209 p99 0.699 non-black 96.7% [2026.10.12-19.29.19:613][173]LogDescent: Display: Scenario 'player_body' step 152/398: lamp off [2026.10.12-19.29.19:614][173]LogDescent: Display: Scenario 'player_body' step 153/398: view: the player [2026.10.12-19.29.19:614][173]LogDescent: Display: Scenario 'player_body' step 154/398: WaitFrames(2) [2026.10.12-19.29.19:618][174]LogDescent: Display: Scenario 'player_body' step 155/398: let the character go on [2026.10.12-19.29.19:619][175]LogDescent: Display: Scenario 'player_body' step 156/398: WaitFrames(1) [2026.10.12-19.29.19:621][175]LogDescent: Display: Scenario 'player_body' step 157/398: hold the character still for the picture [2026.10.12-19.29.19:622][176]LogDescent: Display: Scenario 'player_body' step 158/398: camera for tp_run_side_5 [2026.10.12-19.29.19:622][176]LogDescent: Display: Scenario 'player_body' step 159/398: Shot(tp_run_side_5) [2026.10.12-19.29.19:787][178]LogDescent: Display: Shot(tp_run_side_5): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_tp_run_side_5.png 1280x720 mean luma 0.238 centre 0.206 p99 0.707 non-black 96.8% [2026.10.12-19.29.19:788][179]LogDescent: Display: Scenario 'player_body' step 160/398: lamp off [2026.10.12-19.29.19:788][179]LogDescent: Display: Scenario 'player_body' step 161/398: view: the player [2026.10.12-19.29.19:788][179]LogDescent: Display: Scenario 'player_body' step 162/398: WaitFrames(2) [2026.10.12-19.29.19:794][180]LogDescent: Display: Scenario 'player_body' step 163/398: let the character go on [2026.10.12-19.29.19:794][181]LogDescent: Display: Scenario 'player_body' step 164/398: WaitFrames(1) [2026.10.12-19.29.19:797][181]LogDescent: Display: Scenario 'player_body' step 165/398: hold the character still for the picture [2026.10.12-19.29.19:798][182]LogDescent: Display: Scenario 'player_body' step 166/398: camera for tp_run_side_6 [2026.10.12-19.29.19:799][182]LogDescent: Display: Scenario 'player_body' step 167/398: Shot(tp_run_side_6) [2026.10.12-19.29.19:947][184]LogDescent: Display: Shot(tp_run_side_6): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_tp_run_side_6.png 1280x720 mean luma 0.238 centre 0.207 p99 0.714 non-black 96.9% [2026.10.12-19.29.19:947][185]LogDescent: Display: Scenario 'player_body' step 168/398: lamp off [2026.10.12-19.29.19:947][185]LogDescent: Display: Scenario 'player_body' step 169/398: view: the player [2026.10.12-19.29.19:947][185]LogDescent: Display: Scenario 'player_body' step 170/398: WaitFrames(2) [2026.10.12-19.29.19:952][186]LogDescent: Display: Scenario 'player_body' step 171/398: let the character go on [2026.10.12-19.29.19:952][187]LogDescent: Display: Scenario 'player_body' step 172/398: WaitFrames(1) [2026.10.12-19.29.19:955][187]LogDescent: Display: Scenario 'player_body' step 173/398: Exec(Descent.Player.Intent 0 0 0 0 0 0.1) [2026.10.12-19.29.19:955][188]LogDescent: Display: Scenario exec: Descent.Player.Intent 0 0 0 0 0 0.1 [2026.10.12-19.29.19:956][188]LogDescent: Display: Player.Intent: holding move (0.00, 0.00, 0.00) look (0.0, 0.0) deg/s for 0.10 s of sim time [2026.10.12-19.29.19:956][188]LogDescent: Display: Scenario 'player_body' step 174/398: WaitSim(0.60) [2026.10.12-19.29.20:053][205]LogDescent: Display: Scenario 'player_body' step 175/398: Exec(Descent.Player.Place bay) [2026.10.12-19.29.20:054][205]LogDescent: Display: Scenario exec: Descent.Player.Place bay [2026.10.12-19.29.20:054][206]LogDescent: Display: Player.Place: bay at carrier-local (-26.00, -2.00, -7.50) [2026.10.12-19.29.20:054][206]LogDescent: Display: Scenario 'player_body' step 176/398: WaitSim(0.50) [2026.10.12-19.29.20:114][220]LogDescent: Display: Scenario 'player_body' step 177/398: Exec(Descent.Player.Intent 0 1 0 0 0 40 0 0 1) [2026.10.12-19.29.20:114][221]LogDescent: Display: Scenario exec: Descent.Player.Intent 0 1 0 0 0 40 0 0 1 [2026.10.12-19.29.20:115][221]LogDescent: Display: Player.Intent: holding move (0.00, 1.00, 0.00) look (0.0, 0.0) deg/s for 40.00 s of sim time [2026.10.12-19.29.20:115][221]LogDescent: Display: Scenario 'player_body' step 178/398: WaitSim(1.00) [2026.10.12-19.29.20:238][250]LogDescent: Display: Scenario 'player_body' step 179/398: Expect(sprinting to the right: Run_Fwd forward, the lower body turned about 90 degrees to his right) [2026.10.12-19.29.20:239][251]LogDescent: Display: player_body run right: clip Run_Fwd, lower turn 90 deg, backward 0, speed 480 [2026.10.12-19.29.20:239][251]LogDescent: Display: Expect 'sprinting to the right: Run_Fwd forward, the lower body turned about 90 degrees to his right': ok [2026.10.12-19.29.20:239][251]LogDescent: Display: Scenario 'player_body' step 180/398: hold the character still for the picture [2026.10.12-19.29.20:240][251]LogDescent: Display: Scenario 'player_body' step 181/398: camera for tp_run_right [2026.10.12-19.29.20:242][251]LogDescent: Display: Scenario 'player_body' step 182/398: Shot(tp_run_right) [2026.10.12-19.29.20:378][253]LogDescent: Display: Shot(tp_run_right): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_tp_run_right.png 1280x720 mean luma 0.225 centre 0.176 p99 0.461 non-black 97.3% [2026.10.12-19.29.20:379][254]LogDescent: Display: Scenario 'player_body' step 183/398: lamp off [2026.10.12-19.29.20:379][254]LogDescent: Display: Scenario 'player_body' step 184/398: view: the player [2026.10.12-19.29.20:379][254]LogDescent: Display: Scenario 'player_body' step 185/398: WaitFrames(2) [2026.10.12-19.29.20:385][255]LogDescent: Display: Scenario 'player_body' step 186/398: let the character go on [2026.10.12-19.29.20:385][256]LogDescent: Display: Scenario 'player_body' step 187/398: Exec(Descent.Player.Intent 0 0 0 0 0 0.1) [2026.10.12-19.29.20:386][256]LogDescent: Display: Scenario exec: Descent.Player.Intent 0 0 0 0 0 0.1 [2026.10.12-19.29.20:386][256]LogDescent: Display: Player.Intent: holding move (0.00, 0.00, 0.00) look (0.0, 0.0) deg/s for 0.10 s of sim time [2026.10.12-19.29.20:387][256]LogDescent: Display: Scenario 'player_body' step 188/398: WaitSim(0.50) [2026.10.12-19.29.20:484][270]LogDescent: Display: Scenario 'player_body' step 189/398: Exec(Descent.Player.Place bay) [2026.10.12-19.29.20:484][270]LogDescent: Display: Scenario exec: Descent.Player.Place bay [2026.10.12-19.29.20:485][271]LogDescent: Display: Player.Place: bay at carrier-local (-26.00, -2.00, -7.50) [2026.10.12-19.29.20:485][271]LogDescent: Display: Scenario 'player_body' step 190/398: WaitSim(0.50) [2026.10.12-19.29.20:548][285]LogDescent: Display: Scenario 'player_body' step 191/398: Exec(Descent.Player.Intent -1 0 0 0 0 40 0 0 1) [2026.10.12-19.29.20:548][285]LogDescent: Display: Scenario exec: Descent.Player.Intent -1 0 0 0 0 40 0 0 1 [2026.10.12-19.29.20:548][286]LogDescent: Display: Player.Intent: holding move (-1.00, 0.00, 0.00) look (0.0, 0.0) deg/s for 40.00 s of sim time [2026.10.12-19.29.20:548][286]LogDescent: Display: Scenario 'player_body' step 192/398: sprinting backward: the run clip in reverse, the legs straight [2026.10.12-19.29.20:570][291]LogDescent: Display: Scenario 'player_body' step 193/398: Exec(Descent.Player.Intent 0 0 0 0 0 0.1) [2026.10.12-19.29.20:570][292]LogDescent: Display: Scenario exec: Descent.Player.Intent 0 0 0 0 0 0.1 [2026.10.12-19.29.20:571][292]LogDescent: Display: Player.Intent: holding move (0.00, 0.00, 0.00) look (0.0, 0.0) deg/s for 0.10 s of sim time [2026.10.12-19.29.20:571][292]LogDescent: Display: Scenario 'player_body' step 194/398: WaitSim(0.60) [2026.10.12-19.29.20:637][309]LogDescent: Display: Scenario 'player_body' step 195/398: Exec(Descent.Player.Place bay) [2026.10.12-19.29.20:637][309]LogDescent: Display: Scenario exec: Descent.Player.Place bay [2026.10.12-19.29.20:638][310]LogDescent: Display: Player.Place: bay at carrier-local (-26.00, -2.00, -7.50) [2026.10.12-19.29.20:638][310]LogDescent: Display: Scenario 'player_body' step 196/398: Exec(Descent.Player.Look 0 -60) [2026.10.12-19.29.20:638][310]LogDescent: Display: Scenario exec: Descent.Player.Look 0 -60 [2026.10.12-19.29.20:638][310]LogDescent: Display: Scenario 'player_body' step 197/398: WaitSim(0.50) [2026.10.12-19.29.20:704][324]LogDescent: Display: Scenario 'player_body' step 198/398: Exec(Descent.Player.Intent 1 0 0 0 0 40 0 0 1) [2026.10.12-19.29.20:704][325]LogDescent: Display: Scenario exec: Descent.Player.Intent 1 0 0 0 0 40 0 0 1 [2026.10.12-19.29.20:704][325]LogDescent: Display: Player.Intent: holding move (1.00, 0.00, 0.00) look (0.0, 0.0) deg/s for 40.00 s of sim time [2026.10.12-19.29.20:705][325]LogDescent: Display: Scenario 'player_body' step 199/398: WaitSim(0.70) [2026.10.12-19.29.20:797][345]LogDescent: Display: Scenario 'player_body' step 200/398: hold the character still for the picture [2026.10.12-19.29.20:797][346]LogDescent: Display: Scenario 'player_body' step 201/398: Shot(fp_run_look_down_1) [2026.10.12-19.29.20:936][348]LogDescent: Display: Shot(fp_run_look_down_1): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_fp_run_look_down_1.png 1280x720 mean luma 0.249 centre 0.291 p99 0.331 non-black 100.0% [2026.10.12-19.29.20:936][349]LogDescent: Display: Scenario 'player_body' step 202/398: let the character go on [2026.10.12-19.29.20:936][349]LogDescent: Display: Scenario 'player_body' step 203/398: WaitFrames(4) [2026.10.12-19.29.20:953][352]LogDescent: Display: Scenario 'player_body' step 204/398: hold the character still for the picture [2026.10.12-19.29.20:953][353]LogDescent: Display: Scenario 'player_body' step 205/398: Shot(fp_run_look_down_2) [2026.10.12-19.29.21:102][355]LogDescent: Display: Shot(fp_run_look_down_2): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_fp_run_look_down_2.png 1280x720 mean luma 0.228 centre 0.278 p99 0.312 non-black 100.0% [2026.10.12-19.29.21:102][356]LogDescent: Display: Scenario 'player_body' step 206/398: let the character go on [2026.10.12-19.29.21:102][356]LogDescent: Display: Scenario 'player_body' step 207/398: WaitFrames(4) [2026.10.12-19.29.21:118][359]LogDescent: Display: Scenario 'player_body' step 208/398: Exec(Descent.Player.Intent 0 0 0 0 0 0.1) [2026.10.12-19.29.21:118][359]LogDescent: Display: Scenario exec: Descent.Player.Intent 0 0 0 0 0 0.1 [2026.10.12-19.29.21:118][360]LogDescent: Display: Player.Intent: holding move (0.00, 0.00, 0.00) look (0.0, 0.0) deg/s for 0.10 s of sim time [2026.10.12-19.29.21:119][360]LogDescent: Display: Scenario 'player_body' step 209/398: WaitSim(0.80) [2026.10.12-19.29.21:241][383]LogDescent: Display: Scenario 'player_body' step 210/398: Exec(Descent.Player.Place galley) [2026.10.12-19.29.21:241][383]LogDescent: Display: Scenario exec: Descent.Player.Place galley [2026.10.12-19.29.21:241][384]LogDescent: Display: Player.Place: galley at carrier-local (23.50, 0.00, -3.00) [2026.10.12-19.29.21:242][384]LogDescent: Display: Scenario 'player_body' step 211/398: Exec(Descent.Player.Look 0 -8) [2026.10.12-19.29.21:242][384]LogDescent: Display: Scenario exec: Descent.Player.Look 0 -8 [2026.10.12-19.29.21:242][384]LogDescent: Display: Scenario 'player_body' step 212/398: WaitSim(0.50) [2026.10.12-19.29.21:301][398]LogDescent: Display: Scenario 'player_body' step 213/398: held as at the port, the jack-in visual starts [2026.10.12-19.29.21:301][399]LogDescent: Display: Scenario 'player_body' step 214/398: WaitSim(1.60) [2026.10.12-19.29.21:492][446]LogDescent: Display: Scenario 'player_body' step 215/398: Expect(mid-feed: the reach clip (Touch) is on the upper body at its furthest point, the body is held) [2026.10.12-19.29.21:492][447]LogDescent: Display: player_body jack: playing 1, overlay Touch at 1.32 s weight 1.00, motion held [2026.10.12-19.29.21:492][447]LogDescent: Display: Expect 'mid-feed: the reach clip (Touch) is on the upper body at its furthest point, the body is held': ok [2026.10.12-19.29.21:492][447]LogDescent: Display: Scenario 'player_body' step 216/398: hold the character still for the picture [2026.10.12-19.29.21:492][447]LogDescent: Display: Scenario 'player_body' step 217/398: Shot(fp_jack_feed) [2026.10.12-19.29.22:355][641]LogDescent: Display: Shot(fp_jack_feed): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_fp_jack_feed.png 1280x720 mean luma 0.185 centre 0.170 p99 0.601 non-black 85.4% [2026.10.12-19.29.22:356][642]LogDescent: Display: Scenario 'player_body' step 218/398: camera for tp_jack_side [2026.10.12-19.29.22:356][642]LogDescent: Display: Scenario 'player_body' step 219/398: Shot(tp_jack_side) [2026.10.12-19.29.23:230][804]LogDescent: Display: Shot(tp_jack_side): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_tp_jack_side.png 1280x720 mean luma 0.124 centre 0.138 p99 0.462 non-black 95.5% [2026.10.12-19.29.23:230][805]LogDescent: Display: Scenario 'player_body' step 220/398: lamp off [2026.10.12-19.29.23:231][805]LogDescent: Display: Scenario 'player_body' step 221/398: view: the player [2026.10.12-19.29.23:231][805]LogDescent: Display: Scenario 'player_body' step 222/398: WaitFrames(2) [2026.10.12-19.29.23:236][806]LogDescent: Display: Scenario 'player_body' step 223/398: let the character go on [2026.10.12-19.29.23:236][807]LogDescent: Display: Scenario 'player_body' step 224/398: WaitSim(3.60) [2026.10.12-19.29.23:717][914]LogDescent: Display: Scenario 'player_body' step 225/398: Expect(after 4.8 s the arm is back and the visual has ended) [2026.10.12-19.29.23:717][914]LogDescent: Display: Expect 'after 4.8 s the arm is back and the visual has ended': ok [2026.10.12-19.29.23:717][915]LogDescent: Display: Scenario 'player_body' step 226/398: released [2026.10.12-19.29.23:718][915]LogDescent: Display: Scenario 'player_body' step 227/398: Exec(Descent.Player.Place galley) [2026.10.12-19.29.23:718][915]LogDescent: Display: Scenario exec: Descent.Player.Place galley [2026.10.12-19.29.23:718][915]LogDescent: Display: Player.Place: galley at carrier-local (23.50, 0.00, -3.00) [2026.10.12-19.29.23:718][915]LogDescent: Display: Scenario 'player_body' step 228/398: Exec(Descent.Player.Look 0 0) [2026.10.12-19.29.23:718][915]LogDescent: Display: Scenario exec: Descent.Player.Look 0 0 [2026.10.12-19.29.23:718][915]LogDescent: Display: Scenario 'player_body' step 229/398: WaitSim(0.60) [2026.10.12-19.29.23:784][932]LogDescent: Display: Scenario 'player_body' step 230/398: Exec(Descent.Player.Intent 0 0 1 0 0 0.12) [2026.10.12-19.29.23:784][933]LogDescent: Display: Scenario exec: Descent.Player.Intent 0 0 1 0 0 0.12 [2026.10.12-19.29.23:785][933]LogDescent: Display: Player.Intent: holding move (0.00, 0.00, 1.00) look (0.0, 0.0) deg/s for 0.12 s of sim time [2026.10.12-19.29.23:785][933]LogDescent: Display: Scenario 'player_body' step 231/398: 0.3 s into the jump, then held still [2026.10.12-19.29.23:821][942]LogDescent: Display: Scenario 'player_body' step 232/398: Expect(in the air the motion is jumping or falling) [2026.10.12-19.29.23:821][943]LogDescent: Display: player_body: in the jump: motion jumping, action clip Jump_Start, air time 0.30 s, feet 0.85 m above the galley floor [2026.10.12-19.29.23:821][943]LogDescent: Display: Expect 'in the air the motion is jumping or falling': ok [2026.10.12-19.29.23:821][943]LogDescent: Display: Scenario 'player_body' step 233/398: Shot(fp_jump) [2026.10.12-19.29.24:692][147]LogDescent: Display: Shot(fp_jump): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_fp_jump.png 1280x720 mean luma 0.207 centre 0.409 p99 0.619 non-black 93.8% [2026.10.12-19.29.24:692][148]LogDescent: Display: Scenario 'player_body' step 234/398: Exec(Descent.Player.Look 0 -60) [2026.10.12-19.29.24:694][148]LogDescent: Display: Scenario exec: Descent.Player.Look 0 -60 [2026.10.12-19.29.24:694][148]LogDescent: Display: Scenario 'player_body' step 235/398: WaitFrames(3) [2026.10.12-19.29.24:702][150]LogDescent: Display: Scenario 'player_body' step 236/398: Shot(fp_jump_look_down) [2026.10.12-19.29.25:581][323]LogDescent: Display: Shot(fp_jump_look_down): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_fp_jump_look_down.png 1280x720 mean luma 0.180 centre 0.174 p99 0.426 non-black 99.5% [2026.10.12-19.29.25:581][324]LogDescent: Display: Scenario 'player_body' step 237/398: Exec(Descent.Player.Look 0 0) [2026.10.12-19.29.25:581][324]LogDescent: Display: Scenario exec: Descent.Player.Look 0 0 [2026.10.12-19.29.25:581][324]LogDescent: Display: Scenario 'player_body' step 238/398: camera for tp_jump_side [2026.10.12-19.29.25:581][324]LogDescent: Display: Scenario 'player_body' step 239/398: Shot(tp_jump_side) [2026.10.12-19.29.26:448][506]LogDescent: Display: Shot(tp_jump_side): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_tp_jump_side.png 1280x720 mean luma 0.134 centre 0.144 p99 0.445 non-black 85.3% [2026.10.12-19.29.26:449][507]LogDescent: Display: Scenario 'player_body' step 240/398: lamp off [2026.10.12-19.29.26:449][507]LogDescent: Display: Scenario 'player_body' step 241/398: view: the player [2026.10.12-19.29.26:450][507]LogDescent: Display: Scenario 'player_body' step 242/398: WaitFrames(2) [2026.10.12-19.29.26:453][508]LogDescent: Display: Scenario 'player_body' step 243/398: let the character go on [2026.10.12-19.29.26:454][509]LogDescent: Display: Scenario 'player_body' step 244/398: the jump ends on the ground [2026.10.12-19.29.26:591][536]LogDescent: Display: Scenario 'player_body' step 245/398: Expect(the jump went through falling and landing and ended idle) [2026.10.12-19.29.26:591][536]LogDescent: Display: player_body: after the jump: motions seen jumping,landing,idle, now idle [2026.10.12-19.29.26:591][537]LogDescent: Display: Expect 'the jump went through falling and landing and ended idle': ok [2026.10.12-19.29.26:592][537]LogDescent: Display: Scenario 'player_body' step 246/398: Exec(Descent.Player.PlaceLocal 22 -9.2 -3.0 -90) [2026.10.12-19.29.26:592][537]LogDescent: Display: Scenario exec: Descent.Player.PlaceLocal 22 -9.2 -3.0 -90 [2026.10.12-19.29.26:594][537]LogDescent: Display: Scenario 'player_body' step 247/398: Exec(Descent.Player.Intent 1 0 0 0 0 1.5) [2026.10.12-19.29.26:594][538]LogDescent: Display: Scenario exec: Descent.Player.Intent 1 0 0 0 0 1.5 [2026.10.12-19.29.26:594][538]LogDescent: Display: Player.Intent: holding move (1.00, 0.00, 0.00) look (0.0, 0.0) deg/s for 1.50 s of sim time [2026.10.12-19.29.26:596][538]LogDescent: Display: Scenario 'player_body' step 248/398: WaitSim(2.20) [2026.10.12-19.29.26:841][602]LogDescent: Display: Scenario 'player_body' step 249/398: Expect(pressed against the wall) [2026.10.12-19.29.26:841][603]LogDescent: Display: player_body wall: stopped at carrier-local y -9.498, speed 0.0 cm/s [2026.10.12-19.29.26:842][603]LogDescent: Display: Expect 'pressed against the wall': ok [2026.10.12-19.29.26:843][603]LogDescent: Display: Scenario 'player_body' step 250/398: Shot(fp_wall) [2026.10.12-19.29.27:710][803]LogDescent: Display: Shot(fp_wall): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_fp_wall.png 1280x720 mean luma 0.088 centre 0.105 p99 0.120 non-black 100.0% [2026.10.12-19.29.27:710][804]LogDescent: Display: Scenario 'player_body' step 251/398: Exec(Descent.Player.Look -90 -50) [2026.10.12-19.29.27:712][804]LogDescent: Display: Scenario exec: Descent.Player.Look -90 -50 [2026.10.12-19.29.27:714][805]LogDescent: Display: Scenario 'player_body' step 252/398: WaitFrames(3) [2026.10.12-19.29.27:721][806]LogDescent: Display: Scenario 'player_body' step 253/398: Shot(fp_wall_look_down) [2026.10.12-19.29.28:581][972]LogDescent: Display: Shot(fp_wall_look_down): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_fp_wall_look_down.png 1280x720 mean luma 0.056 centre 0.073 p99 0.080 non-black 93.0% [2026.10.12-19.29.28:581][972]LogDescent: Display: Scenario 'player_body' step 254/398: Exec(Descent.Player.Place bridge) [2026.10.12-19.29.28:581][973]LogDescent: Display: Scenario exec: Descent.Player.Place bridge [2026.10.12-19.29.28:581][973]LogDescent: Display: Player.Place: bridge at carrier-local (38.00, -5.00, 1.50) [2026.10.12-19.29.28:582][973]LogDescent: Display: Scenario 'player_body' step 255/398: WaitSim(0.50) [2026.10.12-19.29.28:662][987]LogDescent: Display: Scenario 'player_body' step 256/398: Shot(fp_idle_bridge) [2026.10.12-19.29.29:532][172]LogDescent: Display: Shot(fp_idle_bridge): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_fp_idle_bridge.png 1280x720 mean luma 0.167 centre 0.184 p99 0.401 non-black 94.9% [2026.10.12-19.29.29:533][173]LogDescent: Display: Scenario 'player_body' step 257/398: Exec(Descent.Player.Look 0 -55) [2026.10.12-19.29.29:533][173]LogDescent: Display: Scenario exec: Descent.Player.Look 0 -55 [2026.10.12-19.29.29:533][173]LogDescent: Display: Scenario 'player_body' step 258/398: WaitFrames(3) [2026.10.12-19.29.29:544][175]LogDescent: Display: Scenario 'player_body' step 259/398: Shot(fp_look_down_bridge) [2026.10.12-19.29.30:422][355]LogDescent: Display: Shot(fp_look_down_bridge): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_fp_look_down_bridge.png 1280x720 mean luma 0.175 centre 0.214 p99 0.288 non-black 99.9% [2026.10.12-19.29.30:422][355]LogDescent: Display: Scenario 'player_body' step 260/398: Exec(Descent.Player.PlaceLocal 42.6 0 1.5 0) [2026.10.12-19.29.30:422][356]LogDescent: Display: Scenario exec: Descent.Player.PlaceLocal 42.6 0 1.5 0 [2026.10.12-19.29.30:423][356]LogDescent: Display: Scenario 'player_body' step 261/398: WaitSim(0.50) [2026.10.12-19.29.30:500][370]LogDescent: Display: Scenario 'player_body' step 262/398: Exec(Descent.Player.Look 0 -12) [2026.10.12-19.29.30:501][371]LogDescent: Display: Scenario exec: Descent.Player.Look 0 -12 [2026.10.12-19.29.30:501][371]LogDescent: Display: Scenario 'player_body' step 263/398: WaitSim(0.40) [2026.10.12-19.29.30:553][382]LogDescent: Display: Scenario 'player_body' step 264/398: Exec(Descent.Player.Use) [2026.10.12-19.29.30:553][382]LogDescent: Display: Scenario exec: Descent.Player.Use [2026.10.12-19.29.30:553][383]LogDescent: Display: Player: mode Foot -> Helm [2026.10.12-19.29.30:553][383]LogDescent: Display: Scenario 'player_body' step 265/398: WaitSim(0.50) [2026.10.12-19.29.30:607][397]LogDescent: Display: Scenario 'player_body' step 266/398: Expect(mode Helm: the body is drawn, held, seen from outside (whole, with his head)) [2026.10.12-19.29.30:608][398]LogDescent: Display: player_body helm: mode Helm, shown 1, own view 0, head hidden 0, motion held [2026.10.12-19.29.30:608][398]LogDescent: Display: Expect 'mode Helm: the body is drawn, held, seen from outside (whole, with his head)': ok [2026.10.12-19.29.30:608][398]LogDescent: Display: Scenario 'player_body' step 267/398: Shot(helm_view) [2026.10.12-19.29.31:471][616]LogDescent: Display: Shot(helm_view): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_helm_view.png 1280x720 mean luma 0.176 centre 0.252 p99 0.849 non-black 100.0% [2026.10.12-19.29.31:471][617]LogDescent: Display: Scenario 'player_body' step 268/398: camera for tp_helm [2026.10.12-19.29.31:471][617]LogDescent: Display: Scenario 'player_body' step 269/398: Shot(tp_helm) [2026.10.12-19.29.32:346][795]LogDescent: Display: Shot(tp_helm): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_tp_helm.png 1280x720 mean luma 0.194 centre 0.211 p99 0.448 non-black 99.8% [2026.10.12-19.29.32:346][796]LogDescent: Display: Scenario 'player_body' step 270/398: lamp off [2026.10.12-19.29.32:346][796]LogDescent: Display: Scenario 'player_body' step 271/398: view: the helm again [2026.10.12-19.29.32:347][796]LogDescent: Display: Scenario 'player_body' step 272/398: Exec(Descent.Player.Use) [2026.10.12-19.29.32:347][796]LogDescent: Display: Scenario exec: Descent.Player.Use [2026.10.12-19.29.32:348][796]LogDescent: Display: Player: mode Helm -> Foot [2026.10.12-19.29.32:348][797]LogDescent: Display: Scenario 'player_body' step 273/398: WaitSim(0.50) [2026.10.12-19.29.32:424][810]LogDescent: Display: Scenario 'player_body' step 274/398: Expect(helm released: on foot, own view again) [2026.10.12-19.29.32:425][810]LogDescent: Display: Expect 'helm released: on foot, own view again': ok [2026.10.12-19.29.32:425][810]LogDescent: Display: Scenario 'player_body' step 275/398: Exec(Descent.Player.Swim 20 -24 -33) [2026.10.12-19.29.32:425][811]LogDescent: Display: Scenario exec: Descent.Player.Swim 20 -24 -33 [2026.10.12-19.29.32:425][811]LogDescent: Display: Player: mode Foot -> Swim [2026.10.12-19.29.32:425][811]LogDescent: Display: Scenario 'player_body' step 276/398: Exec(Descent.Player.Look 70 4) [2026.10.12-19.29.32:425][811]LogDescent: Display: Scenario exec: Descent.Player.Look 70 4 [2026.10.12-19.29.32:425][811]LogDescent: Display: Scenario 'player_body' step 277/398: lamp on [2026.10.12-19.29.32:426][811]LogDescent: Display: Scenario 'player_body' step 278/398: WaitSim(1.50) [2026.10.12-19.29.32:611][855]LogDescent: Display: Scenario 'player_body' step 279/398: Expect(the body's motion is swimming on Swim_Idle) [2026.10.12-19.29.32:611][856]LogDescent: Display: player_body: motion swimming, speed 0 cm/s, move 0.00 (clip Jog_Fwd, rate 0.78), action 1.00 (clip Swim_Idle) [2026.10.12-19.29.32:611][856]LogDescent: Display: Expect 'the body's motion is swimming on Swim_Idle': ok [2026.10.12-19.29.32:612][856]LogDescent: Display: Scenario 'player_body' step 280/398: camera for tp_swim_still_side [2026.10.12-19.29.32:612][856]LogDescent: Display: Scenario 'player_body' step 281/398: Shot(tp_swim_still_side) [2026.10.12-19.29.33:466][ 40]LogDescent: Display: Shot(tp_swim_still_side): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_tp_swim_still_side.png 1280x720 mean luma 0.072 centre 0.095 p99 0.238 non-black 96.9% [2026.10.12-19.29.33:466][ 41]LogDescent: Display: Scenario 'player_body' step 282/398: lamp off [2026.10.12-19.29.33:466][ 41]LogDescent: Display: Scenario 'player_body' step 283/398: view: the player [2026.10.12-19.29.33:466][ 41]LogDescent: Display: Scenario 'player_body' step 284/398: WaitFrames(2) [2026.10.12-19.29.33:471][ 42]LogDescent: Display: Scenario 'player_body' step 285/398: Expect(in the water the body is lit by the sea (lighting channels 0 and 1)) [2026.10.12-19.29.33:471][ 43]LogDescent: Display: Expect 'in the water the body is lit by the sea (lighting channels 0 and 1)': ok [2026.10.12-19.29.33:472][ 43]LogDescent: Display: Scenario 'player_body' step 286/398: WaitFrames(5) [2026.10.12-19.29.33:500][ 47]LogDescent: Display: Scenario 'player_body' step 287/398: Expect(treading water: both hands scull in the picture, low (the code-made arms)) [2026.10.12-19.29.33:500][ 48]LogDescent: Display: SWIMARMS treading: left hand ON 0.17,0.91 right hand ON 0.83,0.91 [2026.10.12-19.29.33:500][ 48]LogDescent: Display: Expect 'treading water: both hands scull in the picture, low (the code-made arms)': ok [2026.10.12-19.29.33:500][ 48]LogDescent: Display: Scenario 'player_body' step 288/398: Shot(fp_swim) [2026.10.12-19.29.34:336][235]LogDescent: Display: Shot(fp_swim): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_fp_swim.png 1280x720 mean luma 0.058 centre 0.220 p99 0.352 non-black 44.5% [2026.10.12-19.29.34:337][236]LogDescent: Display: Scenario 'player_body' step 289/398: Exec(Descent.Player.Look 70 -35) [2026.10.12-19.29.34:337][236]LogDescent: Display: Scenario exec: Descent.Player.Look 70 -35 [2026.10.12-19.29.34:337][236]LogDescent: Display: Scenario 'player_body' step 290/398: WaitFrames(3) [2026.10.12-19.29.34:346][238]LogDescent: Display: Scenario 'player_body' step 291/398: Shot(fp_swim_look_down) [2026.10.12-19.29.35:164][417]LogDescent: Display: Shot(fp_swim_look_down): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_fp_swim_look_down.png 1280x720 mean luma 0.009 centre 0.010 p99 0.034 non-black 13.1% [2026.10.12-19.29.35:164][418]LogDescent: Display: Scenario 'player_body' step 292/398: Exec(Descent.Player.Look 70 4) [2026.10.12-19.29.35:164][418]LogDescent: Display: Scenario exec: Descent.Player.Look 70 4 [2026.10.12-19.29.35:164][418]LogDescent: Display: Scenario 'player_body' step 293/398: Exec(Descent.Player.Intent 1 0 0 0 0 90) [2026.10.12-19.29.35:164][418]LogDescent: Display: Scenario exec: Descent.Player.Intent 1 0 0 0 0 90 [2026.10.12-19.29.35:165][418]LogDescent: Display: Player.Intent: holding move (1.00, 0.00, 0.00) look (0.0, 0.0) deg/s for 90.00 s of sim time [2026.10.12-19.29.35:165][418]LogDescent: Display: Scenario 'player_body' step 294/398: WaitSim(1.20) [2026.10.12-19.29.35:319][453]LogDescent: Display: Scenario 'player_body' step 295/398: Expect(the body's motion is swimming on Swim_Fwd) [2026.10.12-19.29.35:319][454]LogDescent: Display: player_body: motion swimming, speed 258 cm/s, move 0.00 (clip Jog_Fwd, rate 0.78), action 1.00 (clip Swim_Fwd) [2026.10.12-19.29.35:319][454]LogDescent: Display: Expect 'the body's motion is swimming on Swim_Fwd': ok [2026.10.12-19.29.35:319][454]LogDescent: Display: Scenario 'player_body' step 296/398: the stroke at 0.00 of its cycle, then held [2026.10.12-19.29.35:334][457]LogDescent: Display: Scenario 'player_body' step 297/398: WaitFrames(3) [2026.10.12-19.29.35:346][460]LogDescent: Display: Scenario 'player_body' step 298/398: hands in the picture? [2026.10.12-19.29.35:347][461]LogDescent: Display: SWIMARMS stroke 0.00: left hand ON 0.42,0.75 right hand ON 0.58,0.75 [2026.10.12-19.29.35:347][461]LogDescent: Display: Scenario 'player_body' step 299/398: Shot(fp_swim_stroke_1) [2026.10.12-19.29.35:436][463]LogDescent: Display: Shot(fp_swim_stroke_1): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_fp_swim_stroke_1.png 1280x720 mean luma 0.060 centre 0.228 p99 0.400 non-black 35.1% [2026.10.12-19.29.35:436][464]LogDescent: Display: Scenario 'player_body' step 300/398: let the character go on [2026.10.12-19.29.35:437][464]LogDescent: Display: Scenario 'player_body' step 301/398: WaitFrames(4) [2026.10.12-19.29.35:452][467]LogDescent: Display: Scenario 'player_body' step 302/398: the stroke at 0.25 of its cycle, then held [2026.10.12-19.29.35:476][471]LogDescent: Display: Scenario 'player_body' step 303/398: WaitFrames(3) [2026.10.12-19.29.35:493][474]LogDescent: Display: Scenario 'player_body' step 304/398: hands in the picture? [2026.10.12-19.29.35:493][475]LogDescent: Display: SWIMARMS stroke 0.25: left hand ON 0.42,0.75 right hand ON 0.58,0.75 [2026.10.12-19.29.35:493][475]LogDescent: Display: Scenario 'player_body' step 305/398: Shot(fp_swim_stroke_2) [2026.10.12-19.29.35:587][477]LogDescent: Display: Shot(fp_swim_stroke_2): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_fp_swim_stroke_2.png 1280x720 mean luma 0.062 centre 0.245 p99 0.412 non-black 34.4% [2026.10.12-19.29.35:587][478]LogDescent: Display: Scenario 'player_body' step 306/398: let the character go on [2026.10.12-19.29.35:587][478]LogDescent: Display: Scenario 'player_body' step 307/398: WaitFrames(4) [2026.10.12-19.29.35:602][481]LogDescent: Display: Scenario 'player_body' step 308/398: the stroke at 0.50 of its cycle, then held [2026.10.12-19.29.35:627][485]LogDescent: Display: Scenario 'player_body' step 309/398: WaitFrames(3) [2026.10.12-19.29.35:644][488]LogDescent: Display: Scenario 'player_body' step 310/398: hands in the picture? [2026.10.12-19.29.35:644][489]LogDescent: Display: SWIMARMS stroke 0.50: left hand ON 0.15,0.82 right hand ON 0.85,0.82 [2026.10.12-19.29.35:645][489]LogDescent: Display: Scenario 'player_body' step 311/398: Shot(fp_swim_stroke_3) [2026.10.12-19.29.35:741][491]LogDescent: Display: Shot(fp_swim_stroke_3): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_fp_swim_stroke_3.png 1280x720 mean luma 0.065 centre 0.259 p99 0.414 non-black 31.8% [2026.10.12-19.29.35:741][492]LogDescent: Display: Scenario 'player_body' step 312/398: let the character go on [2026.10.12-19.29.35:741][492]LogDescent: Display: Scenario 'player_body' step 313/398: WaitFrames(4) [2026.10.12-19.29.35:756][495]LogDescent: Display: Scenario 'player_body' step 314/398: the stroke at 0.75 of its cycle, then held [2026.10.12-19.29.35:781][499]LogDescent: Display: Scenario 'player_body' step 315/398: WaitFrames(3) [2026.10.12-19.29.35:799][502]LogDescent: Display: Scenario 'player_body' step 316/398: hands in the picture? [2026.10.12-19.29.35:799][503]LogDescent: Display: SWIMARMS stroke 0.75: left hand ON 0.37,0.88 right hand ON 0.63,0.88 [2026.10.12-19.29.35:799][503]LogDescent: Display: Scenario 'player_body' step 317/398: Shot(fp_swim_stroke_4) [2026.10.12-19.29.35:892][505]LogDescent: Display: Shot(fp_swim_stroke_4): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_fp_swim_stroke_4.png 1280x720 mean luma 0.064 centre 0.253 p99 0.430 non-black 32.9% [2026.10.12-19.29.35:892][506]LogDescent: Display: Scenario 'player_body' step 318/398: let the character go on [2026.10.12-19.29.35:892][506]LogDescent: Display: Scenario 'player_body' step 319/398: WaitFrames(4) [2026.10.12-19.29.35:907][509]LogDescent: Display: Scenario 'player_body' step 320/398: Expect(both hands are in the picture in at least three of the four stroke phases) [2026.10.12-19.29.35:908][510]LogDescent: Display: Expect 'both hands are in the picture in at least three of the four stroke phases': ok [2026.10.12-19.29.35:908][510]LogDescent: Display: Scenario 'player_body' step 321/398: Exec(Descent.Player.Look 70 -40) [2026.10.12-19.29.35:908][510]LogDescent: Display: Scenario exec: Descent.Player.Look 70 -40 [2026.10.12-19.29.35:908][510]LogDescent: Display: Scenario 'player_body' step 322/398: WaitFrames(3) [2026.10.12-19.29.35:926][512]LogDescent: Display: Scenario 'player_body' step 323/398: Shot(fp_swim_forward_look_down) [2026.10.12-19.29.36:003][514]LogDescent: Display: Shot(fp_swim_forward_look_down): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_fp_swim_forward_look_down.png 1280x720 mean luma 0.009 centre 0.015 p99 0.079 non-black 8.3% [2026.10.12-19.29.36:004][515]LogDescent: Display: Scenario 'player_body' step 324/398: Exec(Descent.Player.Look 70 4) [2026.10.12-19.29.36:004][515]LogDescent: Display: Scenario exec: Descent.Player.Look 70 4 [2026.10.12-19.29.36:004][515]LogDescent: Display: Scenario 'player_body' step 325/398: WaitFrames(6) [2026.10.12-19.29.36:032][520]LogDescent: Display: Scenario 'player_body' step 326/398: hold the character still for the picture [2026.10.12-19.29.36:032][521]LogDescent: Display: Scenario 'player_body' step 327/398: camera for tp_swim_side_1 [2026.10.12-19.29.36:032][521]LogDescent: Display: Scenario 'player_body' step 328/398: Shot(tp_swim_side_1) [2026.10.12-19.29.36:155][523]LogDescent: Display: Shot(tp_swim_side_1): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_tp_swim_side_1.png 1280x720 mean luma 0.071 centre 0.093 p99 0.235 non-black 97.0% [2026.10.12-19.29.36:155][524]LogDescent: Display: Scenario 'player_body' step 329/398: lamp off [2026.10.12-19.29.36:156][524]LogDescent: Display: Scenario 'player_body' step 330/398: view: the player [2026.10.12-19.29.36:156][524]LogDescent: Display: Scenario 'player_body' step 331/398: WaitFrames(2) [2026.10.12-19.29.36:160][525]LogDescent: Display: Scenario 'player_body' step 332/398: let the character go on [2026.10.12-19.29.36:160][526]LogDescent: Display: Scenario 'player_body' step 333/398: WaitFrames(5) [2026.10.12-19.29.36:188][530]LogDescent: Display: Scenario 'player_body' step 334/398: hold the character still for the picture [2026.10.12-19.29.36:188][531]LogDescent: Display: Scenario 'player_body' step 335/398: camera for tp_swim_side_2 [2026.10.12-19.29.36:188][531]LogDescent: Display: Scenario 'player_body' step 336/398: Shot(tp_swim_side_2) [2026.10.12-19.29.36:309][533]LogDescent: Display: Shot(tp_swim_side_2): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_tp_swim_side_2.png 1280x720 mean luma 0.071 centre 0.091 p99 0.241 non-black 96.9% [2026.10.12-19.29.36:309][534]LogDescent: Display: Scenario 'player_body' step 337/398: lamp off [2026.10.12-19.29.36:310][534]LogDescent: Display: Scenario 'player_body' step 338/398: view: the player [2026.10.12-19.29.36:310][534]LogDescent: Display: Scenario 'player_body' step 339/398: WaitFrames(2) [2026.10.12-19.29.36:315][535]LogDescent: Display: Scenario 'player_body' step 340/398: let the character go on [2026.10.12-19.29.36:315][536]LogDescent: Display: Scenario 'player_body' step 341/398: WaitFrames(5) [2026.10.12-19.29.36:342][540]LogDescent: Display: Scenario 'player_body' step 342/398: hold the character still for the picture [2026.10.12-19.29.36:342][541]LogDescent: Display: Scenario 'player_body' step 343/398: camera for tp_swim_side_3 [2026.10.12-19.29.36:342][541]LogDescent: Display: Scenario 'player_body' step 344/398: Shot(tp_swim_side_3) [2026.10.12-19.29.36:464][543]LogDescent: Display: Shot(tp_swim_side_3): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_tp_swim_side_3.png 1280x720 mean luma 0.072 centre 0.094 p99 0.262 non-black 96.9% [2026.10.12-19.29.36:464][544]LogDescent: Display: Scenario 'player_body' step 345/398: lamp off [2026.10.12-19.29.36:464][544]LogDescent: Display: Scenario 'player_body' step 346/398: view: the player [2026.10.12-19.29.36:464][544]LogDescent: Display: Scenario 'player_body' step 347/398: WaitFrames(2) [2026.10.12-19.29.36:468][545]LogDescent: Display: Scenario 'player_body' step 348/398: let the character go on [2026.10.12-19.29.36:469][546]LogDescent: Display: Scenario 'player_body' step 349/398: WaitFrames(5) [2026.10.12-19.29.36:496][550]LogDescent: Display: Scenario 'player_body' step 350/398: hold the character still for the picture [2026.10.12-19.29.36:496][551]LogDescent: Display: Scenario 'player_body' step 351/398: camera for tp_swim_side_4 [2026.10.12-19.29.36:496][551]LogDescent: Display: Scenario 'player_body' step 352/398: Shot(tp_swim_side_4) [2026.10.12-19.29.36:617][553]LogDescent: Display: Shot(tp_swim_side_4): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_tp_swim_side_4.png 1280x720 mean luma 0.072 centre 0.097 p99 0.269 non-black 96.9% [2026.10.12-19.29.36:617][554]LogDescent: Display: Scenario 'player_body' step 353/398: lamp off [2026.10.12-19.29.36:617][554]LogDescent: Display: Scenario 'player_body' step 354/398: view: the player [2026.10.12-19.29.36:617][554]LogDescent: Display: Scenario 'player_body' step 355/398: WaitFrames(2) [2026.10.12-19.29.36:622][555]LogDescent: Display: Scenario 'player_body' step 356/398: let the character go on [2026.10.12-19.29.36:623][556]LogDescent: Display: Scenario 'player_body' step 357/398: WaitFrames(5) [2026.10.12-19.29.36:652][560]LogDescent: Display: Scenario 'player_body' step 358/398: hold the character still for the picture [2026.10.12-19.29.36:652][561]LogDescent: Display: Scenario 'player_body' step 359/398: camera for tp_swim_side_5 [2026.10.12-19.29.36:652][561]LogDescent: Display: Scenario 'player_body' step 360/398: Shot(tp_swim_side_5) [2026.10.12-19.29.36:772][563]LogDescent: Display: Shot(tp_swim_side_5): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_tp_swim_side_5.png 1280x720 mean luma 0.072 centre 0.099 p99 0.255 non-black 97.1% [2026.10.12-19.29.36:773][564]LogDescent: Display: Scenario 'player_body' step 361/398: lamp off [2026.10.12-19.29.36:773][564]LogDescent: Display: Scenario 'player_body' step 362/398: view: the player [2026.10.12-19.29.36:773][564]LogDescent: Display: Scenario 'player_body' step 363/398: WaitFrames(2) [2026.10.12-19.29.36:778][565]LogDescent: Display: Scenario 'player_body' step 364/398: let the character go on [2026.10.12-19.29.36:778][566]LogDescent: Display: Scenario 'player_body' step 365/398: WaitFrames(5) [2026.10.12-19.29.36:804][570]LogDescent: Display: Scenario 'player_body' step 366/398: hold the character still for the picture [2026.10.12-19.29.36:804][571]LogDescent: Display: Scenario 'player_body' step 367/398: camera for tp_swim_side_6 [2026.10.12-19.29.36:805][571]LogDescent: Display: Scenario 'player_body' step 368/398: Shot(tp_swim_side_6) [2026.10.12-19.29.36:926][573]LogDescent: Display: Shot(tp_swim_side_6): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_tp_swim_side_6.png 1280x720 mean luma 0.072 centre 0.099 p99 0.261 non-black 97.1% [2026.10.12-19.29.36:926][574]LogDescent: Display: Scenario 'player_body' step 369/398: lamp off [2026.10.12-19.29.36:926][574]LogDescent: Display: Scenario 'player_body' step 370/398: view: the player [2026.10.12-19.29.36:926][574]LogDescent: Display: Scenario 'player_body' step 371/398: WaitFrames(2) [2026.10.12-19.29.36:932][575]LogDescent: Display: Scenario 'player_body' step 372/398: let the character go on [2026.10.12-19.29.36:932][576]LogDescent: Display: Scenario 'player_body' step 373/398: WaitFrames(5) [2026.10.12-19.29.36:959][580]LogDescent: Display: Scenario 'player_body' step 374/398: Exec(Descent.Player.Intent 0 0 0 0 0 0.1) [2026.10.12-19.29.36:959][580]LogDescent: Display: Scenario exec: Descent.Player.Intent 0 0 0 0 0 0.1 [2026.10.12-19.29.36:959][581]LogDescent: Display: Player.Intent: holding move (0.00, 0.00, 0.00) look (0.0, 0.0) deg/s for 0.10 s of sim time [2026.10.12-19.29.36:959][581]LogDescent: Display: Scenario 'player_body' step 375/398: WaitSim(1.00) [2026.10.12-19.29.37:099][610]LogDescent: Display: Scenario 'player_body' step 376/398: lamp off [2026.10.12-19.29.37:100][610]LogDescent: Display: Scenario 'player_body' step 377/398: Exec(Descent.Player.Place bay) [2026.10.12-19.29.37:100][611]LogDescent: Display: Scenario exec: Descent.Player.Place bay [2026.10.12-19.29.37:100][611]LogDescent: Display: Player: mode Swim -> Foot [2026.10.12-19.29.37:100][611]LogDescent: Display: Player.Place: bay at carrier-local (-26.00, -2.00, -7.50) [2026.10.12-19.29.37:100][611]LogDescent: Display: Scenario 'player_body' step 378/398: WaitSim(0.50) [2026.10.12-19.29.37:158][625]LogDescent: Display: Scenario 'player_body' step 379/398: Exec(Descent.Tender.Board) [2026.10.12-19.29.37:158][626]LogDescent: Display: Scenario exec: Descent.Tender.Board [2026.10.12-19.29.37:159][626]LogDescent: Display: Player: mode Foot -> Board [2026.10.12-19.29.37:159][626]LogDescent: Display: Scenario 'player_body' step 380/398: docked in the Tender [2026.10.12-19.29.37:307][667]LogDescent: Display: Player: mode Board -> Docked [2026.10.12-19.29.37:311][667]LogDescent: Display: Scenario 'player_body' step 381/398: WaitSim(1.00) [2026.10.12-19.29.37:428][697]LogDescent: Display: Scenario 'player_body' step 382/398: Expect(in the Tender the body is not drawn) [2026.10.12-19.29.37:429][698]LogDescent: Display: Expect 'in the Tender the body is not drawn': ok [2026.10.12-19.29.37:429][698]LogDescent: Display: Scenario 'player_body' step 383/398: Shot(tender_docked) [2026.10.12-19.29.38:304][892]LogDescent: Display: Shot(tender_docked): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_tender_docked.png 1280x720 mean luma 0.333 centre 0.377 p99 0.703 non-black 99.0% [2026.10.12-19.29.38:304][892]LogDescent: Display: Scenario 'player_body' step 384/398: Exec(Descent.Tender.Exit) [2026.10.12-19.29.38:304][893]LogDescent: Display: Scenario exec: Descent.Tender.Exit [2026.10.12-19.29.38:305][893]LogDescent: Display: Player: mode Docked -> Foot [2026.10.12-19.29.38:305][893]LogDescent: Display: Scenario 'player_body' step 385/398: WaitSim(1.50) [2026.10.12-19.29.38:507][937]LogDescent: Display: Scenario 'player_body' step 386/398: Expect(out of the Tender: on foot, the body is drawn again in the own view) [2026.10.12-19.29.38:507][938]LogDescent: Display: player_body: after leaving the Tender: mode Foot, in tender 0, shown 1, own view 1 [2026.10.12-19.29.38:507][938]LogDescent: Display: Expect 'out of the Tender: on foot, the body is drawn again in the own view': ok [2026.10.12-19.29.38:508][938]LogDescent: Display: Scenario 'player_body' step 387/398: Shot(fp_bay_after_tender) [2026.10.12-19.29.39:378][143]LogDescent: Display: Shot(fp_bay_after_tender): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_fp_bay_after_tender.png 1280x720 mean luma 0.321 centre 0.281 p99 0.805 non-black 92.6% [2026.10.12-19.29.39:378][143]LogDescent: Display: Scenario 'player_body' step 388/398: Exec(Descent.Player.Place galley) [2026.10.12-19.29.39:378][144]LogDescent: Display: Scenario exec: Descent.Player.Place galley [2026.10.12-19.29.39:378][144]LogDescent: Display: Player.Place: galley at carrier-local (23.50, 0.00, -3.00) [2026.10.12-19.29.39:379][144]LogDescent: Display: Scenario 'player_body' step 389/398: Exec(Descent.Body.View arm) [2026.10.12-19.29.39:379][144]LogDescent: Display: Scenario exec: Descent.Body.View arm [2026.10.12-19.29.39:379][144]LogDescent: Display: Body.View: the player's view is the old arm (the body is not drawn) [2026.10.12-19.29.39:379][144]LogDescent: Display: Scenario 'player_body' step 390/398: WaitSim(1.20) [2026.10.12-19.29.39:545][179]LogDescent: Display: Scenario 'player_body' step 391/398: Expect(Descent.Body.View arm: the body is not drawn and the old arm is up (idle)) [2026.10.12-19.29.39:545][180]LogDescent: Display: Expect 'Descent.Body.View arm: the body is not drawn and the old arm is up (idle)': ok [2026.10.12-19.29.39:545][180]LogDescent: Display: Scenario 'player_body' step 392/398: Shot(old_arm_view) [2026.10.12-19.29.40:411][389]LogDescent: Display: Shot(old_arm_view): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_old_arm_view.png 1280x720 mean luma 0.210 centre 0.387 p99 0.619 non-black 86.6% [2026.10.12-19.29.40:411][389]LogDescent: Display: Scenario 'player_body' step 393/398: Exec(Descent.Body.View body) [2026.10.12-19.29.40:412][390]LogDescent: Display: Scenario exec: Descent.Body.View body [2026.10.12-19.29.40:412][390]LogDescent: Display: Body.View: the player's view is the Twinblast body [2026.10.12-19.29.40:412][390]LogDescent: Display: Scenario 'player_body' step 394/398: WaitSim(1.20) [2026.10.12-19.29.40:588][425]LogDescent: Display: Scenario 'player_body' step 395/398: Expect(Descent.Body.View body: the body is back and the arm away) [2026.10.12-19.29.40:588][426]LogDescent: Display: Expect 'Descent.Body.View body: the body is back and the arm away': ok [2026.10.12-19.29.40:588][426]LogDescent: Display: Scenario 'player_body' step 396/398: Shot(fp_idle_again) [2026.10.12-19.29.41:453][623]LogDescent: Display: Shot(fp_idle_again): D:/SubnauticaCLONE/TheDescentUE/Saved/Shots/player_body_fp_idle_again.png 1280x720 mean luma 0.201 centre 0.387 p99 0.616 non-black 85.6% [2026.10.12-19.29.41:453][623]LogDescent: Display: Scenario 'player_body' step 397/398: DumpState(end) [2026.10.12-19.29.41:455][623]LogDescent: Display: DumpState(end): D:/SubnauticaCLONE/TheDescentUE/Saved/State/player_body_end.json [2026.10.12-19.29.41:455][624]LogDescent: Display: Scenario 'player_body' step 398/398: Quit [2026.10.12-19.29.41:455][624]LogDescent: Display: DESCENT_SCENARIO_RESULT PASS scenario=player_body seconds=40.4 [2026.10.12-19.29.41:455][624]LogDescent: Display: Quit requested (exit code 0): Quit step reached [2026.10.12-19.29.41:455][624]LogWindows: FPlatformMisc::RequestExitWithStatus(0, 0, ) [2026.10.12-19.29.41:455][624]LogCore: Engine exit requested (reason: Win RequestExit) [2026.10.12-19.29.41:455][624]LogCore: Engine exit requested (reason: EngineExit() was called; note: exit was already requested) [2026.10.12-19.29.41:456][624]LogStaticMesh: Abandoning remaining async distance field tasks for shutdown [2026.10.12-19.29.41:456][624]LogStaticMesh: Abandoning remaining async card representation tasks for shutdown [2026.10.12-19.29.41:456][624]LogInit: Display: PreExit Game. [2026.10.12-19.29.41:456][624]LogWorld: BeginTearingDown for /Game/Maps/Descent_Main [2026.10.12-19.29.41:457][624]LogWorld: UWorld::CleanupWorld for Descent_Main, bSessionEnded=true, bCleanupResources=true [2026.10.12-19.29.41:458][624]LogSlate: InvalidateAllWidgets triggered. All widgets were invalidated [2026.10.12-19.29.41:460][624]LogRuntimeTelemetry: Recording EnginePreExit events [2026.10.12-19.29.41:880][624]LogSlate: Window 'TheDescent (64-bit Development PCD3D_SM6) ' being destroyed [2026.10.12-19.29.41:881][624]LogSlate: Slate User Destroyed. User Index 0, Is Virtual User: 0 [2026.10.12-19.29.41:882][624]LogExit: Preparing to exit. [2026.10.12-19.29.41:973][624]LogUObjectHash: Compacting FUObjectHashTables data took 0.39ms [2026.10.12-19.29.41:974][624]LogMoviePlayer: Shutting down movie player [2026.10.12-19.29.41:976][624]LogAssetRegistry: Display: CleanupOrphanedCacheFiles (PostWrite): 1 .ref files found, 1 referenced binaries [2026.10.12-19.29.41:976][624]LogAssetRegistry: Display: CleanupOrphanedCacheFiles: 1 total binaries, 1 referenced (kept), 0 old-style pre-migration (kept), 0 orphans deleted, 0 orphans locked (kept) [2026.10.12-19.29.41:977][624]LogEditorDataStorage: Deinitializing [2026.10.12-19.29.41:977][624]LogEditorDataStorage: De-initializing TEDS Compatibility. [2026.10.12-19.29.41:977][624]LogEditorDataStorage: De-initialized TEDS Compatibility. [2026.10.12-19.29.41:977][624]LogEditorDataStorage: De-initializing TEDS Core. [2026.10.12-19.29.41:978][624]LogEditorDataStorage: Resetting TEDS Core. [2026.10.12-19.29.41:978][624]LogEditorDataStorage: Reset TEDS Core. [2026.10.12-19.29.41:978][624]LogEditorDataStorage: De-initialized TEDS Core. [2026.10.12-19.29.41:987][624]LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden [2026.10.12-19.29.41:991][624]LogDemo: Cleaned up 0 splitscreen connections, owner deletion: enabled [2026.10.12-19.29.41:997][624]LogExit: Game engine shut down [2026.10.12-19.29.42:016][624]LogEditorDataStorage: Destroyed TEDS Core. [2026.10.12-19.29.42:016][624]LogEditorDataStorage: Destroyed TEDS Compatibility. [2026.10.12-19.29.42:016][624]LogEditorDataStorage: Destroyed TEDS Core. [2026.10.12-19.29.42:016][624]LogEditorDataStorage: Destroyed TEDS Compatibility. [2026.10.12-19.29.42:047][624]LogExit: Object subsystem successfully closed. [2026.10.12-19.29.42:086][624]LogShaderCompilers: Display: Exiting ShaderCompilingThread [2026.10.12-19.29.42:129][624]LogChaosDD: Chaos Debug Draw Shutdown [2026.10.12-19.29.42:145][624]LogEOSShared: FEOSSDKManager::Shutdown EOS_Shutdown Result=[EOS_Success] [2026.10.12-19.29.42:145][624]LogNFORDenoise: NFORDenoise function shutting down [2026.10.12-19.29.42:145][624]RenderDocPlugin: plugin has been unloaded. [2026.10.12-19.29.42:150][624]LogXGEController: Cleaning working directory: C:/Users/PC/AppData/Local/Temp/UnrealXGEWorkingDir/ [2026.10.12-19.29.42:151][624]LogPakFile: Destroying PakPlatformFile [2026.10.12-19.29.42:257][624]LogD3D12RHI: ~FD3D12DynamicRHI [2026.10.12-19.29.42:283][624]LogExit: Exiting. [2026.10.12-19.29.42:290][624]Log file closed, 10/12/26 21:29:42