EpicGamesExt / BlenderTools

Blender addons that improve the game development workflow between Blender and Unreal.
https://epicgamesext.github.io/BlenderTools/
MIT License
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Send To Unreal - Failure to import to UE from Blender, all instructions followed?! BLENDER 2.8.3, UE 4.25.3, Send to Unreal 1.3.7 #46

Closed cullyrocks-2020 closed 4 years ago

cullyrocks-2020 commented 4 years ago

Even a simple cube in Blender does not export with UE pipeline? Is it just me? UE 4.25.3 gives me this error:

Failed to import 'C:\Users\RCR\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\send2ue\temp\Cube.fbx'. Failed to create asset '/Game/untitled_category/untitled_asset/Cube'. Please see Output Log for details.

aka-anoop commented 4 years ago

I tried exporting a cube and it worked as intended. Blender version: 2.83.3 UE version: 4.25.3 Send to Unreal: 1.3.7 OS: macOS Catalina 10.15.6

Screenshot 2020-07-30 at 1 44 44 PM
james-baber commented 4 years ago

@cullyrocks-2020 Can you please give me this information

Mainly the full error log and your OS is what is missing. Also in this case. Unreal should be showing some logs in the console too

cullyrocks-2020 commented 4 years ago

BLENDER 2.8.3, UE 4.25.3, Send to Unreal 1.3.7, windows 10( also have UE rigify Installed in Blender):

In blender with 'send to unreal' addon checked..... clicked Pipeline > Export > Send to Unreal In Unreal, Send to Unreal FBX UI says it cannot create the asset directory :
"Failed to import 'C:\Users\RCR\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\send2ue\temp\Cube.fbx'. Failed to create asset '/Game/untitled_category/untitled_asset/Cube'."

My Project is under E:/ Epic Game Work/ RCRTest/.... All Plugins / Addons in UNREAL are checked (python Scripting, editing)

The only log it gives, meanwhile Blender hangs:

Failed to import 'C:\Users\RCR\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\send2ue\temp\Cube.fbx'. Failed to create asset '/Game/untitled_category/untitled_asset/Cube'. Please see Output Log for details.

james-baber commented 4 years ago

Please see Output Log for details.

Click Window -> Developer Tools, then you will see Output Log can you paste those in? Also while blender hangs if you close unreal does blender crash?

cullyrocks-2020 commented 4 years ago

Here is Unreal 4.25.3 Ourtput Log:

LogPlatformFile: Not using cached read wrapper LogTaskGraph: Started task graph with 5 named threads and 83 total threads with 3 sets of task threads. LogStats: Stats thread started at 0.184822 LogD3D11RHI: Loaded GFSDK_Aftermath_Lib.x64.dll LogICUInternationalization: ICU TimeZone Detection - Raw Offset: -8:00, Platform Override: '' LogPluginManager: Mounting plugin Paper2D LogPluginManager: Mounting plugin AISupport LogPluginManager: Mounting plugin LightPropagationVolume LogPluginManager: Mounting plugin CameraShakePreviewer LogPluginManager: Mounting plugin ActorLayerUtilities LogPluginManager: Mounting plugin AnimationSharing LogPluginManager: Mounting plugin CLionSourceCodeAccess LogPluginManager: Mounting plugin CodeLiteSourceCodeAccess LogPluginManager: Mounting plugin GitSourceControl LogPluginManager: Mounting plugin KDevelopSourceCodeAccess LogPluginManager: Mounting plugin NullSourceCodeAccess LogPluginManager: Mounting plugin PerforceSourceControl LogPluginManager: Mounting plugin PlasticSourceControl LogPluginManager: Mounting plugin RiderSourceCodeAccess LogPluginManager: Mounting plugin SubversionSourceControl LogPluginManager: Mounting plugin UObjectPlugin LogPluginManager: Mounting plugin VisualStudioCodeSourceCodeAccess LogPluginManager: Mounting plugin VisualStudioSourceCodeAccess LogPluginManager: Mounting plugin XCodeSourceCodeAccess LogPluginManager: Mounting plugin AssetManagerEditor LogPluginManager: Mounting plugin CryptoKeys LogPluginManager: Mounting plugin CurveEditorTools LogPluginManager: Mounting plugin DataValidation LogPluginManager: Mounting plugin EditorScriptingUtilities LogPluginManager: Mounting plugin FacialAnimation LogPluginManager: Mounting plugin GameplayTagsEditor LogPluginManager: Mounting plugin GeometryMode LogPluginManager: Mounting plugin MacGraphicsSwitching LogPluginManager: Mounting plugin MaterialAnalyzer LogPluginManager: Mounting plugin MeshEditor LogPluginManager: Mounting plugin MobileLauncherProfileWizard LogPluginManager: Mounting plugin PluginBrowser LogPluginManager: Mounting plugin SpeedTreeImporter LogPluginManager: Mounting plugin StylusInput LogPluginManager: Mounting plugin DataprepEditor LogPluginManager: Mounting plugin DatasmithContent LogPluginManager: Mounting plugin StaticMeshEditorExtension LogPluginManager: Mounting plugin VariantManagerContent LogPluginManager: Mounting plugin AlembicImporter LogPluginManager: Mounting plugin AutomationUtils LogPluginManager: Mounting plugin BackChannel LogPluginManager: Mounting plugin BlastPlugin LogPluginManager: Mounting plugin ChaosCloth LogPluginManager: Mounting plugin ChaosClothEditor LogPluginManager: Mounting plugin ChaosEditor LogPluginManager: Mounting plugin ChaosNiagara LogPluginManager: Mounting plugin ChaosSolverPlugin LogPluginManager: Mounting plugin CharacterAI LogPluginManager: Mounting plugin GeometryCache LogPluginManager: Mounting plugin GeometryCollectionPlugin LogPluginManager: Mounting plugin GeometryProcessing LogPluginManager: Mounting plugin MeshModelingToolset LogPluginManager: Mounting plugin ModelingToolsEditorMode LogPluginManager: Mounting plugin PlanarCut LogPluginManager: Mounting plugin PlatformCrypto LogPluginManager: Mounting plugin ProxyLODPlugin LogPluginManager: Mounting plugin PythonScriptPlugin LogPluginManager: Mounting plugin SkeletalReduction LogPluginManager: Mounting plugin Niagara LogPluginManager: Mounting plugin MagicLeap LogPluginManager: Mounting plugin MagicLeapLightEstimation LogPluginManager: Mounting plugin MagicLeapMedia LogPluginManager: Mounting plugin MagicLeapPassableWorld LogPluginManager: Mounting plugin MLSDK LogPluginManager: Mounting plugin AssetBuilderTools LogPluginManager: Mounting plugin GOAP LogPluginManager: Mounting plugin LDAssistant LogPluginManager: Mounting plugin LowEntryExtStdLib LogPluginManager: Mounting plugin Prefabricator LogPluginManager: Mounting plugin ProceduralRooms LogPluginManager: Mounting plugin VehiclesPlugin LogPluginManager: Mounting plugin WfcEnvironmentGeneratorLite LogPluginManager: Mounting plugin AndroidMedia LogPluginManager: Mounting plugin AvfMedia LogPluginManager: Mounting plugin ImgMedia LogPluginManager: Mounting plugin MediaCompositing LogPluginManager: Mounting plugin MediaPlayerEditor LogPluginManager: Mounting plugin WebMMedia LogPluginManager: Mounting plugin WmfMedia LogPluginManager: Mounting plugin MegascansPlugin LogPluginManager: Mounting plugin MeshPainting LogPluginManager: Mounting plugin TcpMessaging LogPluginManager: Mounting plugin UdpMessaging LogPluginManager: Mounting plugin ActorSequence LogPluginManager: Mounting plugin LevelSequenceEditor LogPluginManager: Mounting plugin MatineeToLevelSequence LogPluginManager: Mounting plugin MovieRenderPipeline LogPluginManager: Mounting plugin TemplateSequence LogPluginManager: Mounting plugin NetcodeUnitTest LogPluginManager: Mounting plugin NUTUnrealEngine4 LogPluginManager: Mounting plugin OnlineSubsystemGooglePlay LogPluginManager: Mounting plugin OnlineSubsystemIOS LogPluginManager: Mounting plugin OnlineSubsystem LogPluginManager: Mounting plugin OnlineSubsystemNull LogPluginManager: Mounting plugin OnlineSubsystemUtils LogPluginManager: Mounting plugin LauncherChunkInstaller LogPluginManager: Mounting plugin AndroidDeviceProfileSelector LogPluginManager: Mounting plugin AndroidMoviePlayer LogPluginManager: Mounting plugin AndroidPermission LogPluginManager: Mounting plugin AppleImageUtils LogPluginManager: Mounting plugin AppleMoviePlayer LogPluginManager: Mounting plugin ArchVisCharacter LogPluginManager: Mounting plugin AssetTags LogPluginManager: Mounting plugin AudioCapture LogPluginManager: Mounting plugin CableComponent LogPluginManager: Mounting plugin CustomMeshComponent LogPluginManager: Mounting plugin EditableMesh LogPluginManager: Mounting plugin ExampleDeviceProfileSelector LogPluginManager: Mounting plugin GoogleCloudMessaging LogPluginManager: Mounting plugin GooglePAD LogPluginManager: Mounting plugin HDRIBackdrop LogPluginManager: Mounting plugin IOSDeviceProfileSelector LogPluginManager: Mounting plugin LinuxDeviceProfileSelector LogPluginManager: Mounting plugin LocationServicesBPLibrary LogPluginManager: Mounting plugin MobilePatchingUtils LogPluginManager: Mounting plugin OculusVR LogPluginManager: Mounting plugin PhysXVehicles LogPluginManager: Mounting plugin PostSplashScreen LogPluginManager: Mounting plugin ProceduralMeshComponent LogPluginManager: Mounting plugin RuntimePhysXCooking LogPluginManager: Mounting plugin SignificanceManager LogPluginManager: Mounting plugin SoundFields LogPluginManager: Mounting plugin SteamVR LogPluginManager: Mounting plugin Synthesis LogPluginManager: Mounting plugin WebMMoviePlayer LogPluginManager: Mounting plugin WindowsMoviePlayer LogPluginManager: Mounting plugin ScreenshotTools LogInit: Using libcurl 7.55.1-DEV LogInit: - built for x86_64-pc-win32 LogInit: - supports SSL with OpenSSL/1.1.1 LogInit: - supports HTTP deflate (compression) using libz 1.2.8 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_IDN LogInit: CurlRequestOptions (configurable via config and command line): LogInit: - bVerifyPeer = true - Libcurl will verify peer certificate LogInit: - bUseHttpProxy = false - Libcurl will NOT use HTTP proxy LogInit: - bDontReuseConnections = false - Libcurl will reuse connections LogInit: - MaxHostConnections = 16 - Libcurl will limit the number of connections to a host LogInit: - LocalHostAddr = Default LogInit: - BufferSize = 65536 LogOnline: OSS: Creating online subsystem instance for: NULL LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467 LogOnline: OSS: TryLoadSubsystemAndSetDefault: Loaded subsystem for module [NULL] LogInit: Build: ++UE4+Release-4.25-CL-13942748 LogInit: Engine Version: 4.25.3-13942748+++UE4+Release-4.25 LogInit: Compatible Engine Version: 4.25.0-13144385+++UE4+Release-4.25 LogInit: Net CL: 13144385 LogInit: OS: Windows 10 (Release 1909) (), CPU: AMD Ryzen Threadripper 3970X 32-Core Processor , GPU: NVIDIA GeForce RTX 2080 Ti LogInit: Compiled (64-bit): Jul 25 2020 02:07:48 LogInit: Compiled with Visual C++: 19.24.28315.00 LogInit: Build Configuration: Development LogInit: Branch Name: ++UE4+Release-4.25 LogInit: Command Line: -EpicPortal -epicusername="Cully Sammich" -epicuserid=6cd446821c9947e6af16048fb69ea37b -epiclocale=en LogInit: Base Directory: C:/Program Files/Epic Games/UE_4.25/Engine/Binaries/Win64/ LogInit: Allocator: TBB LogInit: Installed Engine Build: 1 LogDevObjectVersion: Number of dev versions registered: 26 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): 38 LogDevObjectVersion: Dev-Framework (CFFC743F-43B0-4480-9391-14DF171D2073): 37 LogDevObjectVersion: Dev-Mobile (B02B49B5-BB20-44E9-A304-32B752E40360): 2 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): 4 LogDevObjectVersion: Dev-Platform (6631380F-2D4D-43E0-8009-CF276956A95A): 0 LogDevObjectVersion: Dev-Rendering (12F88B9F-8875-4AFC-A67C-D90C383ABD29): 43 LogDevObjectVersion: Dev-Sequencer (7B5AE74C-D270-4C10-A958-57980B212A5A): 12 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): 7 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): 31 LogDevObjectVersion: Dev-Enterprise (9DFFBCD6-494F-0158-E221-12823C92A888): 10 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): 37 LogDevObjectVersion: Dev-PhysicsMaterial-Chaos (B68FC16E-8B1B-42E2-B453-215C058844FE): 1 LogDevObjectVersion: Dev-CineCamera (B2E18506-4273-CFC2-A54E-F4BB758BBA07): 1 LogInit: Presizing for max 25165824 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool. LogConfig: Applying CVar settings from Section [/Script/Engine.StreamingSettings] File [E:/EPIC GAME WORK/TestRCR/Saved/Config/Windows/Engine.ini] LogConfig: Setting CVar [[s.MinBulkDataSizeForAsyncLoading:131072]] LogConfig: Setting CVar [[s.AsyncLoadingThreadEnabled:0]] LogConfig: Setting CVar [[s.EventDrivenLoaderEnabled:1]] LogConfig: Setting CVar [[s.WarnIfTimeLimitExceeded:0]] LogConfig: Setting CVar [[s.TimeLimitExceededMultiplier:1.5]] LogConfig: Setting CVar [[s.TimeLimitExceededMinTime:0.005]] LogConfig: Setting CVar [[s.UseBackgroundLevelStreaming:1]] LogConfig: Setting CVar [[s.PriorityAsyncLoadingExtraTime:15.0]] LogConfig: Setting CVar [[s.LevelStreamingActorsUpdateTimeLimit:5.0]] LogConfig: Setting CVar [[s.PriorityLevelStreamingActorsUpdateExtraTime:5.0]] LogConfig: Setting CVar [[s.LevelStreamingComponentsRegistrationGranularity:10]] LogConfig: Setting CVar [[s.UnregisterComponentsTimeLimit:1.0]] LogConfig: Setting CVar [[s.LevelStreamingComponentsUnregistrationGranularity:5]] LogConfig: Setting CVar [[s.FlushStreamingOnExit:1]] LogInit: Object subsystem initialized LogConfig: Setting CVar [[con.DebugEarlyDefault:1]] LogConfig: Setting CVar [[r.setres:1280x720]] LogConfig: Setting CVar [[r.VSync:0]] LogConfig: Setting CVar [[r.RHICmdBypass:0]] LogConfig: Applying CVar settings from Section [/Script/Engine.RendererSettings] File [E:/EPIC GAME WORK/TestRCR/Saved/Config/Windows/Engine.ini] LogConfig: Setting CVar [[r.GPUCrashDebugging:0]] LogConfig: Setting CVar [[r.SkinCache.CompileShaders:1]] LogConfig: Setting CVar [[r.RayTracing:1]] LogConfig: Applying CVar settings from Section [/Script/Engine.RendererOverrideSettings] File [E:/EPIC GAME WORK/TestRCR/Saved/Config/Windows/Engine.ini] LogConfig: Applying CVar settings from Section [/Script/Engine.StreamingSettings] File [E:/EPIC GAME WORK/TestRCR/Saved/Config/Windows/Engine.ini] LogConfig: Setting CVar [[s.MinBulkDataSizeForAsyncLoading:131072]] LogConfig: Setting CVar [[s.AsyncLoadingThreadEnabled:0]] LogConfig: Setting CVar [[s.EventDrivenLoaderEnabled:1]] LogConfig: Setting CVar [[s.WarnIfTimeLimitExceeded:0]] LogConfig: Setting CVar [[s.TimeLimitExceededMultiplier:1.5]] LogConfig: Setting CVar [[s.TimeLimitExceededMinTime:0.005]] LogConfig: Setting CVar [[s.UseBackgroundLevelStreaming:1]] LogConfig: Setting CVar [[s.PriorityAsyncLoadingExtraTime:15.0]] LogConfig: Setting CVar [[s.LevelStreamingActorsUpdateTimeLimit:5.0]] LogConfig: Setting CVar [[s.PriorityLevelStreamingActorsUpdateExtraTime:5.0]] LogConfig: Setting CVar [[s.LevelStreamingComponentsRegistrationGranularity:10]] LogConfig: Setting CVar [[s.UnregisterComponentsTimeLimit:1.0]] LogConfig: Setting CVar [[s.LevelStreamingComponentsUnregistrationGranularity:5]] LogConfig: Setting CVar [[s.FlushStreamingOnExit:1]] LogConfig: Applying CVar settings from Section [/Script/Engine.GarbageCollectionSettings] File [E:/EPIC GAME WORK/TestRCR/Saved/Config/Windows/Engine.ini] LogConfig: Setting CVar [[gc.MaxObjectsNotConsideredByGC:1]] LogConfig: Setting CVar [[gc.SizeOfPermanentObjectPool:0]] LogConfig: Setting CVar [[gc.FlushStreamingOnGC:0]] LogConfig: Setting CVar [[gc.NumRetriesBeforeForcingGC:10]] LogConfig: Setting CVar [[gc.AllowParallelGC:1]] LogConfig: Setting CVar [[gc.TimeBetweenPurgingPendingKillObjects:61.1]] LogConfig: Setting CVar [[gc.MaxObjectsInEditor:25165824]] LogConfig: Setting CVar [[gc.IncrementalBeginDestroyEnabled:1]] LogConfig: Setting CVar [[gc.CreateGCClusters:1]] LogConfig: Setting CVar [[gc.MinGCClusterSize:5]] LogConfig: Setting CVar [[gc.ActorClusteringEnabled:0]] LogConfig: Setting CVar [[gc.BlueprintClusteringEnabled:0]] LogConfig: Setting CVar [[gc.UseDisregardForGCOnDedicatedServers:0]] LogConfig: Applying CVar settings from Section [/Script/Engine.NetworkSettings] File [E:/EPIC GAME WORK/TestRCR/Saved/Config/Windows/Engine.ini] LogConfig: Applying CVar settings from Section [/Script/UnrealEd.CookerSettings] File [E:/EPIC GAME WORK/TestRCR/Saved/Config/Windows/Engine.ini] LogConfig: Applying CVar settings from Section [ViewDistanceQuality@3] File [E:/EPIC GAME WORK/TestRCR/Saved/Config/Windows/Scalability.ini] LogConfig: Setting CVar [[r.SkeletalMeshLODBias:0]] LogConfig: Setting CVar [[r.ViewDistanceScale:1.0]] LogConfig: Applying CVar settings from Section [AntiAliasingQuality@3] File [E:/EPIC GAME WORK/TestRCR/Saved/Config/Windows/Scalability.ini] LogConfig: Setting CVar [[r.PostProcessAAQuality:4]] LogConfig: Applying CVar settings from Section [ShadowQuality@3] File [E:/EPIC GAME WORK/TestRCR/Saved/Config/Windows/Scalability.ini] LogConfig: Setting CVar [[r.LightFunctionQuality:1]] LogConfig: Setting CVar [[r.ShadowQuality:5]] LogConfig: Setting CVar [[r.Shadow.CSM.MaxCascades:10]] LogConfig: Setting CVar [[r.Shadow.MaxResolution:2048]] LogConfig: Setting CVar [[r.Shadow.MaxCSMResolution:2048]] LogConfig: Setting CVar [[r.Shadow.RadiusThreshold:0.01]] LogConfig: Setting CVar [[r.Shadow.DistanceScale:1.0]] LogConfig: Setting CVar [[r.Shadow.CSM.TransitionScale:1.0]] LogConfig: Setting CVar [[r.Shadow.PreShadowResolutionFactor:1.0]] LogConfig: Setting CVar [[r.DistanceFieldShadowing:1]] LogConfig: Setting CVar [[r.DistanceFieldAO:1]] LogConfig: Setting CVar [[r.AOQuality:2]] LogConfig: Setting CVar [[r.VolumetricFog:1]] LogConfig: Setting CVar [[r.VolumetricFog.GridPixelSize:8]] LogConfig: Setting CVar [[r.VolumetricFog.GridSizeZ:128]] LogConfig: Setting CVar [[r.VolumetricFog.HistoryMissSupersampleCount:4]] LogConfig: Setting CVar [[r.LightMaxDrawDistanceScale:1]] LogConfig: Setting CVar [[r.CapsuleShadows:1]] LogConfig: Applying CVar settings from Section [PostProcessQuality@3] File [E:/EPIC GAME WORK/TestRCR/Saved/Config/Windows/Scalability.ini] LogConfig: Setting CVar [[r.MotionBlurQuality:4]] LogConfig: Setting CVar [[r.AmbientOcclusionMipLevelFactor:0.4]] LogConfig: Setting CVar [[r.AmbientOcclusionMaxQuality:100]] LogConfig: Setting CVar [[r.AmbientOcclusionLevels:-1]] LogConfig: Setting CVar [[r.AmbientOcclusionRadiusScale:1.0]] LogConfig: Setting CVar [[r.DepthOfFieldQuality:2]] LogConfig: Setting CVar [[r.RenderTargetPoolMin:400]] LogConfig: Setting CVar [[r.LensFlareQuality:2]] LogConfig: Setting CVar [[r.SceneColorFringeQuality:1]] LogConfig: Setting CVar [[r.EyeAdaptationQuality:2]] LogConfig: Setting CVar [[r.BloomQuality:5]] LogConfig: Setting CVar [[r.FastBlurThreshold:100]] LogConfig: Setting CVar [[r.Upscale.Quality:3]] LogConfig: Setting CVar [[r.Tonemapper.GrainQuantization:1]] LogConfig: Setting CVar [[r.LightShaftQuality:1]] LogConfig: Setting CVar [[r.Filter.SizeScale:1]] LogConfig: Setting CVar [[r.Tonemapper.Quality:5]] LogConfig: Setting CVar [[r.DOF.Gather.AccumulatorQuality:1 ; higher gathering accumulator quality]] LogConfig: Setting CVar [[r.DOF.Gather.PostfilterMethod:1 ; Median3x3 postfilering method]] LogConfig: Setting CVar [[r.DOF.Gather.EnableBokehSettings:0 ; no bokeh simulation when gathering]] LogConfig: Setting CVar [[r.DOF.Gather.RingCount:4 ; medium number of samples when gathering]] LogConfig: Setting CVar [[r.DOF.Scatter.ForegroundCompositing:1 ; additive foreground scattering]] LogConfig: Setting CVar [[r.DOF.Scatter.BackgroundCompositing:2 ; additive background scattering]] LogConfig: Setting CVar [[r.DOF.Scatter.EnableBokehSettings:1 ; bokeh simulation when scattering]] LogConfig: Setting CVar [[r.DOF.Scatter.MaxSpriteRatio:0.1 ; only a maximum of 10% of scattered bokeh]] LogConfig: Setting CVar [[r.DOF.Recombine.Quality:1 ; cheap slight out of focus]] LogConfig: Setting CVar [[r.DOF.Recombine.EnableBokehSettings:0 ; no bokeh simulation on slight out of focus]] LogConfig: Setting CVar [[r.DOF.TemporalAAQuality:1 ; more stable temporal accumulation]] LogConfig: Setting CVar [[r.DOF.Kernel.MaxForegroundRadius:0.025]] LogConfig: Setting CVar [[r.DOF.Kernel.MaxBackgroundRadius:0.025]] LogConfig: Applying CVar settings from Section [TextureQuality@3] File [E:/EPIC GAME WORK/TestRCR/Saved/Config/Windows/Scalability.ini] LogConfig: Setting CVar [[r.Streaming.MipBias:0]] LogConfig: Setting CVar [[r.Streaming.AmortizeCPUToGPUCopy:0]] LogConfig: Setting CVar [[r.Streaming.MaxNumTexturesToStreamPerFrame:0]] LogConfig: Setting CVar [[r.Streaming.Boost:1]] LogConfig: Setting CVar [[r.MaxAnisotropy:8]] LogConfig: Setting CVar [[r.VT.MaxAnisotropy:8]] LogConfig: Setting CVar [[r.Streaming.LimitPoolSizeToVRAM:0]] LogConfig: Setting CVar [[r.Streaming.PoolSize:1000]] LogConfig: Setting CVar [[r.Streaming.MaxEffectiveScreenSize:0]] LogConfig: Applying CVar settings from Section [EffectsQuality@3] File [E:/EPIC GAME WORK/TestRCR/Saved/Config/Windows/Scalability.ini] LogConfig: Setting CVar [[r.TranslucencyLightingVolumeDim:64]] LogConfig: Setting CVar [[r.RefractionQuality:2]] LogConfig: Setting CVar [[r.SSR.Quality:3]] LogConfig: Setting CVar [[r.SSR.HalfResSceneColor:0]] LogConfig: Setting CVar [[r.SceneColorFormat:4]] LogConfig: Setting CVar [[r.DetailMode:2]] LogConfig: Setting CVar [[r.TranslucencyVolumeBlur:1]] LogConfig: Setting CVar [[r.MaterialQualityLevel:1 ; High quality]] LogConfig: Setting CVar [[r.SSS.Scale:1]] LogConfig: Setting CVar [[r.SSS.SampleSet:2]] LogConfig: Setting CVar [[r.SSS.Quality:1]] LogConfig: Setting CVar [[r.SSS.HalfRes:0]] LogConfig: Setting CVar [[r.SSGI.Quality:3]] LogConfig: Setting CVar [[r.EmitterSpawnRateScale:1.0]] LogConfig: Setting CVar [[r.ParticleLightQuality:2]] LogConfig: Setting CVar [[r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque:1 ; Always have FastSkyLUT 1 in this case to avoid wrong sky]] LogConfig: Setting CVar [[r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountPerSlice:1]] LogConfig: Setting CVar [[r.SkyAtmosphere.AerialPerspectiveLUT.DepthResolution:16.0]] LogConfig: Setting CVar [[r.SkyAtmosphere.FastSkyLUT:1]] LogConfig: Setting CVar [[r.SkyAtmosphere.FastSkyLUT.SampleCountMin:4.0]] LogConfig: Setting CVar [[r.SkyAtmosphere.FastSkyLUT.SampleCountMax:32.0]] LogConfig: Setting CVar [[r.SkyAtmosphere.SampleCountMin:4.0]] LogConfig: Setting CVar [[r.SkyAtmosphere.SampleCountMax:32.0]] LogConfig: Setting CVar [[r.SkyAtmosphere.TransmittanceLUT.UseSmallFormat:0]] LogConfig: Setting CVar [[r.SkyAtmosphere.TransmittanceLUT.SampleCount:10.0]] LogConfig: Setting CVar [[r.SkyAtmosphere.MultiScatteringLUT.SampleCount:15.0]] LogConfig: Applying CVar settings from Section [FoliageQuality@3] File [E:/EPIC GAME WORK/TestRCR/Saved/Config/Windows/Scalability.ini] LogConfig: Setting CVar [[foliage.DensityScale:1.0]] LogConfig: Setting CVar [[grass.DensityScale:1.0]] LogConfig: Applying CVar settings from Section [ShadingQuality@3] File [E:/EPIC GAME WORK/TestRCR/Saved/Config/Windows/Scalability.ini] LogConfig: Setting CVar [[r.HairStrands.SkyLighting.SampleCount:16]] LogConfig: Setting CVar [[r.HairStrands.SkyLighting.JitterIntegration:0]] LogConfig: Setting CVar [[r.HairStrands.SkyAO.SampleCount:16]] LogConfig: Setting CVar [[r.HairStrands.DeepShadow.SuperSampling:0]] LogConfig: Setting CVar [[r.HairStrands.VisibilityPPLL:0]] LogConfig: Setting CVar [[r.HairStrands.RasterizationScale:0.5]] LogConfig: Setting CVar [[r.HairStrands.VelocityRasterizationScale:1]] LogInit: Selected Device Profile: [Windows] LogInit: Applying CVar settings loaded from the selected device profile: [Windows] LogHAL: Display: Platform has ~ 128 GB [137327636480 / 137438953472 / 128], which maps to Largest [LargestMinGB=32, LargerMinGB=12, DefaultMinGB=8, SmallerMinGB=6, SmallestMinGB=0) LogInit: Going up to parent DeviceProfile [] LogConfig: Applying CVar settings from Section [ViewDistanceQuality@3] File [E:/EPIC GAME WORK/TestRCR/Saved/Config/Windows/Scalability.ini] LogConfig: Setting CVar [[r.SkeletalMeshLODBias:0]] LogConfig: Setting CVar [[r.ViewDistanceScale:1.0]] LogConfig: Applying CVar settings from Section [AntiAliasingQuality@3] File [E:/EPIC GAME WORK/TestRCR/Saved/Config/Windows/Scalability.ini] LogConfig: Setting CVar [[r.PostProcessAAQuality:4]] LogConfig: Applying CVar settings from Section [ShadowQuality@3] File [E:/EPIC GAME WORK/TestRCR/Saved/Config/Windows/Scalability.ini] LogConfig: Setting CVar [[r.LightFunctionQuality:1]] LogConfig: Setting CVar [[r.ShadowQuality:5]] LogConfig: Setting CVar [[r.Shadow.CSM.MaxCascades:10]] LogConfig: Setting CVar [[r.Shadow.MaxResolution:2048]] LogConfig: Setting CVar [[r.Shadow.MaxCSMResolution:2048]] LogConfig: Setting CVar [[r.Shadow.RadiusThreshold:0.01]] LogConfig: Setting CVar [[r.Shadow.DistanceScale:1.0]] LogConfig: Setting CVar [[r.Shadow.CSM.TransitionScale:1.0]] LogConfig: Setting CVar [[r.Shadow.PreShadowResolutionFactor:1.0]] LogConfig: Setting CVar [[r.DistanceFieldShadowing:1]] LogConfig: Setting CVar [[r.DistanceFieldAO:1]] LogConfig: Setting CVar [[r.AOQuality:2]] LogConfig: Setting CVar [[r.VolumetricFog:1]] LogConfig: Setting CVar [[r.VolumetricFog.GridPixelSize:8]] LogConfig: Setting CVar [[r.VolumetricFog.GridSizeZ:128]] LogConfig: Setting CVar [[r.VolumetricFog.HistoryMissSupersampleCount:4]] LogConfig: Setting CVar [[r.LightMaxDrawDistanceScale:1]] LogConfig: Setting CVar [[r.CapsuleShadows:1]] LogConfig: Applying CVar settings from Section [PostProcessQuality@3] File [E:/EPIC GAME WORK/TestRCR/Saved/Config/Windows/Scalability.ini] LogConfig: Setting CVar [[r.MotionBlurQuality:4]] LogConfig: Setting CVar [[r.AmbientOcclusionMipLevelFactor:0.4]] LogConfig: Setting CVar [[r.AmbientOcclusionMaxQuality:100]] LogConfig: Setting CVar [[r.AmbientOcclusionLevels:-1]] LogConfig: Setting CVar [[r.AmbientOcclusionRadiusScale:1.0]] LogConfig: Setting CVar [[r.DepthOfFieldQuality:2]] LogConfig: Setting CVar [[r.RenderTargetPoolMin:400]] LogConfig: Setting CVar [[r.LensFlareQuality:2]] LogConfig: Setting CVar [[r.SceneColorFringeQuality:1]] LogConfig: Setting CVar [[r.EyeAdaptationQuality:2]] LogConfig: Setting CVar [[r.BloomQuality:5]] LogConfig: Setting CVar [[r.FastBlurThreshold:100]] LogConfig: Setting CVar [[r.Upscale.Quality:3]] LogConfig: Setting CVar [[r.Tonemapper.GrainQuantization:1]] LogConfig: Setting CVar [[r.LightShaftQuality:1]] LogConfig: Setting CVar [[r.Filter.SizeScale:1]] LogConfig: Setting CVar [[r.Tonemapper.Quality:5]] LogConfig: Setting CVar [[r.DOF.Gather.AccumulatorQuality:1 ; higher gathering accumulator quality]] LogConfig: Setting CVar [[r.DOF.Gather.PostfilterMethod:1 ; Median3x3 postfilering method]] LogConfig: Setting CVar [[r.DOF.Gather.EnableBokehSettings:0 ; no bokeh simulation when gathering]] LogConfig: Setting CVar [[r.DOF.Gather.RingCount:4 ; medium number of samples when gathering]] LogConfig: Setting CVar [[r.DOF.Scatter.ForegroundCompositing:1 ; additive foreground scattering]] LogConfig: Setting CVar [[r.DOF.Scatter.BackgroundCompositing:2 ; additive background scattering]] LogConfig: Setting CVar [[r.DOF.Scatter.EnableBokehSettings:1 ; bokeh simulation when scattering]] LogConfig: Setting CVar [[r.DOF.Scatter.MaxSpriteRatio:0.1 ; only a maximum of 10% of scattered bokeh]] LogConfig: Setting CVar [[r.DOF.Recombine.Quality:1 ; cheap slight out of focus]] LogConfig: Setting CVar [[r.DOF.Recombine.EnableBokehSettings:0 ; no bokeh simulation on slight out of focus]] LogConfig: Setting CVar [[r.DOF.TemporalAAQuality:1 ; more stable temporal accumulation]] LogConfig: Setting CVar [[r.DOF.Kernel.MaxForegroundRadius:0.025]] LogConfig: Setting CVar [[r.DOF.Kernel.MaxBackgroundRadius:0.025]] LogConfig: Applying CVar settings from Section [TextureQuality@3] File [E:/EPIC GAME WORK/TestRCR/Saved/Config/Windows/Scalability.ini] LogConfig: Setting CVar [[r.Streaming.MipBias:0]] LogConfig: Setting CVar [[r.Streaming.AmortizeCPUToGPUCopy:0]] LogConfig: Setting CVar [[r.Streaming.MaxNumTexturesToStreamPerFrame:0]] LogConfig: Setting CVar [[r.Streaming.Boost:1]] LogConfig: Setting CVar [[r.MaxAnisotropy:8]] LogConfig: Setting CVar [[r.VT.MaxAnisotropy:8]] LogConfig: Setting CVar [[r.Streaming.LimitPoolSizeToVRAM:0]] LogConfig: Setting CVar [[r.Streaming.PoolSize:1000]] LogConfig: Setting CVar [[r.Streaming.MaxEffectiveScreenSize:0]] LogConfig: Applying CVar settings from Section [EffectsQuality@3] File [E:/EPIC GAME WORK/TestRCR/Saved/Config/Windows/Scalability.ini] LogConfig: Setting CVar [[r.TranslucencyLightingVolumeDim:64]] LogConfig: Setting CVar [[r.RefractionQuality:2]] LogConfig: Setting CVar [[r.SSR.Quality:3]] LogConfig: Setting CVar [[r.SSR.HalfResSceneColor:0]] LogConfig: Setting CVar [[r.SceneColorFormat:4]] LogConfig: Setting CVar [[r.DetailMode:2]] LogConfig: Setting CVar [[r.TranslucencyVolumeBlur:1]] LogConfig: Setting CVar [[r.MaterialQualityLevel:1 ; High quality]] LogConfig: Setting CVar [[r.SSS.Scale:1]] LogConfig: Setting CVar [[r.SSS.SampleSet:2]] LogConfig: Setting CVar [[r.SSS.Quality:1]] LogConfig: Setting CVar [[r.SSS.HalfRes:0]] LogConfig: Setting CVar [[r.SSGI.Quality:3]] LogConfig: Setting CVar [[r.EmitterSpawnRateScale:1.0]] LogConfig: Setting CVar [[r.ParticleLightQuality:2]] LogConfig: Setting CVar [[r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque:1 ; Always have FastSkyLUT 1 in this case to avoid wrong sky]] LogConfig: Setting CVar [[r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountPerSlice:1]] LogConfig: Setting CVar [[r.SkyAtmosphere.AerialPerspectiveLUT.DepthResolution:16.0]] LogConfig: Setting CVar [[r.SkyAtmosphere.FastSkyLUT:1]] LogConfig: Setting CVar [[r.SkyAtmosphere.FastSkyLUT.SampleCountMin:4.0]] LogConfig: Setting CVar [[r.SkyAtmosphere.FastSkyLUT.SampleCountMax:32.0]] LogConfig: Setting CVar [[r.SkyAtmosphere.SampleCountMin:4.0]] LogConfig: Setting CVar [[r.SkyAtmosphere.SampleCountMax:32.0]] LogConfig: Setting CVar [[r.SkyAtmosphere.TransmittanceLUT.UseSmallFormat:0]] LogConfig: Setting CVar [[r.SkyAtmosphere.TransmittanceLUT.SampleCount:10.0]] LogConfig: Setting CVar [[r.SkyAtmosphere.MultiScatteringLUT.SampleCount:15.0]] LogConfig: Applying CVar settings from Section [FoliageQuality@3] File [E:/EPIC GAME WORK/TestRCR/Saved/Config/Windows/Scalability.ini] LogConfig: Setting CVar [[foliage.DensityScale:1.0]] LogConfig: Setting CVar [[grass.DensityScale:1.0]] LogConfig: Applying CVar settings from Section [ShadingQuality@3] File [E:/EPIC GAME WORK/TestRCR/Saved/Config/Windows/Scalability.ini] LogConfig: Setting CVar [[r.HairStrands.SkyLighting.SampleCount:16]] LogConfig: Setting CVar [[r.HairStrands.SkyLighting.JitterIntegration:0]] LogConfig: Setting CVar [[r.HairStrands.SkyAO.SampleCount:16]] LogConfig: Setting CVar [[r.HairStrands.DeepShadow.SuperSampling:0]] LogConfig: Setting CVar [[r.HairStrands.VisibilityPPLL:0]] LogConfig: Setting CVar [[r.HairStrands.RasterizationScale:0.5]] LogConfig: Setting CVar [[r.HairStrands.VelocityRasterizationScale:1]] LogConfig: Applying CVar settings from Section [Startup] File [../../../Engine/Config/ConsoleVariables.ini] LogConfig: Setting CVar [[net.UseAdaptiveNetUpdateFrequency:0]] LogConfig: Setting CVar [[p.chaos.AllowCreatePhysxBodies:1]] LogConfig: Setting CVar [[fx.SkipVectorVMBackendOptimizations:1]] LogConfig: Applying CVar settings from Section [ConsoleVariables] File [E:/EPIC GAME WORK/TestRCR/Saved/Config/Windows/Engine.ini] LogInit: Computer: BLACKPRYSM LogInit: User: RCR LogInit: CPU Page size=4096, Cores=32 LogInit: High frequency timer resolution =10.000000 MHz LogMemory: Memory total: Physical=127.9GB (128GB approx) LogMemory: Platform Memory Stats for Windows LogMemory: Process Physical Memory: 119.61 MB used, 119.61 MB peak LogMemory: Process Virtual Memory: 103.56 MB used, 103.56 MB peak LogMemory: Physical Memory: 40336.85 MB used, 90628.99 MB free, 130965.84 MB total LogMemory: Virtual Memory: 5292.18 MB used, 134212432.00 MB free, 134217728.00 MB total LogWindows: WindowsPlatformFeatures enabled LogInit: Physics initialised using underlying interface: PhysX LogInit: Using OS detected language (en-US). LogInit: Using OS detected locale (en-US). LogTextLocalizationManager: No specific localization for 'en-US' exists, so the 'en' localization will be used. LogInit: Setting process to per monitor DPI aware LogSlate: New Slate User Created. User Index 0, Is Virtual User: 0 LogSlate: Slate User Registered. User Index 0, Is Virtual User: 0 LogD3D12RHI: Aftermath initialized LogD3D12RHI: Loading WinPixEventRuntime.dll for PIX profiling (from ../../../Engine/Binaries/ThirdParty/Windows/WinPixEventRuntime/x64). LogHMD: Failed to initialize OpenVR with code 110 LogD3D12RHI: Found D3D12 adapter 0: NVIDIA GeForce RTX 2080 Ti (Max supported Feature Level 12_1) LogD3D12RHI: Adapter has 11049MB of dedicated video memory, 0MB of dedicated system memory, and 65482MB of shared system memory, 1 output[s] LogD3D12RHI: Found D3D12 adapter 1: Microsoft Basic Render Driver (Max supported Feature Level 12_1) LogD3D12RHI: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 65482MB of shared system memory, 0 output[s] LogD3D12RHI: Forcing D3D12.AsyncDeferredDeletion=0 as a workaround for a deadlock. LogD3D12RHI: Chosen D3D12 Adapter Id = 0 LogD3D12RHI: Emitting draw events for PIX profiling. LogD3D12RHI: D3D12 ray tracing enabled. LogD3D12RHI: The system supports ID3D12Device1. LogD3D12RHI: The system supports ID3D12Device2. LogD3D12RHI: [GPUBreadCrumb] Successfully setup breadcrumb resource for 3D Queue 0 LogD3D12RHI: [GPUBreadCrumb] Successfully setup breadcrumb resource for Copy Queue 0 LogD3D12RHI: [GPUBreadCrumb] Successfully setup breadcrumb resource for Compute Queue 0 LogD3D12RHI: Display: Not using pipeline state disk cache per r.D3D12.PSO.DiskCache=0 LogD3D12RHI: Display: Not using driver-optimized pipeline state disk cache per r.D3D12.PSO.DriverOptimizedDiskCache=0 LogD3D12RHI: GPU DeviceId: 0x1e07 (for the marketing name, search the web for "GPU Device Id") LogWindows: EnumDisplayDevices: LogWindows: 0. 'NVIDIA GeForce RTX 2080 Ti' (P:1 D:1) LogWindows: 1. 'NVIDIA GeForce RTX 2080 Ti' (P:0 D:0) LogWindows: 2. 'NVIDIA GeForce RTX 2080 Ti' (P:0 D:0) LogWindows: 3. 'NVIDIA GeForce RTX 2080 Ti' (P:0 D:0) LogWindows: DebugString: FoundDriverCount:4 LogD3D12RHI: Adapter Name: NVIDIA GeForce RTX 2080 Ti LogD3D12RHI: Driver Version: 432.00 (internal:26.21.14.3200, unified:432.00) LogD3D12RHI: Driver Date: 7-24-2019 LogRHI: Texture pool is 5916 MB (70% of 8452 MB) LogD3D12RHI: Async texture creation enabled LogD3D12RHI: RHI has support for 64 bit atomics LogTargetPlatformManager: Display: Loaded TargetPlatform 'AllDesktop' LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android' LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_ASTC' LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_DXT' LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_ETC2' LogTargetPlatformManager: Display: Loaded TargetPlatform 'AndroidClient' LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_ASTCClient' LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_DXTClient' LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_ETC2Client' LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_Multi' LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_MultiClient' LogTargetPlatformManager: Display: Loaded TargetPlatform 'IOSClient' LogTargetPlatformManager: Display: Loaded TargetPlatform 'IOS' LogTargetPlatformManager: Display: Loaded TargetPlatform 'Linux' LogTargetPlatformManager: Display: Loaded TargetPlatform 'LinuxNoEditor' LogTargetPlatformManager: Display: Loaded TargetPlatform 'LinuxClient' LogTargetPlatformManager: Display: Loaded TargetPlatform 'LinuxServer' LogTargetPlatformManager: Display: Loaded TargetPlatform 'LinuxAArch64NoEditor' LogTargetPlatformManager: Display: Loaded TargetPlatform 'LinuxAArch64Client' LogTargetPlatformManager: Display: Loaded TargetPlatform 'LinuxAArch64Server' LogTargetPlatformManager: Display: Loaded TargetPlatform 'Lumin' LogTargetPlatformManager: Display: Loaded TargetPlatform 'LuminClient' LogTargetPlatformManager: Display: Loaded TargetPlatform 'TVOSClient' LogTargetPlatformManager: Display: Loaded TargetPlatform 'TVOS' LogTargetPlatformManager: Display: Loaded TargetPlatform 'WindowsNoEditor' LogTargetPlatformManager: Display: Loaded TargetPlatform 'Windows' LogTargetPlatformManager: Display: Loaded TargetPlatform 'WindowsClient' LogTargetPlatformManager: Display: Loaded TargetPlatform 'WindowsServer' LogTargetPlatformManager: Display: Building Assets For Windows LogAudioDebug: Display: Lib vorbis DLL was dynamically loaded. LogShaderCompilers: Guid format shader working directory is 18 characters bigger than the processId version (E:/EPIC GAME WORK/TestRCR/Intermediate/Shaders/WorkingDirectory/24172/). LogShaderCompilers: Cleaned the shader compiler working directory 'C:/Users/RCR/AppData/Local/Temp/UnrealShaderWorkingDir/FE007B764B6C8CE76E505FB16BE30079/'. LogXGEController: Cannot use XGE Controller as Incredibuild is not installed on this machine. LogShaderCompilers: Cannot use XGE Shader Compiler as Incredibuild is not installed on this machine. LogShaderCompilers: Display: Using Local Shader Compiler. LogDerivedDataCache: Display: Max Cache Size: 512 MB LogDerivedDataCache: Loaded boot cache 0.07s 140MB C:/Users/RCR/AppData/Local/UnrealEngine/4.25/DerivedDataCache/Boot.ddc. LogDerivedDataCache: Display: Loaded Boot cache: C:/Users/RCR/AppData/Local/UnrealEngine/4.25/DerivedDataCache/Boot.ddc LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file E:/EPIC GAME WORK/TestRCR/DerivedDataCache/DDC.ddp not found, will not use a pak cache. LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy. LogDerivedDataCache: FDerivedDataBackendGraph: CompressedPak pak cache file E:/EPIC GAME WORK/TestRCR/DerivedDataCache/Compressed.ddp not found, will not use a pak cache. LogDerivedDataCache: Unable to find inner node CompressedPak for hierarchical cache Hierarchy. LogDerivedDataCache: Display: Pak cache opened for reading ../../../Engine/DerivedDataCache/Compressed.ddp. LogDerivedDataCache: FDerivedDataBackendGraph: EnterprisePak pak cache file ../../../Enterprise/DerivedDataCache/Compressed.ddp not found, will not use a pak cache. LogDerivedDataCache: Unable to find inner node EnterprisePak for hierarchical cache Hierarchy. LogDerivedDataCache: Using Local data cache path C:/Users/RCR/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable LogDerivedDataCache: Shared data cache path not found in *engine.ini, will not use an Shared cache. LogDerivedDataCache: Unable to find inner node Shared for hierarchical cache Hierarchy. LogSlate: Using FreeType 2.10.0 LogSlate: SlateFontServices - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1 LogAssetRegistry: FAssetRegistry took 0.0025 seconds to start up LogInit: Selected Device Profile: [Windows] LogMeshReduction: Using QuadricMeshReduction for automatic static mesh reduction LogMeshReduction: Using SimplygonMeshReduction for automatic skeletal mesh reduction LogMeshReduction: Using ProxyLODMeshReduction for automatic mesh merging LogMeshReduction: No distributed automatic mesh merging module available LogMeshMerging: No distributed automatic mesh merging module available LogNetVersion: TestRCR 1.0.0, NetCL: 13144385, EngineNetVer: 14, GameNetVer: 0 (Checksum: 2434623540) LogAISub: UAISubsystem::UAISubsystem AISubsystem (000001A4D068E480), frame # 0 LogAISub: UAISubsystem::UAISubsystem AIPerceptionSystem (000001A4D0517B00), frame # 0 LogAISub: UAISubsystem::UAISubsystem EnvQueryManager (000001A4D069A600), frame # 0 LogPackageLocalizationCache: Processed 33 localized package path(s) for 1 prioritized culture(s) in 0.779367 seconds LogUObjectArray: 15917 objects as part of root set at end of initial load. LogUObjectAllocator: 3965568 out of 0 bytes used by permanent object pool. LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool LogD3D12RHI: Creating RTPSO with 3 shaders (0 cached, 3 new) took 20.03 ms. Compile time 9.51 ms, link time 10.49 ms. LogPython: Using Python 2.7.14 LogTcpMessaging: Initializing TcpMessaging bridge LogUdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666. SourceControl: Source control is disabled SourceControl: Source control is disabled SourceControl: Source control is disabled SourceControl: Source control is disabled SourceControl: Source control is disabled LogVSAccessor: Display: Unable to create Visual Studio setup instance: 80040154 LogVSAccessor: Display: Unable to create Visual Studio setup instance: 80040154 LogImageWrapper: Warning: PNG Warning: Duplicate iCCP chunk LogImageWrapper: Warning: PNG Warning: Duplicate iCCP chunk LogImageWrapper: Warning: PNG Warning: Duplicate iCCP chunk LogImageWrapper: Warning: PNG Warning: Duplicate iCCP chunk LogImageWrapper: Warning: PNG Warning: Duplicate iCCP chunk LogImageWrapper: Warning: PNG Warning: Duplicate iCCP chunk LogAndroidPermission: UAndroidPermissionCallbackProxy::GetInstance LogAudioCaptureCore: Display: No Audio Capture implementations found. Audio input will be silent. LogAudioCaptureCore: Display: No Audio Capture implementations found. Audio input will be silent. LogOcInput: OculusInput pre-init called LogWindows: Failed to load 'OVRPlugin.dll' (GetLastError=126) LogWindows: File 'OVRPlugin.dll' does not exist LogImageWrapper: Warning: PNG Warning: Duplicate iCCP chunk LogImageWrapper: Warning: PNG Warning: Duplicate iCCP chunk LogImageWrapper: Warning: PNG Warning: Duplicate iCCP chunk LogImageWrapper: Warning: PNG Warning: Duplicate iCCP chunk LogClass: Warning: FActorRandomTransformDataRecord::Seed is not initialized properly LogClass: Display: 1 Uninitialized script stuct members found LogAutomationTest: Warning: PNG Warning: Duplicate iCCP chunk LogAutomationTest: Warning: PNG Warning: Duplicate iCCP chunk LogAutomationTest: Warning: FActorRandomTransformDataRecord::Seed is not initialized properly LogEngine: Initializing Engine... LogHMD: Failed to initialize OpenVR with code 110 LogMagicLeap: Warning: VR disabled because ZI is not enabled. To enable, in the editor, Edit -> Project Settings -> Plugins -> Magic Leap Plugin -> Enable Zero Iteration LogStylusInput: Initializing StylusInput subsystem. LogStats: UGameplayTagsManager::InitializeManager - 0.000 s LogInit: Initializing FReadOnlyCVARCache LogAIModule: Creating AISystem for world Untitled LogAISub: UAISubsystem::UAISubsystem EnvQueryManager (000001A4EBCDE800), frame # 0 LogAISub: UAISubsystem::UAISubsystem AIPerceptionSystem (000001A4EBD2EC00), frame # 0 LogAudioMixer: Display: Audio Mixer Platform Settings: LogAudioMixer: Display: Sample Rate: 48000 LogAudioMixer: Display: Callback Buffer Frame Size Requested: 1024 LogAudioMixer: Display: Callback Buffer Frame Size To Use: 1024 LogAudioMixer: Display: Number of buffers to queue: 2 LogAudioMixer: Display: Max Channels (voices): 32 LogAudioMixer: Display: Number of Async Source Workers: 0 LogAudio: Display: AudioDevice MaxSources: 32 LogAudio: Display: Using built-in audio occlusion. LogAudioMixer: Display: Initializing audio mixer. LogAudioMixer: Display: 0: FrontLeft LogAudioMixer: Display: 1: FrontRight LogAudioMixer: Display: Using Audio Device Speakers (Realtek USB2.0 Audio) LogAudioMixer: Display: Initializing Sound Submixes... LogAudioMixer: Display: Creating Master Submix 'MasterSubmixDefault' LogAudioMixer: Display: Creating Master Submix 'MasterReverbSubmixDefault' LogAudioMixer: Display: Creating Master Submix 'MasterEQSubmixDefault' LogInit: FAudioDevice initialized. LogNetVersion: Set ProjectVersion to 1.0.0.0. Version Checksum will be recalculated on next use. LogDerivedDataCache: Saved boot cache 0.09s 140MB C:/Users/RCR/AppData/Local/UnrealEngine/4.25/DerivedDataCache/Boot.ddc. LogInit: Texture streaming: Enabled LogEngineSessionManager: EngineSessionManager initialized LogEditorSessionSummary: Verbose: Initializing EditorSessionSummaryWriter for editor session tracking LogEditorSessionSummary: EditorSessionSummaryWriter initialized LogInit: Transaction tracking system initialized BlueprintLog: New page: Editor Load LocalizationService: Localization service is disabled LogVSAccessor: Display: Unable to create Visual Studio setup instance: 80040154 LogVSAccessor: Display: Unable to create Visual Studio setup instance: 80040154 LogCook: Display: Max memory allowance for cook 16384mb min free memory 0mb LogCook: Display: Mobile HDR setting 1 LogFileCache: Scanning file cache for directory 'E:/EPIC GAME WORK/TestRCR/Content/' took 0.05s LogMaterial: Display: Missing cached shader map for material HDRI_Projection, compiling. LogShaderCompilers: Display: Worker (1/61): shaders left to compile 31 LogShaderCompilers: Display: Worker (2/61): shaders left to compile 30 LogShaderCompilers: Display: Worker (3/61): shaders left to compile 29 LogShaderCompilers: Display: Worker (4/61): shaders left to compile 28 LogShaderCompilers: Display: Worker (5/61): shaders left to compile 27 LogShaderCompilers: Display: Worker (6/61): shaders left to compile 26 LogShaderCompilers: Display: Worker (7/61): shaders left to compile 25 LogShaderCompilers: Display: Worker (8/61): shaders left to compile 24 LogShaderCompilers: Display: Worker (9/61): shaders left to compile 23 LogShaderCompilers: Display: Worker (10/61): shaders left to compile 22 LogShaderCompilers: Display: Worker (11/61): shaders left to compile 21 LogShaderCompilers: Display: Worker (12/61): shaders left to compile 20 LogShaderCompilers: Display: Worker (13/61): shaders left to compile 19 LogShaderCompilers: Display: Worker (14/61): shaders left to compile 18 LogShaderCompilers: Display: Worker (15/61): shaders left to compile 17 LogShaderCompilers: Display: Worker (16/61): shaders left to compile 16 LogShaderCompilers: Display: Worker (17/61): shaders left to compile 15 LogShaderCompilers: Display: Worker (18/61): shaders left to compile 14 LogShaderCompilers: Display: Worker (19/61): shaders left to compile 13 LogShaderCompilers: Display: Worker (20/61): shaders left to compile 12 LogShaderCompilers: Display: Worker (21/61): shaders left to compile 11 LogShaderCompilers: Display: Worker (22/61): shaders left to compile 10 LogShaderCompilers: Display: Worker (23/61): shaders left to compile 9 LogShaderCompilers: Display: Worker (24/61): shaders left to compile 8 LogShaderCompilers: Display: Worker (25/61): shaders left to compile 7 LogShaderCompilers: Display: Worker (26/61): shaders left to compile 6 LogShaderCompilers: Display: Worker (27/61): shaders left to compile 5 LogShaderCompilers: Display: Worker (28/61): shaders left to compile 4 LogShaderCompilers: Display: Worker (29/61): shaders left to compile 3 LogShaderCompilers: Display: Worker (30/61): shaders left to compile 2 LogShaderCompilers: Display: Worker (31/61): shaders left to compile 1 LogMaterial: Display: Missing cached shader map for material HDRI_Projection, compiling. LogMaterial: Display: Missing cached shader map for material HDRI_Projection, compiling. LogImageWrapper: Warning: PNG Warning: Duplicate iCCP chunk LogImageWrapper: Warning: PNG Warning: Duplicate iCCP chunk LogShaderCompilers: Display: Worker (32/61): shaders left to compile 62 LogShaderCompilers: Display: Worker (33/61): shaders left to compile 60 LogShaderCompilers: Display: Worker (34/61): shaders left to compile 58 LogShaderCompilers: Display: Worker (35/61): shaders left to compile 56 LogShaderCompilers: Display: Worker (36/61): shaders left to compile 54 LogShaderCompilers: Display: Worker (37/61): shaders left to compile 52 LogShaderCompilers: Display: Worker (38/61): shaders left to compile 50 LogShaderCompilers: Display: Worker (39/61): shaders left to compile 48 LogShaderCompilers: Display: Worker (40/61): shaders left to compile 46 LogShaderCompilers: Display: Worker (41/61): shaders left to compile 44 LogShaderCompilers: Display: Worker (42/61): shaders left to compile 42 LogShaderCompilers: Display: Worker (43/61): shaders left to compile 40 LogShaderCompilers: Display: Worker (44/61): shaders left to compile 38 LogShaderCompilers: Display: Worker (45/61): shaders left to compile 36 LogShaderCompilers: Display: Worker (46/61): shaders left to compile 34 LogShaderCompilers: Display: Worker (47/61): shaders left to compile 32 LogShaderCompilers: Display: Worker (48/61): shaders left to compile 30 LogShaderCompilers: Display: Worker (49/61): shaders left to compile 28 LogShaderCompilers: Display: Worker (50/61): shaders left to compile 26 LogShaderCompilers: Display: Worker (51/61): shaders left to compile 24 LogShaderCompilers: Display: Worker (52/61): shaders left to compile 22 LogShaderCompilers: Display: Worker (53/61): shaders left to compile 20 LogShaderCompilers: Display: Worker (54/61): shaders left to compile 18 LogShaderCompilers: Display: Worker (55/61): shaders left to compile 16 LogShaderCompilers: Display: Worker (56/61): shaders left to compile 14 LogShaderCompilers: Display: Worker (57/61): shaders left to compile 12 LogShaderCompilers: Display: Worker (58/61): shaders left to compile 10 LogShaderCompilers: Display: Worker (59/61): shaders left to compile 8 LogShaderCompilers: Display: Worker (60/61): shaders left to compile 6 LogShaderCompilers: Display: Worker (61/61): shaders left to compile 4 SourceControl: Source control is disabled LogUnrealEdMisc: Loading editor; pre map load, took 17.209 Cmd: MAP LOAD FILE="E:/EPIC GAME WORK/TestRCR/Content/ThirdPersonBP/Maps/ThirdPersonExampleMap.umap" TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3 LightingResults: New page: Lighting Build LogWorld: UWorld::CleanupWorld for Untitled, bSessionEnded=true, bCleanupResources=true LogSlate: InvalidateAllWidgets triggered. All widgets were invalidated MapCheck: New page: Map Check LightingResults: New page: Lighting Build LogAISub: UAISubsystem::~UAISubsystem EnvQueryManager (000001A4EBCDE800), frame # 0 LogAISub: UAISubsystem::~UAISubsystem AIPerceptionSystem (000001A4EBD2EC00), frame # 0 LogUObjectHash: Compacting FUObjectHashTables data took 0.84ms LogShaderCompilers: Display: Worker (27/61): shaders left to compile 2 LogShaderCompilers: Display: Worker (31/61): shaders left to compile 1 LogAIModule: Creating AISystem for world ThirdPersonExampleMap LogAISub: UAISubsystem::UAISubsystem EnvQueryManager (000001A51DE1FE00), frame # 0 LogAISub: UAISubsystem::UAISubsystem AIPerceptionSystem (000001A51DE6FB00), frame # 0 LogEditorServer: Finished looking for orphan Actors (0.000 secs) LogUObjectHash: Compacting FUObjectHashTables data took 0.94ms Cmd: MAP CHECKDEP NOCLEARLOG MapCheck: Map check complete: 0 Error(s), 0 Warning(s), took 0.126ms to complete. LogFileHelpers: Loading map 'ThirdPersonExampleMap' took 3.223 LogUnrealEdMisc: Total Editor Startup Time, took 20.434 LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden LogCollectionManager: Loaded 0 collections in 0.002242 seconds LogFileCache: Scanning file cache for directory 'E:/EPIC GAME WORK/TestRCR/Saved/Collections/' took 0.00s LogFileCache: Scanning file cache for directory 'E:/EPIC GAME WORK/TestRCR/Content/Developers/RCR/Collections/' took 0.00s LogFileCache: Scanning file cache for directory 'E:/EPIC GAME WORK/TestRCR/Content/Collections/' took 0.00s LogContentBrowser: Native class hierarchy populated in 0.0115 seconds. Added 3852 classes and 932 folders. LogContentBrowser: Native class hierarchy updated for 'WidgetCarousel' in 0.0002 seconds. Added 0 classes and 0 folders. LogContentBrowser: Native class hierarchy updated for 'AddContentDialog' in 0.0003 seconds. Added 0 classes and 0 folders. LogContentBrowser: Native class hierarchy updated for 'SceneOutliner' in 0.0002 seconds. Added 2 classes and 0 folders. LogContentBrowser: Native class hierarchy updated for 'HierarchicalLODOutliner' in 0.0003 seconds. Added 0 classes and 0 folders. LogLoad: (Engine Initialization) Total time: 21.33 seconds LogLoad: (Engine Initialization) Total Blueprint compile time: 0.00 seconds LogContentStreaming: Texture pool size now 1000 MB LogSlate: Took 0.005189 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Regular.ttf' (155K) LogSlate: Took 0.002770 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Bold.ttf' (160K) LogSlate: Took 0.003228 seconds to synchronously load lazily loaded font '../../../Engine/Content/Editor/Slate/Fonts/FontAwesome.ttf' (139K) LogRenderer: Reallocating scene render targets to support 1164x340 Format 10 NumSamples 1 (Frame:1). LogSlate: Took 0.003280 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Light.ttf' (167K) LogD3D12RHI: Creating RTPSO with 3 shaders (3 cached, 0 new) took 14.02 ms. Compile time 1.07 ms, link time 12.92 ms. LogD3D12RHI: Creating RTPSO with 3 shaders (0 cached, 3 new) took 19.17 ms. Compile time 10.40 ms, link time 8.75 ms. LogD3D12RHI: Creating RTPSO with 155 shaders (0 cached, 155 new) took 193.67 ms. Compile time 137.40 ms, link time 55.84 ms. LogD3D12RHI: Creating RTPSO with 156 shaders (155 cached, 1 new) took 57.66 ms. Compile time 2.32 ms, link time 54.89 ms. LogAssetRegistry: Asset discovery search completed in 13.3962 seconds LogCollectionManager: Fixed up redirectors for 0 collections in 0.000002 seconds (updated 0 objects) LogD3D12RHI: Descriptor cache ran out of sub allocated descriptor blocks! Moving to Context local View heap strategy LogD3D12RHI: This should only happen in the Editor where it doesn't matter as much. If it happens in game you should increase the device global heap size! LogSlate: Window 'Plugins' being destroyed LogSlate: Window 'Plugins' being destroyed LogDirectoryWatcher: A directory notification for '../../../Engine/Plugins/' was aborted. LogD3D12RHI: OnlineHeap RollOver Detected. Increase the heap size to prevent creation of additional heaps LogSlate: Took 0.000152 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Light.ttf' (167K) LogFactory: Error: Can't find file 'C:\Users\RCR\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\send2ue\temp\Cube.fbx' for import LogSlate: Window 'Message' being destroyed Message dialog closed, result: Cancel, title: Message, text: Failed to import 'C:\Users\RCR\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\send2ue\temp\Cube.fbx'. Failed to create asset '/Game/untitled_category/untitled_asset/Cube'. Please see Output Log for details. LogAssetTools: Warning: Failed to import 'C:\Users\RCR\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\send2ue\temp\Cube.fbx'. Failed to create asset '/Game/untitled_category/untitled_asset/Cube'. Please see Output Log for details. LogD3D12RHI: Descriptor cache ran out of sub allocated descriptor blocks! Moving to Context local View heap strategy LogD3D12RHI: This should only happen in the Editor where it doesn't matter as much. If it happens in game you should increase the device global heap size! LogD3D12RHI: Descriptor cache ran out of sub allocated descriptor blocks! Moving to Context local View heap strategy LogD3D12RHI: This should only happen in the Editor where it doesn't matter as much. If it happens in game you should increase the device global heap size! LogD3D12RHI: OnlineHeap RollOver Detected. Increase the heap size to prevent creation of additional heaps LogRenderer: Reallocating scene render targets to support 1164x344 Format 10 NumSamples 1 (Frame:6626). LogRenderer: Reallocating scene render targets to support 1164x368 Format 10 NumSamples 1 (Frame:6628). LogRenderer: Reallocating scene render targets to support 1164x408 Format 10 NumSamples 1 (Frame:6630). LogRenderer: Reallocating scene render targets to support 1164x440 Format 10 NumSamples 1 (Frame:6632). LogRenderer: Reallocating scene render targets to support 1164x468 Format 10 NumSamples 1 (Frame:6634). LogRenderer: Reallocating scene render targets to support 1164x504 Format 10 NumSamples 1 (Frame:6636). LogRenderer: Reallocating scene render targets to support 1164x524 Format 10 NumSamples 1 (Frame:6638). LogD3D12RHI: OnlineHeap RollOver Detected. Increase the heap size to prevent creation of additional heaps LogSlate: Took 0.005982 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/DroidSansMono.ttf' (77K)

james-baber commented 4 years ago

LogFactory: Error: Can't find file 'C:\Users\RCR\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\send2ue\temp\Cube.fbx'

So looks like the fbx file can't be found can you go there and see if the file exists? The tool should cache your fbx files there before the import process starts. If nothing is being exported, it could be that windows OS is blocking write permissions to the folder.... Can you check?

cullyrocks-2020 commented 4 years ago

No file or route for that, so windows is not blocking it.

I restored my firewall settings and retried to send to unreal, a firewall permission comes up, I allow it.
Same result.

cullyrocks-2020 commented 4 years ago

Blender is not even creating the folder.

james-baber commented 4 years ago

Are you at least able to reach this folder?

C:\Users\RCR\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\send2ue

If this exists, but it is just not creating the temp folder with the asset it is probably a Windows OS File system error. It probably can't write there. You might try killing everything on your machine and restarting your machine there might be a process that is preventing the writing of the file. Otherwise try modify the permission for all sub directories in C:\Users\RCR\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons

And see if that works

cullyrocks-2020 commented 4 years ago

James,

I went into Blender and found redundant file paths as well as 2.8.2 Blender hiding under an install of Blender 2.8.3. So I removed all Blender installs, reset all firewalls, and restarted the computer. Reinstalled Blender as 2.8.3 only, installed Send To Unreal 1.3.7, and UE riggify, Restarted Blender... Started Unreal 4.25.3 Pipeline>Send to Unreal....

Initial lag, but it finally worked!!!

Seems as though BLENDER has issues with previous packages interrupting or confusing directory paths between versions, or that the updated BLENDER version doesn't remove all previous version paths.

Thank you for your due dilligence James.....looks like a solution is present!!!! Now I can get back to work!!!

james-baber commented 4 years ago

Awesome! Glad to hear it!