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gltfforue4's Issues

4.22 support?

I wanted to install your plugin as a submodule for one of my repositories so I cloned it directly from GitHub, but when I launch the uproject I get a warning telling me that the modules glTFForUE4 and glTFForUE4Ed are missing or built with a different engine version.
Did you update the version here on GitHub with the latest one compatible with 4.22?

Infinite loading

Hey i've tried to load a glTF file with your plugin, everything seemed to work properly, but now its been ~ 10 minute and its still stuck on
Sans titre

is it normal ? :c (my glTF is about ~600mb)

(ue4 4.26.1 and your latest plugin version)

(after 20~ minute i've tried with a .gltf instead of .glb, this time, unreal crashed after few seconds)

Deploy v2.0.4

Update:

Fix some bugs:

  • The plugin can't load the glb file that contains any embedded data. #21
  • The plugin can't load the image in the glb file. #24

"Cannot resolve symbol" when building with engine

I have a custom 4.24 engine version, so I have to rebuild plugins I download. My usual process is:

  • Extract and add to subfolder of Engine\Plugins\
  • Run GenerateProjectFiles.bat in engine directory
  • Right click on game .uproject and Regenerate Visual Studio project files
  • Open the games Visual Studio solution
  • Open a plugin source file
  • Ctrl+B

This works with other plugins. However with this one I get unresolved symbol errors which point to the extra libraries you're using.

Any idea how I can fix this and get this building?

Any plans to support runtime import

Hi there!

Thanks for making this plugin available! I was just wondering if there are any thoughts to make this plugin support runtime import?

ReImport issue

Unreal cant re-import GLTF file by right click re-import

Delete file every time is so annoying

Models are rotated 90 degrees on the X axis

Can I choose to import model with a new rotation like other model files?

I cant fix the rotation, my PC cant open the model files in blender otherwise I'd rotate them their then import into blender

Update to UE5.1

Hello,

Can we expect a plugin update for Unreal 5.1 in the near future?

Thank you.

Unreal Crash when i try to import gltf with animation / skeletal mesh

So....... this time i've tried to import this ->
https://wow.tools/mv/?buildconfig=081460ab8f317f8273068b29288f2af7&cdnconfig=a00c4591f68ddf55d8baa84db360a8d0&filedataid=189282&type=m2

smelter.zip

but i really can't import it, unreal crash everytime i have the skeletal mesh option on x:

(i'm maybe the one who don't know how to use this but mhhh...)

log :
Hide_2.log

(edit: ok so it was an unreal issue when you have multiple bone with no root.... my bad, but still my animation not working, but ... thats maybe my bad so i close this issue xD)

Update for UE5

  • Compile
  • Test (BarramundiFish, CesiumMan, MorphStressTest)
  • Package
  • Deploy

Test, build and deploy the 2.0

  • test some gltf, glb files
    • glTF-Sample-Models\2.0\BarramundiFish
    • glTF-Sample-Models\2.0\BrainStem
    • glTF-Sample-Models\2.0\CesiumMan
    • glTF-Sample-Models\2.0\MetalRoughSpheres
    • glTF-Sample-Models\2.0\SciFiHelmet
  • build for UE4.23, 24, 25 for windows and macos
  • deploy to itch.io

Error: DoesPackageExist: DoesPackageExist FAILED: 'None/SK_model_2_EyeCorneaMesh' is not a standard unreal filename or a long path name.

Hi,
I have tried using this plugin to import some GLTF files (which I exported from Blender) that contain an armature, mesh, materials, and animations on the armature. I tried using the 2.0.7 version found on itch.io first, but I still get the same error. The error occurs when I press the "Import" button in UE4, or drag and drop, same outcome, and I select Skeletal mesh and Materials to import. The UE4 editor freezes for a few seconds, then crashes to desktop.

I also tried using the master branch from github by cloning it onto the Plugins folder for the UE4 project, then building the plugin from source when UE4 loads up the project. The same two methods of installing the plugin lead me to the same error: The error the keeps repeating is:

LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: 'None/SK_model_2_EyeCorneaMesh' is not a standard unreal filename or a long path name. Reason: Path should start with a '/'

Any help at all would be greatly appreciated.

Here is the full crash log, along with the GLTF in question:

Crash Log

Log file open, 05/28/21 00:12:15
LogInit: Display: Running engine for game: BuildGLTFPlugin
LogPlatformFile: Not using cached read wrapper
LogTaskGraph: Started task graph with 5 named threads and 35 total threads with 3 sets of task threads.
LogStats: Stats thread started at 0.789646
LogD3D11RHI: Loaded GFSDK_Aftermath_Lib.x64.dll
LogICUInternationalization: ICU TimeZone Detection - Raw Offset: +0:00, 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 MobileLauncherProfileWizard
LogPluginManager: Mounting plugin PluginBrowser
LogPluginManager: Mounting plugin SpeedTreeImporter
LogPluginManager: Mounting plugin DatasmithContent
LogPluginManager: Mounting plugin VariantManagerContent
LogPluginManager: Mounting plugin AlembicImporter
LogPluginManager: Mounting plugin AutomationUtils
LogPluginManager: Mounting plugin BackChannel
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 PlanarCut
LogPluginManager: Mounting plugin PlatformCrypto
LogPluginManager: Mounting plugin ProxyLODPlugin
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 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 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 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 Synthesis
LogPluginManager: Mounting plugin WebMMoviePlayer
LogPluginManager: Mounting plugin WindowsMoviePlayer
LogPluginManager: Mounting plugin ScreenshotTools
LogPluginManager: Mounting plugin glTFForUE4
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-14469661
LogInit: Engine Version: 4.25.4-14469661+++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 2009) (), CPU: AMD Ryzen 5 1600X Six-Core Processor           , GPU: NVIDIA GeForce RTX 3070
LogInit: Compiled (64-bit): Oct 11 2020 08:10:49
LogInit: Compiled with Visual C++: 19.24.28315.00
LogInit: Build Configuration: Development
LogInit: Branch Name: ++UE4+Release-4.25
LogInit: Command Line: 
LogInit: Base Directory: D:/Unreal/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 [C:/GameEngines/UE4/Projects/BuildGLTFPlugin/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]]
[2021.05.27-23.12.17:018][  0]LogConfig: Setting CVar [[r.VSync:0]]
[2021.05.27-23.12.17:018][  0]LogConfig: Setting CVar [[r.RHICmdBypass:0]]
[2021.05.27-23.12.17:018][  0]LogConfig: Applying CVar settings from Section [/Script/Engine.RendererSettings] File [C:/GameEngines/UE4/Projects/BuildGLTFPlugin/Saved/Config/Windows/Engine.ini]
[2021.05.27-23.12.17:018][  0]LogConfig: Setting CVar [[r.GPUCrashDebugging:0]]
[2021.05.27-23.12.17:018][  0]LogConfig: Applying CVar settings from Section [/Script/Engine.RendererOverrideSettings] File [C:/GameEngines/UE4/Projects/BuildGLTFPlugin/Saved/Config/Windows/Engine.ini]
[2021.05.27-23.12.17:018][  0]LogConfig: Applying CVar settings from Section [/Script/Engine.StreamingSettings] File [C:/GameEngines/UE4/Projects/BuildGLTFPlugin/Saved/Config/Windows/Engine.ini]
[2021.05.27-23.12.17:018][  0]LogConfig: Setting CVar [[s.MinBulkDataSizeForAsyncLoading:131072]]
[2021.05.27-23.12.17:018][  0]LogConfig: Setting CVar [[s.AsyncLoadingThreadEnabled:0]]
[2021.05.27-23.12.17:018][  0]LogConfig: Setting CVar [[s.EventDrivenLoaderEnabled:1]]
[2021.05.27-23.12.17:018][  0]LogConfig: Setting CVar [[s.WarnIfTimeLimitExceeded:0]]
[2021.05.27-23.12.17:018][  0]LogConfig: Setting CVar [[s.TimeLimitExceededMultiplier:1.5]]
[2021.05.27-23.12.17:018][  0]LogConfig: Setting CVar [[s.TimeLimitExceededMinTime:0.005]]
[2021.05.27-23.12.17:018][  0]LogConfig: Setting CVar [[s.UseBackgroundLevelStreaming:1]]
[2021.05.27-23.12.17:018][  0]LogConfig: Setting CVar [[s.PriorityAsyncLoadingExtraTime:15.0]]
[2021.05.27-23.12.17:018][  0]LogConfig: Setting CVar [[s.LevelStreamingActorsUpdateTimeLimit:5.0]]
[2021.05.27-23.12.17:018][  0]LogConfig: Setting CVar [[s.PriorityLevelStreamingActorsUpdateExtraTime:5.0]]
[2021.05.27-23.12.17:018][  0]LogConfig: Setting CVar [[s.LevelStreamingComponentsRegistrationGranularity:10]]
[2021.05.27-23.12.17:018][  0]LogConfig: Setting CVar [[s.UnregisterComponentsTimeLimit:1.0]]
[2021.05.27-23.12.17:018][  0]LogConfig: Setting CVar [[s.LevelStreamingComponentsUnregistrationGranularity:5]]
[2021.05.27-23.12.17:018][  0]LogConfig: Setting CVar [[s.FlushStreamingOnExit:1]]
[2021.05.27-23.12.17:018][  0]LogConfig: Applying CVar settings from Section [/Script/Engine.GarbageCollectionSettings] File [C:/GameEngines/UE4/Projects/BuildGLTFPlugin/Saved/Config/Windows/Engine.ini]
[2021.05.27-23.12.17:018][  0]LogConfig: Setting CVar [[gc.MaxObjectsNotConsideredByGC:1]]
[2021.05.27-23.12.17:019][  0]LogConfig: Setting CVar [[gc.SizeOfPermanentObjectPool:0]]
[2021.05.27-23.12.17:019][  0]LogConfig: Setting CVar [[gc.FlushStreamingOnGC:0]]
[2021.05.27-23.12.17:019][  0]LogConfig: Setting CVar [[gc.NumRetriesBeforeForcingGC:10]]
[2021.05.27-23.12.17:019][  0]LogConfig: Setting CVar [[gc.AllowParallelGC:1]]
[2021.05.27-23.12.17:019][  0]LogConfig: Setting CVar [[gc.TimeBetweenPurgingPendingKillObjects:61.1]]
[2021.05.27-23.12.17:019][  0]LogConfig: Setting CVar [[gc.MaxObjectsInEditor:25165824]]
[2021.05.27-23.12.17:019][  0]LogConfig: Setting CVar [[gc.IncrementalBeginDestroyEnabled:1]]
[2021.05.27-23.12.17:019][  0]LogConfig: Setting CVar [[gc.CreateGCClusters:1]]
[2021.05.27-23.12.17:019][  0]LogConfig: Setting CVar [[gc.MinGCClusterSize:5]]
[2021.05.27-23.12.17:019][  0]LogConfig: Setting CVar [[gc.ActorClusteringEnabled:0]]
[2021.05.27-23.12.17:019][  0]LogConfig: Setting CVar [[gc.BlueprintClusteringEnabled:0]]
[2021.05.27-23.12.17:019][  0]LogConfig: Setting CVar [[gc.UseDisregardForGCOnDedicatedServers:0]]
[2021.05.27-23.12.17:019][  0]LogConfig: Applying CVar settings from Section [/Script/Engine.NetworkSettings] File [C:/GameEngines/UE4/Projects/BuildGLTFPlugin/Saved/Config/Windows/Engine.ini]
[2021.05.27-23.12.17:019][  0]LogConfig: Applying CVar settings from Section [/Script/UnrealEd.CookerSettings] File [C:/GameEngines/UE4/Projects/BuildGLTFPlugin/Saved/Config/Windows/Engine.ini]
[2021.05.27-23.12.17:025][  0]LogConfig: Applying CVar settings from Section [ViewDistanceQuality@3] File [C:/GameEngines/UE4/Projects/BuildGLTFPlugin/Saved/Config/Windows/Scalability.ini]
[2021.05.27-23.12.17:025][  0]LogConfig: Setting CVar [[r.SkeletalMeshLODBias:0]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.ViewDistanceScale:1.0]]
[2021.05.27-23.12.17:026][  0]LogConfig: Applying CVar settings from Section [AntiAliasingQuality@3] File [C:/GameEngines/UE4/Projects/BuildGLTFPlugin/Saved/Config/Windows/Scalability.ini]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.PostProcessAAQuality:4]]
[2021.05.27-23.12.17:026][  0]LogConfig: Applying CVar settings from Section [ShadowQuality@3] File [C:/GameEngines/UE4/Projects/BuildGLTFPlugin/Saved/Config/Windows/Scalability.ini]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.LightFunctionQuality:1]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.ShadowQuality:5]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.Shadow.CSM.MaxCascades:10]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.Shadow.MaxResolution:2048]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.Shadow.MaxCSMResolution:2048]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.Shadow.RadiusThreshold:0.01]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.Shadow.DistanceScale:1.0]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.Shadow.CSM.TransitionScale:1.0]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.Shadow.PreShadowResolutionFactor:1.0]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.DistanceFieldShadowing:1]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.DistanceFieldAO:1]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.AOQuality:2]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.VolumetricFog:1]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.VolumetricFog.GridPixelSize:8]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.VolumetricFog.GridSizeZ:128]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.VolumetricFog.HistoryMissSupersampleCount:4]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.LightMaxDrawDistanceScale:1]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.CapsuleShadows:1]]
[2021.05.27-23.12.17:026][  0]LogConfig: Applying CVar settings from Section [PostProcessQuality@3] File [C:/GameEngines/UE4/Projects/BuildGLTFPlugin/Saved/Config/Windows/Scalability.ini]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.MotionBlurQuality:4]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.AmbientOcclusionMipLevelFactor:0.4]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.AmbientOcclusionMaxQuality:100]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.AmbientOcclusionLevels:-1]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.AmbientOcclusionRadiusScale:1.0]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.DepthOfFieldQuality:2]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.RenderTargetPoolMin:400]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.LensFlareQuality:2]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.SceneColorFringeQuality:1]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.EyeAdaptationQuality:2]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.BloomQuality:5]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.FastBlurThreshold:100]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.Upscale.Quality:3]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.Tonemapper.GrainQuantization:1]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.LightShaftQuality:1]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.Filter.SizeScale:1]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.Tonemapper.Quality:5]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.DOF.Gather.AccumulatorQuality:1        ; higher gathering accumulator quality]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.DOF.Gather.PostfilterMethod:1          ; Median3x3 postfilering method]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.DOF.Gather.EnableBokehSettings:0       ; no bokeh simulation when gathering]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.DOF.Gather.RingCount:4                 ; medium number of samples when gathering]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.DOF.Scatter.ForegroundCompositing:1    ; additive foreground scattering]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.DOF.Scatter.BackgroundCompositing:2    ; additive background scattering]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.DOF.Scatter.EnableBokehSettings:1      ; bokeh simulation when scattering]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.DOF.Scatter.MaxSpriteRatio:0.1         ; only a maximum of 10% of scattered bokeh]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.DOF.Recombine.Quality:1                ; cheap slight out of focus]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.DOF.Recombine.EnableBokehSettings:0    ; no bokeh simulation on slight out of focus]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.DOF.TemporalAAQuality:1                ; more stable temporal accumulation]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.DOF.Kernel.MaxForegroundRadius:0.025]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.DOF.Kernel.MaxBackgroundRadius:0.025]]
[2021.05.27-23.12.17:026][  0]LogConfig: Applying CVar settings from Section [TextureQuality@3] File [C:/GameEngines/UE4/Projects/BuildGLTFPlugin/Saved/Config/Windows/Scalability.ini]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.Streaming.MipBias:0]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.Streaming.AmortizeCPUToGPUCopy:0]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.Streaming.MaxNumTexturesToStreamPerFrame:0]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.Streaming.Boost:1]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.MaxAnisotropy:8]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.VT.MaxAnisotropy:8]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.Streaming.LimitPoolSizeToVRAM:0]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.Streaming.PoolSize:1000]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.Streaming.MaxEffectiveScreenSize:0]]
[2021.05.27-23.12.17:026][  0]LogConfig: Applying CVar settings from Section [EffectsQuality@3] File [C:/GameEngines/UE4/Projects/BuildGLTFPlugin/Saved/Config/Windows/Scalability.ini]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.TranslucencyLightingVolumeDim:64]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.RefractionQuality:2]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.SSR.Quality:3]]
[2021.05.27-23.12.17:026][  0]LogConfig: Setting CVar [[r.SSR.HalfResSceneColor:0]]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.SceneColorFormat:4]]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.DetailMode:2]]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.TranslucencyVolumeBlur:1]]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.MaterialQualityLevel:1 ; High quality]]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.SSS.Scale:1]]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.SSS.SampleSet:2]]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.SSS.Quality:1]]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.SSS.HalfRes:0]]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.SSGI.Quality:3]]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.EmitterSpawnRateScale:1.0]]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.ParticleLightQuality:2]]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque:1 ; Always have FastSkyLUT 1 in this case to avoid wrong sky]]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountPerSlice:1]]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.SkyAtmosphere.AerialPerspectiveLUT.DepthResolution:16.0]]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.SkyAtmosphere.FastSkyLUT:1]]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.SkyAtmosphere.FastSkyLUT.SampleCountMin:4.0]]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.SkyAtmosphere.FastSkyLUT.SampleCountMax:32.0]]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.SkyAtmosphere.SampleCountMin:4.0]]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.SkyAtmosphere.SampleCountMax:32.0]]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.SkyAtmosphere.TransmittanceLUT.UseSmallFormat:0]]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.SkyAtmosphere.TransmittanceLUT.SampleCount:10.0]]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.SkyAtmosphere.MultiScatteringLUT.SampleCount:15.0]]
[2021.05.27-23.12.17:027][  0]LogConfig: Applying CVar settings from Section [FoliageQuality@3] File [C:/GameEngines/UE4/Projects/BuildGLTFPlugin/Saved/Config/Windows/Scalability.ini]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[foliage.DensityScale:1.0]]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[grass.DensityScale:1.0]]
[2021.05.27-23.12.17:027][  0]LogConfig: Applying CVar settings from Section [ShadingQuality@3] File [C:/GameEngines/UE4/Projects/BuildGLTFPlugin/Saved/Config/Windows/Scalability.ini]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.HairStrands.SkyLighting.SampleCount:16]]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.HairStrands.SkyLighting.JitterIntegration:0]]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.HairStrands.SkyAO.SampleCount:16]]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.HairStrands.DeepShadow.SuperSampling:0]]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.HairStrands.VisibilityPPLL:0]]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.HairStrands.RasterizationScale:0.5]]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.HairStrands.VelocityRasterizationScale:1]]
[2021.05.27-23.12.17:027][  0]LogInit: Selected Device Profile: [Windows]
[2021.05.27-23.12.17:027][  0]LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
[2021.05.27-23.12.17:027][  0]LogHAL: Display: Platform has ~ 16 GB [17109254144 / 17179869184 / 16], which maps to Larger [LargestMinGB=32, LargerMinGB=12, DefaultMinGB=8, SmallerMinGB=6, SmallestMinGB=0)
[2021.05.27-23.12.17:027][  0]LogInit: Going up to parent DeviceProfile []
[2021.05.27-23.12.17:027][  0]LogConfig: Applying CVar settings from Section [ViewDistanceQuality@3] File [C:/GameEngines/UE4/Projects/BuildGLTFPlugin/Saved/Config/Windows/Scalability.ini]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.SkeletalMeshLODBias:0]]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.ViewDistanceScale:1.0]]
[2021.05.27-23.12.17:027][  0]LogConfig: Applying CVar settings from Section [AntiAliasingQuality@3] File [C:/GameEngines/UE4/Projects/BuildGLTFPlugin/Saved/Config/Windows/Scalability.ini]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.PostProcessAAQuality:4]]
[2021.05.27-23.12.17:027][  0]LogConfig: Applying CVar settings from Section [ShadowQuality@3] File [C:/GameEngines/UE4/Projects/BuildGLTFPlugin/Saved/Config/Windows/Scalability.ini]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.LightFunctionQuality:1]]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.ShadowQuality:5]]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.Shadow.CSM.MaxCascades:10]]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.Shadow.MaxResolution:2048]]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.Shadow.MaxCSMResolution:2048]]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.Shadow.RadiusThreshold:0.01]]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.Shadow.DistanceScale:1.0]]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.Shadow.CSM.TransitionScale:1.0]]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.Shadow.PreShadowResolutionFactor:1.0]]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.DistanceFieldShadowing:1]]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.DistanceFieldAO:1]]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.AOQuality:2]]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.VolumetricFog:1]]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.VolumetricFog.GridPixelSize:8]]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.VolumetricFog.GridSizeZ:128]]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.VolumetricFog.HistoryMissSupersampleCount:4]]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.LightMaxDrawDistanceScale:1]]
[2021.05.27-23.12.17:027][  0]LogConfig: Setting CVar [[r.CapsuleShadows:1]]
[2021.05.27-23.12.17:028][  0]LogConfig: Applying CVar settings from Section [PostProcessQuality@3] File [C:/GameEngines/UE4/Projects/BuildGLTFPlugin/Saved/Config/Windows/Scalability.ini]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.MotionBlurQuality:4]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.AmbientOcclusionMipLevelFactor:0.4]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.AmbientOcclusionMaxQuality:100]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.AmbientOcclusionLevels:-1]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.AmbientOcclusionRadiusScale:1.0]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.DepthOfFieldQuality:2]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.RenderTargetPoolMin:400]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.LensFlareQuality:2]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.SceneColorFringeQuality:1]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.EyeAdaptationQuality:2]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.BloomQuality:5]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.FastBlurThreshold:100]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.Upscale.Quality:3]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.Tonemapper.GrainQuantization:1]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.LightShaftQuality:1]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.Filter.SizeScale:1]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.Tonemapper.Quality:5]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.DOF.Gather.AccumulatorQuality:1        ; higher gathering accumulator quality]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.DOF.Gather.PostfilterMethod:1          ; Median3x3 postfilering method]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.DOF.Gather.EnableBokehSettings:0       ; no bokeh simulation when gathering]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.DOF.Gather.RingCount:4                 ; medium number of samples when gathering]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.DOF.Scatter.ForegroundCompositing:1    ; additive foreground scattering]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.DOF.Scatter.BackgroundCompositing:2    ; additive background scattering]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.DOF.Scatter.EnableBokehSettings:1      ; bokeh simulation when scattering]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.DOF.Scatter.MaxSpriteRatio:0.1         ; only a maximum of 10% of scattered bokeh]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.DOF.Recombine.Quality:1                ; cheap slight out of focus]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.DOF.Recombine.EnableBokehSettings:0    ; no bokeh simulation on slight out of focus]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.DOF.TemporalAAQuality:1                ; more stable temporal accumulation]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.DOF.Kernel.MaxForegroundRadius:0.025]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.DOF.Kernel.MaxBackgroundRadius:0.025]]
[2021.05.27-23.12.17:028][  0]LogConfig: Applying CVar settings from Section [TextureQuality@3] File [C:/GameEngines/UE4/Projects/BuildGLTFPlugin/Saved/Config/Windows/Scalability.ini]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.Streaming.MipBias:0]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.Streaming.AmortizeCPUToGPUCopy:0]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.Streaming.MaxNumTexturesToStreamPerFrame:0]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.Streaming.Boost:1]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.MaxAnisotropy:8]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.VT.MaxAnisotropy:8]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.Streaming.LimitPoolSizeToVRAM:0]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.Streaming.PoolSize:1000]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.Streaming.MaxEffectiveScreenSize:0]]
[2021.05.27-23.12.17:028][  0]LogConfig: Applying CVar settings from Section [EffectsQuality@3] File [C:/GameEngines/UE4/Projects/BuildGLTFPlugin/Saved/Config/Windows/Scalability.ini]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.TranslucencyLightingVolumeDim:64]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.RefractionQuality:2]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.SSR.Quality:3]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.SSR.HalfResSceneColor:0]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.SceneColorFormat:4]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.DetailMode:2]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.TranslucencyVolumeBlur:1]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.MaterialQualityLevel:1 ; High quality]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.SSS.Scale:1]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.SSS.SampleSet:2]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.SSS.Quality:1]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.SSS.HalfRes:0]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.SSGI.Quality:3]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.EmitterSpawnRateScale:1.0]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.ParticleLightQuality:2]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque:1 ; Always have FastSkyLUT 1 in this case to avoid wrong sky]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountPerSlice:1]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.SkyAtmosphere.AerialPerspectiveLUT.DepthResolution:16.0]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.SkyAtmosphere.FastSkyLUT:1]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.SkyAtmosphere.FastSkyLUT.SampleCountMin:4.0]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.SkyAtmosphere.FastSkyLUT.SampleCountMax:32.0]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.SkyAtmosphere.SampleCountMin:4.0]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.SkyAtmosphere.SampleCountMax:32.0]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.SkyAtmosphere.TransmittanceLUT.UseSmallFormat:0]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.SkyAtmosphere.TransmittanceLUT.SampleCount:10.0]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.SkyAtmosphere.MultiScatteringLUT.SampleCount:15.0]]
[2021.05.27-23.12.17:028][  0]LogConfig: Applying CVar settings from Section [FoliageQuality@3] File [C:/GameEngines/UE4/Projects/BuildGLTFPlugin/Saved/Config/Windows/Scalability.ini]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[foliage.DensityScale:1.0]]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[grass.DensityScale:1.0]]
[2021.05.27-23.12.17:028][  0]LogConfig: Applying CVar settings from Section [ShadingQuality@3] File [C:/GameEngines/UE4/Projects/BuildGLTFPlugin/Saved/Config/Windows/Scalability.ini]
[2021.05.27-23.12.17:028][  0]LogConfig: Setting CVar [[r.HairStrands.SkyLighting.SampleCount:16]]
[2021.05.27-23.12.17:029][  0]LogConfig: Setting CVar [[r.HairStrands.SkyLighting.JitterIntegration:0]]
[2021.05.27-23.12.17:029][  0]LogConfig: Setting CVar [[r.HairStrands.SkyAO.SampleCount:16]]
[2021.05.27-23.12.17:029][  0]LogConfig: Setting CVar [[r.HairStrands.DeepShadow.SuperSampling:0]]
[2021.05.27-23.12.17:029][  0]LogConfig: Setting CVar [[r.HairStrands.VisibilityPPLL:0]]
[2021.05.27-23.12.17:029][  0]LogConfig: Setting CVar [[r.HairStrands.RasterizationScale:0.5]]
[2021.05.27-23.12.17:029][  0]LogConfig: Setting CVar [[r.HairStrands.VelocityRasterizationScale:1]]
[2021.05.27-23.12.17:029][  0]LogConfig: Applying CVar settings from Section [Startup] File [../../../Engine/Config/ConsoleVariables.ini]
[2021.05.27-23.12.17:029][  0]LogConfig: Setting CVar [[net.UseAdaptiveNetUpdateFrequency:0]]
[2021.05.27-23.12.17:029][  0]LogConfig: Setting CVar [[p.chaos.AllowCreatePhysxBodies:1]]
[2021.05.27-23.12.17:029][  0]LogConfig: Setting CVar [[fx.SkipVectorVMBackendOptimizations:1]]
[2021.05.27-23.12.17:029][  0]LogConfig: Applying CVar settings from Section [ConsoleVariables] File [C:/GameEngines/UE4/Projects/BuildGLTFPlugin/Saved/Config/Windows/Engine.ini]
[2021.05.27-23.12.17:029][  0]LogInit: Computer: MTD-CUSTOM-PC
[2021.05.27-23.12.17:029][  0]LogInit: User: CustomPCAdmin
[2021.05.27-23.12.17:029][  0]LogInit: CPU Page size=4096, Cores=6
[2021.05.27-23.12.17:029][  0]LogInit: High frequency timer resolution =10.000000 MHz
[2021.05.27-23.12.17:029][  0]LogMemory: Memory total: Physical=15.9GB (16GB approx)
[2021.05.27-23.12.17:029][  0]LogMemory: Platform Memory Stats for Windows
[2021.05.27-23.12.17:029][  0]LogMemory: Process Physical Memory: 114.99 MB used, 114.99 MB peak
[2021.05.27-23.12.17:030][  0]LogMemory: Process Virtual Memory: 96.93 MB used, 96.93 MB peak
[2021.05.27-23.12.17:030][  0]LogMemory: Physical Memory: 10574.77 MB used,  5741.89 MB free, 16316.66 MB total
[2021.05.27-23.12.17:030][  0]LogMemory: Virtual Memory: 5164.23 MB used,  134212560.00 MB free, 134217728.00 MB total
[2021.05.27-23.12.17:044][  0]LogWindows: WindowsPlatformFeatures enabled
[2021.05.27-23.12.17:196][  0]LogInit: Physics initialised using underlying interface: PhysX
[2021.05.27-23.12.17:455][  0]LogInit: Using OS detected language (en-GB).
[2021.05.27-23.12.17:455][  0]LogInit: Using OS detected locale (en-IE).
[2021.05.27-23.12.17:475][  0]LogTextLocalizationManager: No specific localization for 'en-GB' exists, so the 'en' localization will be used.
[2021.05.27-23.12.17:731][  0]LogInit: Setting process to per monitor DPI aware
[2021.05.27-23.12.17:810][  0]LogSlate: New Slate User Created.  User Index 0, Is Virtual User: 0
[2021.05.27-23.12.17:810][  0]LogSlate: Slate User Registered.  User Index 0, Is Virtual User: 0
[2021.05.27-23.12.18:115][  0]LogD3D11RHI: D3D11 min allowed feature level: 11_0
[2021.05.27-23.12.18:115][  0]LogD3D11RHI: D3D11 max allowed feature level: 11_0
[2021.05.27-23.12.18:115][  0]LogD3D11RHI: D3D11 adapters:
[2021.05.27-23.12.18:330][  0]LogD3D11RHI:    0. 'NVIDIA GeForce RTX 3070' (Feature Level 11_0)
[2021.05.27-23.12.18:330][  0]LogD3D11RHI:       8043/0/8158 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:2, VendorId:0x10de
[2021.05.27-23.12.18:335][  0]LogD3D11RHI:    1. 'Microsoft Basic Render Driver' (Feature Level 11_0)
[2021.05.27-23.12.18:335][  0]LogD3D11RHI:       0/0/8158 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:0, VendorId:0x1414
[2021.05.27-23.12.18:336][  0]LogD3D11RHI: Chosen D3D11 Adapter: 0
[2021.05.27-23.12.18:351][  0]LogD3D11RHI: Creating new Direct3DDevice
[2021.05.27-23.12.18:351][  0]LogD3D11RHI:     GPU DeviceId: 0x2484 (for the marketing name, search the web for "GPU Device Id")
[2021.05.27-23.12.18:351][  0]LogWindows: EnumDisplayDevices:
[2021.05.27-23.12.18:351][  0]LogWindows:    0. 'NVIDIA GeForce RTX 3070' (P:1 D:1)
[2021.05.27-23.12.18:352][  0]LogWindows:    1. 'NVIDIA GeForce RTX 3070' (P:0 D:1)
[2021.05.27-23.12.18:353][  0]LogWindows:    2. 'NVIDIA GeForce RTX 3070' (P:0 D:0)
[2021.05.27-23.12.18:353][  0]LogWindows:    3. 'NVIDIA GeForce RTX 3070' (P:0 D:0)
[2021.05.27-23.12.18:353][  0]LogWindows: DebugString: FoundDriverCount:4 
[2021.05.27-23.12.18:353][  0]LogD3D11RHI:     Adapter Name: NVIDIA GeForce RTX 3070
[2021.05.27-23.12.18:353][  0]LogD3D11RHI:   Driver Version: 466.47 (internal:27.21.14.6647, unified:466.47)
[2021.05.27-23.12.18:353][  0]LogD3D11RHI:      Driver Date: 5-13-2021
[2021.05.27-23.12.18:353][  0]LogRHI: Texture pool is 5630 MB (70% of 8043 MB)
[2021.05.27-23.12.18:516][  0]LogD3D11RHI: RHI has support for 64 bit atomics
[2021.05.27-23.12.18:516][  0]LogD3D11RHI: Async texture creation enabled
[2021.05.27-23.12.18:516][  0]LogD3D11RHI: Array index from any shader is supported
[2021.05.27-23.12.18:520][  0]LogD3D11RHI: HDR output is supported on display 0 (NvId: 0x80061083).
[2021.05.27-23.12.18:540][  0]LogD3D11RHI: GPU Timing Frequency: 1000.000000 (Debug: 2 1)
[2021.05.27-23.12.19:575][  0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'AllDesktop'
[2021.05.27-23.12.19:610][  0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android'
[2021.05.27-23.12.19:610][  0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_ASTC'
[2021.05.27-23.12.19:610][  0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_DXT'
[2021.05.27-23.12.19:610][  0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_ETC2'
[2021.05.27-23.12.19:610][  0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'AndroidClient'
[2021.05.27-23.12.19:610][  0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_ASTCClient'
[2021.05.27-23.12.19:610][  0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_DXTClient'
[2021.05.27-23.12.19:610][  0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_ETC2Client'
[2021.05.27-23.12.19:610][  0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_Multi'
[2021.05.27-23.12.19:610][  0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_MultiClient'
[2021.05.27-23.12.19:654][  0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'IOSClient'
[2021.05.27-23.12.19:654][  0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'IOS'
[2021.05.27-23.12.19:671][  0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'Linux'
[2021.05.27-23.12.19:687][  0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'LinuxNoEditor'
[2021.05.27-23.12.19:705][  0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'LinuxClient'
[2021.05.27-23.12.19:720][  0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'LinuxServer'
[2021.05.27-23.12.19:734][  0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'LinuxAArch64NoEditor'
[2021.05.27-23.12.19:750][  0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'LinuxAArch64Client'
[2021.05.27-23.12.19:767][  0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'LinuxAArch64Server'
[2021.05.27-23.12.19:807][  0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'Lumin'
[2021.05.27-23.12.19:808][  0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'LuminClient'
[2021.05.27-23.12.19:836][  0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'TVOSClient'
[2021.05.27-23.12.19:836][  0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'TVOS'
[2021.05.27-23.12.19:852][  0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'WindowsNoEditor'
[2021.05.27-23.12.19:870][  0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'Windows'
[2021.05.27-23.12.19:890][  0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'WindowsClient'
[2021.05.27-23.12.19:908][  0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'WindowsServer'
[2021.05.27-23.12.19:908][  0]LogTargetPlatformManager: Display: Building Assets For Windows
[2021.05.27-23.12.19:932][  0]LogAudioDebug: Display: Lib vorbis DLL was dynamically loaded.
[2021.05.27-23.12.20:076][  0]LogShaderCompilers: Guid format shader working directory is 13 characters bigger than the processId version (C:/GameEngines/UE4/Projects/BuildGLTFPlugin/Intermediate/Shaders/WorkingDirectory/6980/).
[2021.05.27-23.12.20:077][  0]LogShaderCompilers: Cleaned the shader compiler working directory 'C:/Users/Custom PC Admin/AppData/Local/Temp/UnrealShaderWorkingDir/8590155C499524DD36A513B3CF916DE2/'.
[2021.05.27-23.12.20:077][  0]LogXGEController: Cleaning working directory: C:/Users/Custom PC Admin/AppData/Local/Temp/UnrealXGEWorkingDir/
[2021.05.27-23.12.20:078][  0]LogXGEController: Cannot use XGE Controller as Incredibuild is not installed on this machine.
[2021.05.27-23.12.20:078][  0]LogShaderCompilers: Cannot use XGE Shader Compiler as Incredibuild is not installed on this machine.
[2021.05.27-23.12.20:078][  0]LogShaderCompilers: Display: Using Local Shader Compiler.
[2021.05.27-23.12.21:158][  0]LogDerivedDataCache: Display: Max Cache Size: 512 MB
[2021.05.27-23.12.21:223][  0]LogDerivedDataCache: Loaded boot cache 0.06s 75MB C:/Users/Custom PC Admin/AppData/Local/UnrealEngine/4.25/DerivedDataCache/Boot.ddc.
[2021.05.27-23.12.21:223][  0]LogDerivedDataCache: Display: Loaded Boot cache: C:/Users/Custom PC Admin/AppData/Local/UnrealEngine/4.25/DerivedDataCache/Boot.ddc
[2021.05.27-23.12.21:223][  0]LogDerivedDataCache: FDerivedDataBackendGraph:  Pak pak cache file C:/GameEngines/UE4/Projects/BuildGLTFPlugin/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
[2021.05.27-23.12.21:223][  0]LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
[2021.05.27-23.12.21:223][  0]LogDerivedDataCache: FDerivedDataBackendGraph:  CompressedPak pak cache file C:/GameEngines/UE4/Projects/BuildGLTFPlugin/DerivedDataCache/Compressed.ddp not found, will not use a pak cache.
[2021.05.27-23.12.21:223][  0]LogDerivedDataCache: Unable to find inner node CompressedPak for hierarchical cache Hierarchy.
[2021.05.27-23.12.21:236][  0]LogDerivedDataCache: Display: Pak cache opened for reading ../../../Engine/DerivedDataCache/Compressed.ddp.
[2021.05.27-23.12.21:237][  0]LogDerivedDataCache: FDerivedDataBackendGraph:  EnterprisePak pak cache file ../../../Enterprise/DerivedDataCache/Compressed.ddp not found, will not use a pak cache.
[2021.05.27-23.12.21:237][  0]LogDerivedDataCache: Unable to find inner node EnterprisePak for hierarchical cache Hierarchy.
[2021.05.27-23.12.21:266][  0]LogDerivedDataCache: Using Local data cache path C:/Users/Custom PC Admin/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable
[2021.05.27-23.12.21:266][  0]LogDerivedDataCache: Shared data cache path not found in *engine.ini, will not use an Shared cache.
[2021.05.27-23.12.21:266][  0]LogDerivedDataCache: Unable to find inner node Shared for hierarchical cache Hierarchy.
[2021.05.27-23.12.21:327][  0]LogSlate: Using FreeType 2.10.0
[2021.05.27-23.12.21:327][  0]LogSlate: SlateFontServices - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
[2021.05.27-23.12.21:913][  0]LogAssetRegistry: FAssetRegistry took 0.0076 seconds to start up
[2021.05.27-23.12.22:225][  0]LogInit: Selected Device Profile: [Windows]
[2021.05.27-23.12.22:482][  0]LogMeshReduction: Using QuadricMeshReduction for automatic static mesh reduction
[2021.05.27-23.12.22:482][  0]LogMeshReduction: Using SimplygonMeshReduction for automatic skeletal mesh reduction
[2021.05.27-23.12.22:482][  0]LogMeshReduction: Using ProxyLODMeshReduction for automatic mesh merging
[2021.05.27-23.12.22:482][  0]LogMeshReduction: No distributed automatic mesh merging module available
[2021.05.27-23.12.22:482][  0]LogMeshMerging: No distributed automatic mesh merging module available
[2021.05.27-23.12.22:511][  0]LogNetVersion: BuildGLTFPlugin 1.0.0, NetCL: 13144385, EngineNetVer: 14, GameNetVer: 0 (Checksum: 2302452218)
[2021.05.27-23.12.29:571][  0]LogAISub: UAISubsystem::UAISubsystem AISubsystem (00000233221DAA00), frame # 0
[2021.05.27-23.12.29:571][  0]LogAISub: UAISubsystem::UAISubsystem AIPerceptionSystem (0000023322076AC0), frame # 0
[2021.05.27-23.12.29:573][  0]LogAISub: UAISubsystem::UAISubsystem EnvQueryManager (00000233220CDC00), frame # 0
[2021.05.27-23.12.31:507][  0]LogPackageLocalizationCache: Processed 19 localized package path(s) for 1 prioritized culture(s) in 1.924359 seconds
[2021.05.27-23.12.31:514][  0]LogUObjectArray: 15814 objects as part of root set at end of initial load.
[2021.05.27-23.12.31:514][  0]LogUObjectAllocator: 3939424 out of 0 bytes used by permanent object pool.
[2021.05.27-23.12.31:514][  0]LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool
[2021.05.27-23.12.32:465][  0]LogTcpMessaging: Initializing TcpMessaging bridge
[2021.05.27-23.12.32:476][  0]LogUdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
[2021.05.27-23.12.32:704][  0]SourceControl: Source control is disabled
[2021.05.27-23.12.32:704][  0]SourceControl: Source control is disabled
[2021.05.27-23.12.32:711][  0]SourceControl: Source control is disabled
[2021.05.27-23.12.32:719][  0]SourceControl: Source control is disabled
[2021.05.27-23.12.32:735][  0]SourceControl: Source control is disabled
[2021.05.27-23.12.33:482][  0]LogAndroidPermission: UAndroidPermissionCallbackProxy::GetInstance
[2021.05.27-23.12.33:526][  0]LogAudioCaptureCore: Display: No Audio Capture implementations found. Audio input will be silent.
[2021.05.27-23.12.33:526][  0]LogAudioCaptureCore: Display: No Audio Capture implementations found. Audio input will be silent.
[2021.05.27-23.12.33:624][  0]LogOcInput: OculusInput pre-init called
[2021.05.27-23.12.33:647][  0]LogWindows: Failed to load 'OVRPlugin.dll' (GetLastError=126)
[2021.05.27-23.12.33:647][  0]LogWindows: File 'OVRPlugin.dll' does not exist
[2021.05.27-23.12.33:736][  0]LogglTFForUE4Ed: Display: FglTFForUE4EdModule::StartupModule!
[2021.05.27-23.12.33:833][  0]LogEngine: Initializing Engine...
[2021.05.27-23.12.33:834][  0]LogMagicLeap: Warning: VR disabled because ZI is not enabled.  To enable, in the editor, Edit -> Project Settings -> Plugins -> Magic Leap Plugin -> Enable Zero Iteration
[2021.05.27-23.12.33:835][  0]LogStats: UGameplayTagsManager::InitializeManager -  0.000 s
[2021.05.27-23.12.34:005][  0]LogInit: Initializing FReadOnlyCVARCache
[2021.05.27-23.12.34:024][  0]LogAIModule: Creating AISystem for world Untitled
[2021.05.27-23.12.34:024][  0]LogAISub: UAISubsystem::UAISubsystem EnvQueryManager (0000023323943C00), frame # 0
[2021.05.27-23.12.34:024][  0]LogAISub: UAISubsystem::UAISubsystem AIPerceptionSystem (000002332393FB00), frame # 0
[2021.05.27-23.12.34:041][  0]LogAudioMixer: Display: Audio Mixer Platform Settings:
[2021.05.27-23.12.34:041][  0]LogAudioMixer: Display: 	Sample Rate:						  48000
[2021.05.27-23.12.34:041][  0]LogAudioMixer: Display: 	Callback Buffer Frame Size Requested: 1024
[2021.05.27-23.12.34:041][  0]LogAudioMixer: Display: 	Callback Buffer Frame Size To Use:	  1024
[2021.05.27-23.12.34:041][  0]LogAudioMixer: Display: 	Number of buffers to queue:			  2
[2021.05.27-23.12.34:041][  0]LogAudioMixer: Display: 	Max Channels (voices):				  32
[2021.05.27-23.12.34:041][  0]LogAudioMixer: Display: 	Number of Async Source Workers:		  0
[2021.05.27-23.12.34:041][  0]LogAudio: Display: AudioDevice MaxSources: 32
[2021.05.27-23.12.34:042][  0]LogAudio: Display: Using built-in audio occlusion.
[2021.05.27-23.12.34:042][  0]LogAudioMixer: Display: Initializing audio mixer.
[2021.05.27-23.12.34:104][  0]LogAudioMixer: Display: 0: FrontLeft
[2021.05.27-23.12.34:104][  0]LogAudioMixer: Display: 1: FrontRight
[2021.05.27-23.12.34:214][  0]LogAudioMixer: Display: Using Audio Device VoiceMeeter Input (VB-Audio VoiceMeeter VAIO)
[2021.05.27-23.12.34:218][  0]LogAudioMixer: Display: Initializing Sound Submixes...
[2021.05.27-23.12.34:221][  0]LogAudioMixer: Display: Creating Master Submix 'MasterSubmixDefault'
[2021.05.27-23.12.34:221][  0]LogAudioMixer: Display: Creating Master Submix 'MasterReverbSubmixDefault'
[2021.05.27-23.12.34:222][  0]LogAudioMixer: Display: Creating Master Submix 'MasterEQSubmixDefault'
[2021.05.27-23.12.34:224][  0]LogInit: FAudioDevice initialized.
[2021.05.27-23.12.34:224][  0]LogNetVersion: Set ProjectVersion to 1.0.0.0. Version Checksum will be recalculated on next use.
[2021.05.27-23.12.34:318][  0]LogDerivedDataCache: Saved boot cache 0.09s 75MB C:/Users/Custom PC Admin/AppData/Local/UnrealEngine/4.25/DerivedDataCache/Boot.ddc.
[2021.05.27-23.12.34:319][  0]LogInit: Texture streaming: Enabled
[2021.05.27-23.12.34:360][  0]LogEngineSessionManager: EngineSessionManager initialized
[2021.05.27-23.12.34:360][  0]LogEngineSessionManager: EngineSessionManager sent abnormal shutdown report. Type=Crashed, SessionId={D602A629-47AF-6DCD-5B7D-BABDF6753946}
[2021.05.27-23.12.34:360][  0]LogEditorSessionSummary: Verbose: Initializing EditorSessionSummaryWriter for editor session tracking
[2021.05.27-23.12.34:364][  0]LogEditorSessionSummary: EditorSessionSummaryWriter initialized
[2021.05.27-23.12.34:821][  0]LogInit: Transaction tracking system initialized
[2021.05.27-23.12.34:865][  0]BlueprintLog: New page: Editor Load
[2021.05.27-23.12.35:066][  0]LocalizationService: Localization service is disabled
[2021.05.27-23.12.35:463][  0]LogCook: Display: Max memory allowance for cook 16384mb min free memory 0mb
[2021.05.27-23.12.35:463][  0]LogCook: Display: Mobile HDR setting 1
[2021.05.27-23.12.35:843][  0]LogFileCache: Scanning file cache for directory 'C:/GameEngines/UE4/Projects/BuildGLTFPlugin/Content/' took 0.17s
[2021.05.27-23.12.36:393][  0]SourceControl: Source control is disabled
[2021.05.27-23.12.36:393][  0]LogUnrealEdMisc: Loading editor; pre map load, took 60.111
[2021.05.27-23.12.36:393][  0]Cmd: MAP LOAD FILE="C:/GameEngines/UE4/Projects/BuildGLTFPlugin/Content/StarterContent/Maps/Minimal_Default.umap" TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3
[2021.05.27-23.12.36:393][  0]LightingResults: New page: Lighting Build
[2021.05.27-23.12.36:394][  0]LogWorld: UWorld::CleanupWorld for Untitled, bSessionEnded=true, bCleanupResources=true
[2021.05.27-23.12.36:394][  0]LogSlate: InvalidateAllWidgets triggered.  All widgets were invalidated
[2021.05.27-23.12.36:395][  0]MapCheck: New page: Map Check
[2021.05.27-23.12.36:395][  0]LightingResults: New page: Lighting Build
[2021.05.27-23.12.36:410][  0]LogAISub: UAISubsystem::~UAISubsystem EnvQueryManager (0000023323943C00), frame # 0
[2021.05.27-23.12.36:410][  0]LogAISub: UAISubsystem::~UAISubsystem AIPerceptionSystem (000002332393FB00), frame # 0
[2021.05.27-23.12.36:411][  0]LogUObjectHash: Compacting FUObjectHashTables data took   1.03ms
[2021.05.27-23.12.36:601][  0]LogAIModule: Creating AISystem for world Minimal_Default
[2021.05.27-23.12.36:601][  0]LogAISub: UAISubsystem::UAISubsystem EnvQueryManager (0000023314675800), frame # 0
[2021.05.27-23.12.36:601][  0]LogAISub: UAISubsystem::UAISubsystem AIPerceptionSystem (000002331DED9BC0), frame # 0
[2021.05.27-23.12.36:608][  0]LogEditorServer: Finished looking for orphan Actors (0.000 secs)
[2021.05.27-23.12.36:624][  0]LogUObjectHash: Compacting FUObjectHashTables data took   0.84ms
[2021.05.27-23.12.36:624][  0]Cmd: MAP CHECKDEP NOCLEARLOG
[2021.05.27-23.12.36:625][  0]MapCheck: Map check complete: 0 Error(s), 0 Warning(s), took 0.347ms to complete.
[2021.05.27-23.12.36:625][  0]LogFileHelpers: Loading map 'Minimal_Default' took 0.232
[2021.05.27-23.12.36:627][  0]LogUnrealEdMisc: Total Editor Startup Time, took 60.346
[2021.05.27-23.12.36:774][  0]LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
[2021.05.27-23.12.36:785][  0]LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
[2021.05.27-23.12.36:793][  0]LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
[2021.05.27-23.12.36:803][  0]LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
[2021.05.27-23.12.36:870][  0]LogCollectionManager: Loaded 0 collections in 0.053887 seconds
[2021.05.27-23.12.36:895][  0]LogFileCache: Scanning file cache for directory 'C:/GameEngines/UE4/Projects/BuildGLTFPlugin/Saved/Collections/' took 0.01s
[2021.05.27-23.12.36:895][  0]LogFileCache: Scanning file cache for directory 'C:/GameEngines/UE4/Projects/BuildGLTFPlugin/Content/Developers/CustomPCAdmin/Collections/' took 0.01s
[2021.05.27-23.12.36:895][  0]LogContentBrowser: Native class hierarchy populated in 0.0163 seconds. Added 3428 classes and 822 folders.
[2021.05.27-23.12.36:898][  0]LogFileCache: Scanning file cache for directory 'C:/GameEngines/UE4/Projects/BuildGLTFPlugin/Content/Collections/' took 0.02s
[2021.05.27-23.12.36:899][  0]LogContentBrowser: Native class hierarchy updated for 'WidgetCarousel' in 0.0005 seconds. Added 0 classes and 0 folders.
[2021.05.27-23.12.38:778][  0]LogContentBrowser: Native class hierarchy updated for 'AddContentDialog' in 0.0004 seconds. Added 0 classes and 0 folders.
[2021.05.27-23.12.38:779][  0]LogContentBrowser: Native class hierarchy updated for 'SceneOutliner' in 0.0004 seconds. Added 2 classes and 0 folders.
[2021.05.27-23.12.38:812][  0]LogSlate: Took 0.000486 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Regular.ttf' (155K)
[2021.05.27-23.12.38:818][  0]LogSlate: Took 0.000492 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Bold.ttf' (160K)
[2021.05.27-23.12.38:821][  0]LogSlate: Took 0.000301 seconds to synchronously load lazily loaded font '../../../Engine/Content/Editor/Slate/Fonts/FontAwesome.ttf' (139K)
[2021.05.27-23.12.38:911][  0]LogRenderer: Reallocating scene render targets to support 1632x436 Format 10 NumSamples 1 (Frame:1).
[2021.05.27-23.12.39:062][  0]LogContentBrowser: Native class hierarchy updated for 'HierarchicalLODOutliner' in 0.0004 seconds. Added 0 classes and 0 folders.
[2021.05.27-23.12.39:062][  0]LogLoad: (Engine Initialization) Total time: 62.78 seconds
[2021.05.27-23.12.39:062][  0]LogLoad: (Engine Initialization) Total Blueprint compile time: 0.00 seconds
[2021.05.27-23.12.39:120][  0]LogAssetRegistry: Asset discovery search completed in 17.2115 seconds
[2021.05.27-23.12.39:126][  0]LogCollectionManager: Fixed up redirectors for 0 collections in 0.000003 seconds (updated 0 objects)
[2021.05.27-23.12.39:128][  0]LogContentStreaming: Texture pool size now 1000 MB
[2021.05.27-23.14.05:986][692]LogSlate: Took 0.000339 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Light.ttf' (167K)
[2021.05.27-23.14.06:030][692]LogFactory: FactoryCreateFile: StaticMesh with glTFFactory (0 1 C:/GameEngines/Blender/Projects/NewGLTFs/model.gltf)
[2021.05.27-23.14.16:908][692]LogSlate: Window 'Import glTF' being destroyed
[2021.05.27-23.14.16:977][692]LogLinker: Warning: Failed to load '/Game/model': Can't find file.
[2021.05.27-23.14.16:977][692]LogLinker: Warning: Failed to load '/Game/model': Can't find file.
[2021.05.27-23.14.16:977][692]LogUObjectGlobals: Warning: Failed to find object 'SkeletalMesh /Game/model.SK_model_0_ArmsMesh'
[2021.05.27-23.14.16:977][692]LogLinker: Warning: Failed to load '/Game/SK_model_0_ArmsMesh': Can't find file.
[2021.05.27-23.14.16:977][692]LogLinker: Warning: Failed to load '/Game/SK_model_0_ArmsMesh': Can't find file.
[2021.05.27-23.14.16:978][692]LogLinker: Warning: Failed to load '/Game/SK_model_0_ArmsMesh': Can't find file.
[2021.05.27-23.14.16:978][692]LogUObjectGlobals: Warning: Failed to find object 'SkeletalMesh /Game/SK_model_0_ArmsMesh.SK_model_0_ArmsMesh'
[2021.05.27-23.14.17:142][692]LogSkeletalMesh: Section 0: 7465 vertices, 75 active bones
[2021.05.27-23.14.17:143][692]LogSkeletalMesh: Section 0: Material=0, 11736 triangles
[2021.05.27-23.14.17:144][692]LogLinker: Warning: Failed to load '/Game/MI_model_0_ArmsTexture': Can't find file.
[2021.05.27-23.14.17:144][692]LogLinker: Warning: Failed to load '/Game/MI_model_0_ArmsTexture': Can't find file.
[2021.05.27-23.14.17:145][692]LogLinker: Warning: Failed to load '/Game/MI_model_0_ArmsTexture': Can't find file.
[2021.05.27-23.14.17:145][692]LogUObjectGlobals: Warning: Failed to find object 'MaterialInterface /Game/MI_model_0_ArmsTexture.MI_model_0_ArmsTexture'
[2021.05.27-23.14.17:152][692]LogMaterial: Display: Missing cached shader map for material M_PBRMetallicRoughnessOrigin, compiling. 
[2021.05.27-23.14.17:244][692]LogShaderCompilers: Display: Worker (1/9): shaders left to compile 15
[2021.05.27-23.14.17:244][692]LogShaderCompilers: Display: Worker (2/9): shaders left to compile 13
[2021.05.27-23.14.17:244][692]LogShaderCompilers: Display: Worker (3/9): shaders left to compile 11
[2021.05.27-23.14.17:244][692]LogShaderCompilers: Display: Worker (4/9): shaders left to compile 9
[2021.05.27-23.14.17:244][692]LogShaderCompilers: Display: Worker (5/9): shaders left to compile 7
[2021.05.27-23.14.17:244][692]LogShaderCompilers: Display: Worker (6/9): shaders left to compile 5
[2021.05.27-23.14.17:244][692]LogShaderCompilers: Display: Worker (7/9): shaders left to compile 3
[2021.05.27-23.14.17:244][692]LogShaderCompilers: Display: Worker (8/9): shaders left to compile 1
[2021.05.27-23.14.17:245][692]LogSkeletalMesh: Building Skeletal Mesh SK_model_0_ArmsMesh...
[2021.05.27-23.14.17:269][692]LogSkeletalMesh: Built Skeletal Mesh [0.03s] /Game/SK_model_0_ArmsMesh.SK_model_0_ArmsMesh
[2021.05.27-23.14.17:380][692]LogMaterial: Display: Material /glTFForUE4/Materials/M_PBRMetallicRoughnessOrigin.M_PBRMetallicRoughnessOrigin needed to have new flag set bUsedWithSkeletalMesh !
[2021.05.27-23.14.17:382][692]LogMaterial: Display: Missing cached shader map for material M_PBRMetallicRoughnessOrigin, compiling. 
[2021.05.27-23.14.17:537][692]LogSkeletalMesh: USkeletalMeshComponent::InitArticulated : Could not find root physics body: '/Engine/Transient.World_0:PersistentLevel.SkeletalMeshActor_0.SkeletalMeshComponent0'
[2021.05.27-23.14.17:538][692]LogWorld: UWorld::CleanupWorld for World_0, bSessionEnded=true, bCleanupResources=true
[2021.05.27-23.14.17:538][692]LogSlate: InvalidateAllWidgets triggered.  All widgets were invalidated
[2021.05.27-23.14.17:546][692]LogWorld: UWorld::CleanupWorld for World_1, bSessionEnded=true, bCleanupResources=true
[2021.05.27-23.14.17:546][692]LogSlate: InvalidateAllWidgets triggered.  All widgets were invalidated
[2021.05.27-23.14.17:585][692]LogLinker: Warning: Failed to load '/Game/SK_model_1_EyeBallsMesh': Can't find file.
[2021.05.27-23.14.17:585][692]LogLinker: Warning: Failed to load '/Game/SK_model_1_EyeBallsMesh': Can't find file.
[2021.05.27-23.14.17:585][692]LogLinker: Warning: Failed to load '/Game/SK_model_1_EyeBallsMesh': Can't find file.
[2021.05.27-23.14.17:585][692]LogUObjectGlobals: Warning: Failed to find object 'SkeletalMesh /Game/SK_model_1_EyeBallsMesh.SK_model_1_EyeBallsMesh'
[2021.05.27-23.14.17:589][692]LogSkeletalMesh: Section 0: 170 vertices, 2 active bones
[2021.05.27-23.14.17:589][692]LogSkeletalMesh: Section 0: Material=0, 312 triangles
[2021.05.27-23.14.17:589][692]LogLinker: Warning: Failed to load '/Game/MI_model_1_EyeBallsTexture': Can't find file.
[2021.05.27-23.14.17:590][692]LogLinker: Warning: Failed to load '/Game/MI_model_1_EyeBallsTexture': Can't find file.
[2021.05.27-23.14.17:590][692]LogLinker: Warning: Failed to load '/Game/MI_model_1_EyeBallsTexture': Can't find file.
[2021.05.27-23.14.17:590][692]LogUObjectGlobals: Warning: Failed to find object 'MaterialInterface /Game/MI_model_1_EyeBallsTexture.MI_model_1_EyeBallsTexture'
[2021.05.27-23.14.17:712][692]LogSkeletalMesh: Building Skeletal Mesh SK_model_1_EyeBallsMesh...
[2021.05.27-23.14.17:712][692]LogSkeletalMesh: Built Skeletal Mesh [0.00s] /Game/SK_model_1_EyeBallsMesh.SK_model_1_EyeBallsMesh
[2021.05.27-23.14.17:870][692]LogSkeletalMesh: USkeletalMeshComponent::InitArticulated : Could not find root physics body: '/Engine/Transient.World_2:PersistentLevel.SkeletalMeshActor_0.SkeletalMeshComponent0'
[2021.05.27-23.14.17:870][692]LogWorld: UWorld::CleanupWorld for World_2, bSessionEnded=true, bCleanupResources=true
[2021.05.27-23.14.17:870][692]LogSlate: InvalidateAllWidgets triggered.  All widgets were invalidated
[2021.05.27-23.14.17:877][692]LogSkeletalMesh: USkeletalMeshComponent::InitArticulated : Could not find root physics body: '/Engine/Transient.World_3:PersistentLevel.SkeletalMeshActor_0.SkeletalMeshComponent0'
[2021.05.27-23.14.17:877][692]LogWorld: UWorld::CleanupWorld for World_3, bSessionEnded=true, bCleanupResources=true
[2021.05.27-23.14.17:877][692]LogSlate: InvalidateAllWidgets triggered.  All widgets were invalidated
[2021.05.27-23.14.17:878][692]Error: The bone size is too small to create Physics Asset 'SK_model_1_EyeBallsMesh_Physics' from Skeletal Mesh 'SK_model_1_EyeBallsMesh'. You will have to create physics asset manually.
[2021.05.27-23.14.17:897][692]LogUObjectHash: Compacting FUObjectHashTables data took   0.98ms
[2021.05.27-23.14.17:960][692]LogUObjectHash: Compacting FUObjectHashTables data took   1.08ms
[2021.05.27-23.14.26:758][692]LogShaderCompilers: Display: Worker (1/9): shaders left to compile 39
[2021.05.27-23.14.26:758][692]LogShaderCompilers: Display: Worker (8/9): shaders left to compile 34
[2021.05.27-23.14.26:758][692]LogShaderCompilers: Display: Worker (2/9): shaders left to compile 29
[2021.05.27-23.14.26:758][692]LogShaderCompilers: Display: Worker (7/9): shaders left to compile 25
[2021.05.27-23.14.26:758][692]LogShaderCompilers: Display: Worker (4/9): shaders left to compile 21
[2021.05.27-23.14.26:758][692]LogShaderCompilers: Display: Worker (3/9): shaders left to compile 18
[2021.05.27-23.14.26:758][692]LogShaderCompilers: Display: Worker (6/9): shaders left to compile 15
[2021.05.27-23.14.26:758][692]LogShaderCompilers: Display: Worker (5/9): shaders left to compile 13
[2021.05.27-23.14.26:758][692]LogShaderCompilers: Display: Worker (3/9): shaders left to compile 11
[2021.05.27-23.14.26:758][692]LogShaderCompilers: Display: Worker (2/9): shaders left to compile 9
[2021.05.27-23.14.26:758][692]LogShaderCompilers: Display: Worker (4/9): shaders left to compile 7
[2021.05.27-23.14.26:758][692]LogShaderCompilers: Display: Worker (5/9): shaders left to compile 5
[2021.05.27-23.14.26:758][692]LogShaderCompilers: Display: Worker (6/9): shaders left to compile 3
[2021.05.27-23.14.26:758][692]LogShaderCompilers: Display: Worker (7/9): shaders left to compile 1
[2021.05.27-23.14.26:758][692]LogPackageName: SearchForPackageOnDisk took   8.794s, but failed to resolve None.
[2021.05.27-23.14.26:758][692]LogUObjectGlobals: Warning: LoadPackage can't find package None.
[2021.05.27-23.14.29:501][692]LogPackageName: SearchForPackageOnDisk took   2.744s, but failed to resolve None.
[2021.05.27-23.14.29:501][692]LogUObjectGlobals: Warning: LoadPackage can't find package None.
[2021.05.27-23.14.29:501][692]LogUObjectGlobals: Warning: Failed to find object 'SkeletalMesh None.SK_model_2_EyeCorneaMesh'
[2021.05.27-23.14.29:501][692]LogLinker: Error: AddRedirectList(AddKnownMissing) failed to add redirector from None to None with empty name!
[2021.05.27-23.14.29:543][692]LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: 'None/SK_model_2_EyeCorneaMesh' is not a standard unreal filename or a long path name. Reason: Path should start with a '/'
[2021.05.27-23.14.29:543][692]LogLinker: Warning: Failed to load 'None/SK_model_2_EyeCorneaMesh': Can't find file.
[2021.05.27-23.14.29:543][692]LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: 'None/SK_model_2_EyeCorneaMesh' is not a standard unreal filename or a long path name. Reason: Path should start with a '/'
[2021.05.27-23.14.29:543][692]LogLinker: Warning: Failed to load 'None/SK_model_2_EyeCorneaMesh': Can't find file.
[2021.05.27-23.14.29:543][692]LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: 'None/SK_model_2_EyeCorneaMesh' is not a standard unreal filename or a long path name. Reason: Path should start with a '/'
[2021.05.27-23.14.29:543][692]LogLinker: Warning: Failed to load 'None/SK_model_2_EyeCorneaMesh': Can't find file.
[2021.05.27-23.14.29:543][692]LogUObjectGlobals: Warning: Failed to find object 'SkeletalMesh None/SK_model_2_EyeCorneaMesh.SK_model_2_EyeCorneaMesh'
[2021.05.27-23.14.29:545][692]LogSkeletalMesh: Section 0: 180 vertices, 17 active bones
[2021.05.27-23.14.29:545][692]LogSkeletalMesh: Section 0: Material=0, 88 triangles
[2021.05.27-23.14.29:545][692]LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: 'None/MI_model_2_EyeCorneaTexture' is not a standard unreal filename or a long path name. Reason: Path should start with a '/'
[2021.05.27-23.14.29:545][692]LogLinker: Warning: Failed to load 'None/MI_model_2_EyeCorneaTexture': Can't find file.
[2021.05.27-23.14.29:545][692]LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: 'None/MI_model_2_EyeCorneaTexture' is not a standard unreal filename or a long path name. Reason: Path should start with a '/'
[2021.05.27-23.14.29:545][692]LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: 'None/MI_model_2_EyeCorneaTexture' is not a standard unreal filename or a long path name. Reason: Path should start with a '/'
[2021.05.27-23.14.29:545][692]LogLinker: Warning: Failed to load 'None/MI_model_2_EyeCorneaTexture': Can't find file.
[2021.05.27-23.14.29:545][692]LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: 'None/MI_model_2_EyeCorneaTexture' is not a standard unreal filename or a long path name. Reason: Path should start with a '/'
[2021.05.27-23.14.29:545][692]LogLinker: Warning: Failed to load 'None/MI_model_2_EyeCorneaTexture': Can't find file.
[2021.05.27-23.14.29:545][692]LogUObjectGlobals: Warning: Failed to find object 'MaterialInterface None/MI_model_2_EyeCorneaTexture.MI_model_2_EyeCorneaTexture'
[2021.05.27-23.14.29:545][692]LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: 'None/MI_model_2_EyeCorneaTexture' is not a standard unreal filename or a long path name. Reason: Path should start with a '/'
[2021.05.27-23.14.29:546][692]LogSkeletalMesh: Building Skeletal Mesh SK_model_2_EyeCorneaMesh...
[2021.05.27-23.14.29:547][692]LogSkeletalMesh: Built Skeletal Mesh [0.00s] None/SK_model_2_EyeCorneaMesh.SK_model_2_EyeCorneaMesh
[2021.05.27-23.14.29:547][692]LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: 'None/SK_model_2_EyeCorneaMesh' is not a standard unreal filename or a long path name. Reason: Path should start with a '/'
[2021.05.27-23.14.29:589][692]LogSkeletalMesh: USkeletalMeshComponent::InitArticulated : Could not find root physics body: '/Engine/Transient.World_4:PersistentLevel.SkeletalMeshActor_0.SkeletalMeshComponent0'
[2021.05.27-23.14.29:589][692]LogWorld: UWorld::CleanupWorld for World_4, bSessionEnded=true, bCleanupResources=true
[2021.05.27-23.14.29:589][692]LogSlate: InvalidateAllWidgets triggered.  All widgets were invalidated
[2021.05.27-23.14.29:592][692]LogSkeletalMesh: USkeletalMeshComponent::InitArticulated : Could not find root physics body: '/Engine/Transient.World_5:PersistentLevel.SkeletalMeshActor_0.SkeletalMeshComponent0'
[2021.05.27-23.14.29:592][692]LogWorld: UWorld::CleanupWorld for World_5, bSessionEnded=true, bCleanupResources=true
[2021.05.27-23.14.29:592][692]LogSlate: InvalidateAllWidgets triggered.  All widgets were invalidated
[2021.05.27-23.14.29:593][692]Error: The bone size is too small to create Physics Asset 'SK_model_2_EyeCorneaMesh_Physics' from Skeletal Mesh 'SK_model_2_EyeCorneaMesh'. You will have to create physics asset manually.
[2021.05.27-23.14.29:593][692]LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: 'None/SK_model_2_EyeCorneaMesh' is not a standard unreal filename or a long path name. Reason: Path should start with a '/'
[2021.05.27-23.14.29:610][692]LogUObjectHash: Compacting FUObjectHashTables data took   0.85ms
[2021.05.27-23.14.29:616][692]LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: 'None/SK_model_2_EyeCorneaMesh' is not a standard unreal filename or a long path name. Reason: Path should start with a '/'
[2021.05.27-23.14.29:617][692]LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: 'None/SK_model_2_EyeCorneaMesh' is not a standard unreal filename or a long path name. Reason: Path should start with a '/'
[2021.05.27-23.14.29:653][692]LogUObjectHash: Compacting FUObjectHashTables data took   0.63ms
[2021.05.27-23.14.29:654][692]LogOutputDevice: Warning: 

Script Stack (0 frames):

[2021.05.27-23.14.29:655][692]LogWindows: Windows GetLastError: The operation completed successfully. (0)

model.zip

Right-click reload mesh in the Editor ?

Would it be possible to have a menu option to reload mesh in the scene via right click menu ?
Imagine working on a level in Blender and continuously iterating. Having Mesh Editor (static or skeletal) open is fine, but it would be a lot quicker and less effort on the level designer's part to simply right click on the geometry in the Editor's viewport, select Reload Geometry menu item and have mesh instantly updated in the scene.

Importing sceleton from blender

Hi,

Can you give my a hind, how to get skeleton/armature from blender to UN4? I can't figure out, why can't I export and then import armature. Meshes and materials are good, but I can't play my animation.

Can not import glTF with blendshapes/morphs :(

I exported glTF files with blendshape/morph anims from Blender:

https://drive.google.com/file/d/1v7OWs7l3r-BD-tde7Gx4F_WqxzvcyJa7/view?usp=sharing

The files open fine and play anims in the glTF viewer: https://gltf-viewer.donmccurdy.com/

However, when importing the same files into UE4, I get this error:

Failed to import 'D:/games/quake/id1/progs/flame2blender.gltf'. Failed to create asset '/Game/Models/Quake1/flame2blender'.
Please see Output Log for details.

The Output Log shows no useful info:
LogFactory: FactoryCreateFile: StaticMesh with glTFFactory (0 1 D:/games/quake/id1/progs/flame2blender.gltf)
Error: Failed to parse the glTF file flame2blender
LogSlate: Window 'Message' being destroyed
Message dialog closed, result: Ok, title: Message, text: Failed to import 'D:/games/quake/id1/progs/flame2blender.gltf'. Failed to create asset '/Game/Models/Quake1/flame2blender'.
Please see Output Log for details.
LogAssetTools: Warning: Failed to import 'D:/games/quake/id1/progs/flame2blender.gltf'. Failed to create asset '/Game/Models/Quake1/flame2blender'.
Please see Output Log for details.

Is this project still active ?

Lately I've had some issues with FBX static meshes (it seems that somehow UE4 interprets face normals on some triangles incorrectly when baking lighting) and I wanted to test glTF import. UE4's stock glTF support seems to be abandoned and so I am wondering if this project is still alive and is being actively supported/developed.

I am using 4.22.3 and going to update to 4.23 as soon as it's out.

Release Notes

2.0.4

  • Fix some errors when transforming the coordinate from relative to absolute.
  • Fix the error that the texture is incorrect when importing the glb file.
  • Update the libgltf to 0.1.7

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