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- Automation.ParseCommandLine: Parsing command line: -ScriptsForProject="D:/Unreal Projects/Workspace/DoomsDay 4.26/DoomsDay.uproject" BuildCookRun -nocompileeditor -installed -nop4 -project="D:/Unreal Projects/Workspace/DoomsDay 4.26/DoomsDay.uproject" -cook -stage -archive -archivedirectory="D:/Unreal Projects/DoomsDayBuild" -package -ue4exe="D:\Epic Games\UE_4.26\Engine\Binaries\Win64\UE4Editor-Cmd.exe" -compressed -ddc=InstalledDerivedDataBackendGraph -prereqs -applocaldirectory=$(EngineDir)/Binaries/ThirdParty/AppLocalDependencies -targetplatform=Win64 -build -target=DoomsDay -clientconfig=DebugGame -utf8output
- Automation.Process: Setting up command environment.
- InternalUtils.SafeFileExists: SafeFileExists D:\Epic Games\UE_4.26\Engine\Binaries\DotNET\AutomationTool.exe=True
- InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=
- InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=
- InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_EngineSavedFolder=
- CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=D:/Epic Games/UE_4.26/Engine/Programs/AutomationTool/Saved
- InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_EngineSavedFolder=D:/Epic Games/UE_4.26/Engine/Programs/AutomationTool/Saved
- InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_CSVFile=
- InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LogFolder=
- InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=D:/Epic Games/UE_4.26
- CommandUtils.SetEnvVar: SetEnvVar uebp_LogFolder=C:/Users/Justin/AppData/Roaming/Unreal Engine/AutomationTool/Logs/D+Epic+Games+UE_4.26
- InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\Justin\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Epic+Games+UE_4.26\Cook-2021.09.03-22.05.25.txt
- InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\Justin\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Epic+Games+UE_4.26\Log.txt
- InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\Justin\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Epic+Games+UE_4.26\UBT-DoomsDay-Win64-Development.txt
- InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_FinalLogFolder=
- CommandUtils.SetEnvVar: SetEnvVar uebp_FinalLogFolder=C:/Users/Justin/AppData/Roaming/Unreal Engine/AutomationTool/Logs/D+Epic+Games+UE_4.26
- InternalUtils.SafeFileExists: SafeFileExists C:\WINDOWS\system32\robocopy.exe=True
- InternalUtils.SafeFileExists: SafeFileExists C:\WINDOWS\system32\mount.exe=False
- InternalUtils.SafeFileExists: SafeFileExists C:\WINDOWS\Sysnative\mount.exe=False
- InternalUtils.SafeFileExists: SafeFileExists C:\WINDOWS\system32\cmd.exe=True
- CommandUtils.SetEnvVar: SetEnvVar MallocNanoZone=0
- InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_UATChildInstance=0
- WindowsPlatform.FindVisualStudioInstallations: Found Visual Studio installation: C:\Program Files (x86)\Microsoft Visual Studio\2019\Community (Product=Microsoft.VisualStudio.Product.Community, Version=16.11.31605.320)
- AndroidPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.AndroidPlatformSDK has no valid SDK
- IOSPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.IOSPlatformSDK has no valid SDK
- LinuxPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.LinuxPlatformSDK has no valid SDK
- WindowsPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.WindowsPlatformSDK using manually installed SDK
- InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\Justin\AppData\Local\Temp\UAT\D+Epic+Games+UE_4.26\Rules\UATRules-2093543287.dll
- InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\Justin\AppData\Local\Temp\UAT\D+Epic+Games+UE_4.26\Rules\UATRules-2093543287.pdb
- InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\Justin\AppData\Local\Temp\UAT\D+Epic+Games+UE_4.26\Rules\UATRules-2093543287Manifest.json
- ScriptCompiler.FindAndCompileAllScripts: Found 16 project files in 0.664s
- ScriptCompiler.FindAndCompileAllScripts: D:\Epic Games\UE_4.26\Engine\Source\Programs\AutomationTool\AllDesktop\AllDesktop.Automation.csproj
- ScriptCompiler.FindAndCompileAllScripts: D:\Epic Games\UE_4.26\Engine\Source\Programs\AutomationTool\Android\Android.Automation.csproj
- ScriptCompiler.FindAndCompileAllScripts: D:\Epic Games\UE_4.26\Engine\Source\Programs\AutomationTool\AutomationUtils\AutomationUtils.Automation.csproj
- ScriptCompiler.FindAndCompileAllScripts: D:\Epic Games\UE_4.26\Engine\Source\Programs\AutomationTool\BuildGraph\BuildGraph.Automation.csproj
- ScriptCompiler.FindAndCompileAllScripts: D:\Epic Games\UE_4.26\Engine\Source\Programs\AutomationTool\Gauntlet\Gauntlet.Automation.csproj
- ScriptCompiler.FindAndCompileAllScripts: D:\Epic Games\UE_4.26\Engine\Source\Programs\AutomationTool\HoloLens\HoloLens.Automation.csproj
- ScriptCompiler.FindAndCompileAllScripts: D:\Epic Games\UE_4.26\Engine\Source\Programs\AutomationTool\IOS\IOS.Automation.csproj
- ScriptCompiler.FindAndCompileAllScripts: D:\Epic Games\UE_4.26\Engine\Source\Programs\AutomationTool\Linux\Linux.Automation.csproj
- ScriptCompiler.FindAndCompileAllScripts: D:\Epic Games\UE_4.26\Engine\Source\Programs\AutomationTool\Localization\Localization.Automation.csproj
- ScriptCompiler.FindAndCompileAllScripts: D:\Epic Games\UE_4.26\Engine\Source\Programs\AutomationTool\Lumin\Lumin.Automation.csproj
- ScriptCompiler.FindAndCompileAllScripts: D:\Epic Games\UE_4.26\Engine\Source\Programs\AutomationTool\Mac\Mac.Automation.csproj
- ScriptCompiler.FindAndCompileAllScripts: D:\Epic Games\UE_4.26\Engine\Source\Programs\AutomationTool\OneSkyLocalization\OneSkyLocalization.Automation.csproj
- ScriptCompiler.FindAndCompileAllScripts: D:\Epic Games\UE_4.26\Engine\Source\Programs\AutomationTool\Scripts\AutomationScripts.Automation.csproj
- ScriptCompiler.FindAndCompileAllScripts: D:\Epic Games\UE_4.26\Engine\Source\Programs\AutomationTool\TVOS\TVOS.Automation.csproj
- ScriptCompiler.FindAndCompileAllScripts: D:\Epic Games\UE_4.26\Engine\Source\Programs\AutomationTool\Win\Win.Automation.csproj
- ScriptCompiler.FindAndCompileAllScripts: D:\Epic Games\UE_4.26\Engine\Source\Programs\AutomationTool\XLocLocalization\XLocLocalization.Automation.csproj
- ScriptCompiler.FindAndCompileAllScripts: Parsed project files in 0.052s
- ScriptCompiler.LoadAutomationAssemblies: Loading script DLL: D:\Epic Games\UE_4.26\Engine\Binaries\DotNET\AutomationScripts\AllDesktop\AllDesktop.Automation.dll
- ScriptCompiler.LoadAutomationAssemblies: Loading script DLL: D:\Epic Games\UE_4.26\Engine\Binaries\DotNET\AutomationScripts\Android\Android.Automation.dll
- ScriptCompiler.LoadAutomationAssemblies: Loading script DLL: D:\Epic Games\UE_4.26\Engine\Binaries\DotNET\AutomationUtils.Automation.dll
- ScriptCompiler.LoadAutomationAssemblies: Loading script DLL: D:\Epic Games\UE_4.26\Engine\Binaries\DotNET\AutomationScripts\BuildGraph.Automation.dll
- ScriptCompiler.LoadAutomationAssemblies: Loading script DLL: D:\Epic Games\UE_4.26\Engine\Binaries\DotNET\AutomationScripts\Gauntlet.Automation.dll
- ScriptCompiler.LoadAutomationAssemblies: Loading script DLL: D:\Epic Games\UE_4.26\Engine\Binaries\DotNET\AutomationScripts\HoloLens\HoloLens.Automation.dll
- ScriptCompiler.LoadAutomationAssemblies: Loading script DLL: D:\Epic Games\UE_4.26\Engine\Binaries\DotNET\AutomationScripts\IOS\IOS.Automation.dll
- ScriptCompiler.LoadAutomationAssemblies: Loading script DLL: D:\Epic Games\UE_4.26\Engine\Binaries\DotNET\AutomationScripts\Linux\Linux.Automation.dll
- ScriptCompiler.LoadAutomationAssemblies: Loading script DLL: D:\Epic Games\UE_4.26\Engine\Binaries\DotNET\AutomationScripts\Localization.Automation.dll
- ScriptCompiler.LoadAutomationAssemblies: Loading script DLL: D:\Epic Games\UE_4.26\Engine\Binaries\DotNET\AutomationScripts\Lumin\Lumin.Automation.dll
- ScriptCompiler.LoadAutomationAssemblies: Loading script DLL: D:\Epic Games\UE_4.26\Engine\Binaries\DotNET\AutomationScripts\Mac\Mac.Automation.dll
- ScriptCompiler.LoadAutomationAssemblies: Loading script DLL: D:\Epic Games\UE_4.26\Engine\Binaries\DotNET\AutomationScripts\OneSkyLocalization.Automation.dll
- ScriptCompiler.LoadAutomationAssemblies: Loading script DLL: D:\Epic Games\UE_4.26\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll
- ScriptCompiler.LoadAutomationAssemblies: Loading script DLL: D:\Epic Games\UE_4.26\Engine\Binaries\DotNET\AutomationScripts\TVOS\TVOS.Automation.dll
- ScriptCompiler.LoadAutomationAssemblies: Loading script DLL: D:\Epic Games\UE_4.26\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll
- ScriptCompiler.LoadAutomationAssemblies: Loading script DLL: D:\Epic Games\UE_4.26\Engine\Binaries\DotNET\AutomationScripts\XLocLocalization.Automation.dll
- ScriptCompiler.FindAndCompileAllScripts: Loaded assemblies in 0.177s
- InternalUtils.SafeFileExists: SafeFileExists D:\Unreal Projects\Workspace\DoomsDay 4.26\DoomsDay.uproject=True
- InternalUtils.SafeFileExists: SafeFileExists D:\Unreal Projects\Workspace\DoomsDay 4.26\DoomsDay.uproject=True
- BuildCookRun.SetupParams: Setting up ProjectParams for D:\Unreal Projects\Workspace\DoomsDay 4.26\DoomsDay.uproject
- InternalUtils.SafeFileExists: SafeFileExists C:\Users\Justin\AppData\Local\Temp\UAT\D+Epic+Games+UE_4.26\Rules\UATRules-2093543287.dll=False
- DynamicCompilation.RequiresCompilation: Compiling C:\Users\Justin\AppData\Local\Temp\UAT\D+Epic+Games+UE_4.26\Rules\UATRules-2093543287.dll: Assembly does not exist
- ProjectParams.ValidateAndLog: Project Params **************
- ProjectParams.ValidateAndLog: AdditionalServerMapParams=
- ProjectParams.ValidateAndLog: Archive=True
- ProjectParams.ValidateAndLog: ArchiveMetaData=False
- ProjectParams.ValidateAndLog: CreateAppBundle=True
- ProjectParams.ValidateAndLog: BaseArchiveDirectory=D:\Unreal Projects\DoomsDayBuild
- ProjectParams.ValidateAndLog: BaseStageDirectory=D:\Unreal Projects\Workspace\DoomsDay 4.26\Saved\StagedBuilds
- ProjectParams.ValidateAndLog: Build=True
- ProjectParams.ValidateAndLog: SkipBuildClient=False
- ProjectParams.ValidateAndLog: SkipBuildEditor=False
- ProjectParams.ValidateAndLog: Cook=True
- ProjectParams.ValidateAndLog: Clean=
- ProjectParams.ValidateAndLog: Client=False
- ProjectParams.ValidateAndLog: ClientConfigsToBuild=DebugGame
- ProjectParams.ValidateAndLog: ClientCookedTargets=DoomsDay
- ProjectParams.ValidateAndLog: ClientTargetPlatform=Win64
- ProjectParams.ValidateAndLog: Compressed=True
- ProjectParams.ValidateAndLog: AdditionalPakOptions=
- ProjectParams.ValidateAndLog: AdditionalIoStoreOptions=
- ProjectParams.ValidateAndLog: CookOnTheFly=False
- ProjectParams.ValidateAndLog: CookOnTheFlyStreaming=False
- ProjectParams.ValidateAndLog: UnversionedCookedContent=True
- ProjectParams.ValidateAndLog: SkipCookingEditorContent=False
- ProjectParams.ValidateAndLog: NumCookersToSpawn=0
- ProjectParams.ValidateAndLog: GeneratePatch=False
- ProjectParams.ValidateAndLog: AddPatchLevel=False
- ProjectParams.ValidateAndLog: StageBaseReleasePaks=False
- ProjectParams.ValidateAndLog: GenerateRemaster=False
- ProjectParams.ValidateAndLog: DiscVersion=
- ProjectParams.ValidateAndLog: CreateReleaseVersion=
- ProjectParams.ValidateAndLog: BasedOnReleaseVersion=
- ProjectParams.ValidateAndLog: DLCFile=
- ProjectParams.ValidateAndLog: DLCIncludeEngineContent=False
- ProjectParams.ValidateAndLog: DLCPakPluginFile=False
- ProjectParams.ValidateAndLog: DiffCookedContentPath=
- ProjectParams.ValidateAndLog: AdditionalCookerOptions=
- ProjectParams.ValidateAndLog: DedicatedServer=False
- ProjectParams.ValidateAndLog: DirectoriesToCook=
- ProjectParams.ValidateAndLog: DDCGraph=InstalledDerivedDataBackendGraph
- ProjectParams.ValidateAndLog: CulturesToCook=<Not Specified> (Use Defaults)
- ProjectParams.ValidateAndLog: EditorTargets=
- ProjectParams.ValidateAndLog: Foreign=False
- ProjectParams.ValidateAndLog: IsCodeBasedProject=True
- ProjectParams.ValidateAndLog: IsProgramTarget=False
- ProjectParams.ValidateAndLog: IterativeCooking=False
- ProjectParams.ValidateAndLog: IterateSharedCookedBuild=
- ProjectParams.ValidateAndLog: IterateSharedBuildUsePrecompiledExe=False
- ProjectParams.ValidateAndLog: CookAll=False
- ProjectParams.ValidateAndLog: CookPartialGC=False
- ProjectParams.ValidateAndLog: CookInEditor=False
- ProjectParams.ValidateAndLog: CookMapsOnly=False
- ProjectParams.ValidateAndLog: Deploy=False
- ProjectParams.ValidateAndLog: IterativeDeploy=False
- ProjectParams.ValidateAndLog: FastCook=False
- ProjectParams.ValidateAndLog: LogWindow=False
- ProjectParams.ValidateAndLog: Manifests=False
- ProjectParams.ValidateAndLog: MapToRun=
- ProjectParams.ValidateAndLog: NoClient=False
- ProjectParams.ValidateAndLog: NumClients=0
- ProjectParams.ValidateAndLog: NoDebugInfo=False
- ProjectParams.ValidateAndLog: SeparateDebugInfo=False
- ProjectParams.ValidateAndLog: MapFile=False
- ProjectParams.ValidateAndLog: NoCleanStage=False
- ProjectParams.ValidateAndLog: NoXGE=False
- ProjectParams.ValidateAndLog: MapsToCook=
- ProjectParams.ValidateAndLog: MapIniSectionsToCook=
- ProjectParams.ValidateAndLog: Pak=False
- ProjectParams.ValidateAndLog: IgnorePaksFromDifferentCookSource=False
- ProjectParams.ValidateAndLog: IoStore=False
- ProjectParams.ValidateAndLog: SkipIoStore=False
- ProjectParams.ValidateAndLog: SkipPackage=False
- ProjectParams.ValidateAndLog: Package=True
- ProjectParams.ValidateAndLog: ForcePackageData=False
- ProjectParams.ValidateAndLog: NullRHI=False
- ProjectParams.ValidateAndLog: FakeClient=False
- ProjectParams.ValidateAndLog: EditorTest=False
- ProjectParams.ValidateAndLog: RunAutomationTests=False
- ProjectParams.ValidateAndLog: RunAutomationTest=
- ProjectParams.ValidateAndLog: RunTimeoutSeconds=0
- ProjectParams.ValidateAndLog: CrashIndex=0
- ProjectParams.ValidateAndLog: ProgramTargets=
- ProjectParams.ValidateAndLog: ProjectPlatformBinariesPaths=[Win64, D:\Unreal Projects\Workspace\DoomsDay 4.26\Binaries\Win64]
- ProjectParams.ValidateAndLog: ProjectExePaths=[Win64, D:\Unreal Projects\Workspace\DoomsDay 4.26\Binaries\Win64\DoomsDay.exe]
- ProjectParams.ValidateAndLog: Distribution=False
- ProjectParams.ValidateAndLog: Prebuilt=False
- ProjectParams.ValidateAndLog: Prereqs=True
- ProjectParams.ValidateAndLog: AppLocalDirectory=$(EngineDir)/Binaries/ThirdParty/AppLocalDependencies
- ProjectParams.ValidateAndLog: NoBootstrapExe=False
- ProjectParams.ValidateAndLog: RawProjectPath=D:\Unreal Projects\Workspace\DoomsDay 4.26\DoomsDay.uproject
- ProjectParams.ValidateAndLog: Run=False
- ProjectParams.ValidateAndLog: ServerConfigsToBuild=Development
- ProjectParams.ValidateAndLog: ServerCookedTargets=
- ProjectParams.ValidateAndLog: ServerTargetPlatform=Win64
- ProjectParams.ValidateAndLog: ShortProjectName=DoomsDay
- ProjectParams.ValidateAndLog: SignedPak=False
- ProjectParams.ValidateAndLog: SignPak=
- ProjectParams.ValidateAndLog: SkipCook=False
- ProjectParams.ValidateAndLog: SkipCookOnTheFly=False
- ProjectParams.ValidateAndLog: SkipPak=False
- ProjectParams.ValidateAndLog: PrePak=False
- ProjectParams.ValidateAndLog: SkipStage=False
- ProjectParams.ValidateAndLog: Stage=True
- ProjectParams.ValidateAndLog: bTreatNonShippingBinariesAsDebugFiles=False
- ProjectParams.ValidateAndLog: bUseExtraFlavor=False
- ProjectParams.ValidateAndLog: NativizeAssets=False
- ProjectParams.ValidateAndLog: StageDirectoryParam=
- ProjectParams.ValidateAndLog: AdditionalPackageOptions=
- ProjectParams.ValidateAndLog: Project Params **************
- InternalUtils.SafeFileExists: SafeFileExists D:\Unreal Projects\Workspace\DoomsDay 4.26\DoomsDay.uproject=True
- InternalUtils.SafeFileExists: SafeFileExists D:\Unreal Projects\Workspace\DoomsDay 4.26\DoomsDay.uproject=True
- InternalUtils.SafeFileExists: SafeFileExists D:\Unreal Projects\Workspace\DoomsDay 4.26\DoomsDay.uproject=True
- Project.Build: ********** BUILD COMMAND STARTED **********
- UE4Build.Build: ************************* UE4Build:
- UE4Build.Build: ************************* UseXGE: False
- UE4Build.Build: ************************* UseParallelExecutor: False
- InternalUtils.SafeFileExists: SafeFileExists D:\Epic Games\UE_4.26\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
- InternalUtils.SafeDeleteFile: SafeDeleteFile D:\Unreal Projects\Workspace\DoomsDay 4.26\Intermediate\Build\Manifest.xml
- InternalUtils.SafeFileExists: SafeFileExists D:\Epic Games\UE_4.26\Engine\Binaries\DotNET\UnrealBuildTool.exe=True
- CommandUtils.Run: Running: D:\Epic Games\UE_4.26\Engine\Binaries\DotNET\UnrealBuildTool.exe DoomsDay Win64 DebugGame -Project="D:\Unreal Projects\Workspace\DoomsDay 4.26\DoomsDay.uproject" "D:\Unreal Projects\Workspace\DoomsDay 4.26\DoomsDay.uproject" -NoUBTMakefiles -remoteini="D:\Unreal Projects\Workspace\DoomsDay 4.26" -skipdeploy -Manifest="D:\Unreal Projects\Workspace\DoomsDay 4.26\Intermediate\Build\Manifest.xml" -NoHotReload -log="C:\Users\Justin\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Epic+Games+UE_4.26\UBT-DoomsDay-Win64-DebugGame.txt"
- ProcessResult.StdOut: Parsing headers for DoomsDay
- ProcessResult.StdOut: Running UnrealHeaderTool "D:\Unreal Projects\Workspace\DoomsDay 4.26\DoomsDay.uproject" "D:\Unreal Projects\Workspace\DoomsDay 4.26\Intermediate\Build\Win64\DoomsDay\DebugGame\DoomsDay.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -abslog="C:\Users\Justin\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Epic+Games+UE_4.26\UHT-DoomsDay-Win64-DebugGame.txt" -installed
- ProcessResult.StdOut: Reflection code generated for DoomsDay in 5.2338814 seconds
- ProcessResult.StdOut: Writing manifest to D:\Unreal Projects\Workspace\DoomsDay 4.26\Intermediate\Build\Manifest.xml
- ProcessResult.StdOut: Building DoomsDay...
- ProcessResult.StdOut: Using Visual Studio 2019 14.29.30133 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.29.30133) and Windows 10.0.19041.0 SDK (C:\Program Files (x86)\Windows Kits\10).
- ProcessResult.StdOut: Building 18 actions with 8 processes...
- ProcessResult.StdOut: [1/18] Default.rc2
- ProcessResult.StdOut: [2/18] PCH.SubstanceCore.cpp
- ProcessResult.StdOut: [3/18] Module.SubstanceCore.gen.cpp
- ProcessResult.StdOut: [4/18] Module.SubstanceCore.cpp
- ProcessResult.StdOut: D:/Unreal Projects/Workspace/DoomsDay 4.26/Plugins/Runtime/Substance/Source/SubstanceCore/Private/SubstanceInstanceFactory.cpp(216): warning C4996: 'CreatePackage': Use CreatePackage overload that does not take the first Outer parameter. Specifying non-null outers for UPackages is no longer supported. Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile.
- ProcessResult.StdOut: [5/18] SharedPCH.Engine.NonOptimized.ShadowErrors.cpp
- ProcessResult.StdOut: [6/18] DoomsDay.init.gen.cpp
- ProcessResult.StdOut: [7/18] DoomsDayFactions.gen.cpp
- ProcessResult.StdOut: [8/18] DoomsDayFactions.cpp
- ProcessResult.StdOut: [9/18] DoomsDay.cpp
- ProcessResult.StdOut: [10/18] GetSteamSessionTicketHelper.gen.cpp
- ProcessResult.StdOut: [11/18] Module.AdvancedSteamSessions.gen.cpp
- ProcessResult.StdOut: [12/18] Module.AdvancedSessions.gen.1_of_2.cpp
- ProcessResult.StdOut: [13/18] Module.AdvancedSessions.gen.2_of_2.cpp
- ProcessResult.StdOut: [14/18] Module.AdvancedSessions.cpp
- ProcessResult.StdOut: [15/18] Module.AdvancedSteamSessions.cpp
- ProcessResult.StdOut: [16/18] GetSteamSessionTicketHelper.cpp
- ProcessResult.StdOut: [17/18] DoomsDay-Win64-DebugGame.exe
- ProcessResult.StdOut: Creating library D:\Unreal Projects\Workspace\DoomsDay 4.26\Binaries\Win64\DoomsDay-Win64-DebugGame.lib and object D:\Unreal Projects\Workspace\DoomsDay 4.26\Binaries\Win64\DoomsDay-Win64-DebugGame.exp
- ProcessResult.StdOut: [18/18] DoomsDay-Win64-DebugGame.target
- ProcessResult.StdOut: Total time in Parallel executor: 64.47 seconds
- ProcessResult.StdOut: Total execution time: 72.69 seconds
- CommandUtils.Run: Took 72.8731046s to run UnrealBuildTool.exe, ExitCode=0
- InternalUtils.SafeFileExists: SafeFileExists D:\Unreal Projects\Workspace\DoomsDay 4.26\Binaries\Win64\DoomsDay-Win64-DebugGame.exe=True
- InternalUtils.SafeFileExists: SafeFileExists D:\Unreal Projects\Workspace\DoomsDay 4.26\Binaries\Win64\DoomsDay-Win64-DebugGame.exe=True
- InternalUtils.SafeFileExists: SafeFileExists D:\Unreal Projects\Workspace\DoomsDay 4.26\Binaries\Win64\DoomsDay-Win64-DebugGame.pdb=True
- InternalUtils.SafeFileExists: SafeFileExists D:\Unreal Projects\Workspace\DoomsDay 4.26\Binaries\Win64\DoomsDay-Win64-DebugGame.pdb=True
- InternalUtils.SafeFileExists: SafeFileExists D:\Unreal Projects\Workspace\DoomsDay 4.26\Binaries\Win64\DoomsDay-Win64-DebugGame.target=True
- InternalUtils.SafeFileExists: SafeFileExists D:\Unreal Projects\Workspace\DoomsDay 4.26\Binaries\Win64\DoomsDay-Win64-DebugGame.target=True
- InternalUtils.SafeFileExists: SafeFileExists D:\Unreal Projects\Workspace\DoomsDay 4.26\Binaries\Win64\turbojpeg.dll=True
- InternalUtils.SafeFileExists: SafeFileExists D:\Unreal Projects\Workspace\DoomsDay 4.26\Binaries\Win64\turbojpeg.dll=True
- InternalUtils.SafeDeleteFile: SafeDeleteFile D:\Unreal Projects\Workspace\DoomsDay 4.26\Intermediate\Build\Manifest.xml
- UE4Build.CheckBuildProducts: Build products *******
- InternalUtils.SafeFileExists: SafeFileExists D:\Unreal Projects\Workspace\DoomsDay 4.26\Binaries\Win64\DoomsDay-Win64-DebugGame.exe=True
- UE4Build.CheckBuildProducts: D:\Unreal Projects\Workspace\DoomsDay 4.26\Binaries\Win64\DoomsDay-Win64-DebugGame.exe
- InternalUtils.SafeFileExists: SafeFileExists D:\Unreal Projects\Workspace\DoomsDay 4.26\Binaries\Win64\DoomsDay-Win64-DebugGame.pdb=True
- UE4Build.CheckBuildProducts: D:\Unreal Projects\Workspace\DoomsDay 4.26\Binaries\Win64\DoomsDay-Win64-DebugGame.pdb
- InternalUtils.SafeFileExists: SafeFileExists D:\Unreal Projects\Workspace\DoomsDay 4.26\Binaries\Win64\DoomsDay-Win64-DebugGame.target=True
- UE4Build.CheckBuildProducts: D:\Unreal Projects\Workspace\DoomsDay 4.26\Binaries\Win64\DoomsDay-Win64-DebugGame.target
- InternalUtils.SafeFileExists: SafeFileExists D:\Unreal Projects\Workspace\DoomsDay 4.26\Binaries\Win64\turbojpeg.dll=True
- UE4Build.CheckBuildProducts: D:\Unreal Projects\Workspace\DoomsDay 4.26\Binaries\Win64\turbojpeg.dll
- UE4Build.CheckBuildProducts: End Build products *******
- Project.Build: ********** BUILD COMMAND COMPLETED **********
- InternalUtils.SafeFileExists: SafeFileExists D:\Unreal Projects\Workspace\DoomsDay 4.26\DoomsDay.uproject=True
- Project.Cook: ********** COOK COMMAND STARTED **********
- InternalUtils.SafeFileExists: SafeFileExists D:\Epic Games\UE_4.26\Engine\Binaries\Win64\UE4Editor-Cmd.exe=True
- CommandUtils.RunCommandlet: Running UE4Editor Cook for project D:\Unreal Projects\Workspace\DoomsDay 4.26\DoomsDay.uproject
- CommandUtils.RunCommandlet: Commandlet log file is D:\Epic Games\UE_4.26\Engine\Programs\AutomationTool\Saved\Cook-2021.09.03-22.08.55.txt
- InternalUtils.SafeFileExists: SafeFileExists D:\Epic Games\UE_4.26\Engine\Binaries\Win64\UE4Editor-Cmd.exe=True
- CommandUtils.Run: Running: D:\Epic Games\UE_4.26\Engine\Binaries\Win64\UE4Editor-Cmd.exe "D:\Unreal Projects\Workspace\DoomsDay 4.26\DoomsDay.uproject" -run=Cook -TargetPlatform=WindowsNoEditor -fileopenlog -ddc=InstalledDerivedDataBackendGraph -unversioned -compressed -abslog="D:\Epic Games\UE_4.26\Engine\Programs\AutomationTool\Saved\Cook-2021.09.03-22.08.55.txt" -stdout -CrashForUAT -unattended -NoLogTimes -UTF8Output
- ProcessResult.StdOut: LogInit: Display: Running engine for game: DoomsDay
- ProcessResult.StdOut: LogSteamShared: Display: Loading Steam SDK 1.47
- ProcessResult.StdOut: LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown()
- ProcessResult.StdOut: LogHAL: Display: Platform has ~ 16 GB [17116004352 / 17179869184 / 16], which maps to Larger [LargestMinGB=32, LargerMinGB=12, DefaultMinGB=8, SmallerMinGB=6, SmallestMinGB=0)
- ProcessResult.StdOut: LogTargetPlatformManager: Display: Loaded TargetPlatform 'AllDesktop'
- ProcessResult.StdOut: LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android'
- ProcessResult.StdOut: LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_ASTC'
- ProcessResult.StdOut: LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_DXT'
- ProcessResult.StdOut: LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_ETC2'
- ProcessResult.StdOut: LogTargetPlatformManager: Display: Loaded TargetPlatform 'AndroidClient'
- ProcessResult.StdOut: LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_ASTCClient'
- ProcessResult.StdOut: LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_DXTClient'
- ProcessResult.StdOut: LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_ETC2Client'
- ProcessResult.StdOut: LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_Multi'
- ProcessResult.StdOut: LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_MultiClient'
- ProcessResult.StdOut: LogTargetPlatformManager: Display: Loaded TargetPlatform 'IOSClient'
- ProcessResult.StdOut: LogTargetPlatformManager: Display: Loaded TargetPlatform 'IOS'
- ProcessResult.StdOut: LogTargetPlatformManager: Display: Loaded TargetPlatform 'Linux'
- ProcessResult.StdOut: LogTargetPlatformManager: Display: Loaded TargetPlatform 'LinuxNoEditor'
- ProcessResult.StdOut: LogTargetPlatformManager: Display: Loaded TargetPlatform 'LinuxClient'
- ProcessResult.StdOut: LogTargetPlatformManager: Display: Loaded TargetPlatform 'LinuxServer'
- ProcessResult.StdOut: LogTargetPlatformManager: Display: Loaded TargetPlatform 'LinuxAArch64NoEditor'
- ProcessResult.StdOut: LogTargetPlatformManager: Display: Loaded TargetPlatform 'LinuxAArch64Client'
- ProcessResult.StdOut: LogTargetPlatformManager: Display: Loaded TargetPlatform 'LinuxAArch64Server'
- ProcessResult.StdOut: LogTargetPlatformManager: Display: Loaded TargetPlatform 'Lumin'
- ProcessResult.StdOut: LogTargetPlatformManager: Display: Loaded TargetPlatform 'LuminClient'
- ProcessResult.StdOut: LogTargetPlatformManager: Display: Loaded TargetPlatform 'MacNoEditor'
- ProcessResult.StdOut: LogTargetPlatformManager: Display: Loaded TargetPlatform 'Mac'
- ProcessResult.StdOut: LogTargetPlatformManager: Display: Loaded TargetPlatform 'MacClient'
- ProcessResult.StdOut: LogTargetPlatformManager: Display: Loaded TargetPlatform 'MacServer'
- ProcessResult.StdOut: LogTargetPlatformManager: Display: Loaded TargetPlatform 'TVOSClient'
- ProcessResult.StdOut: LogTargetPlatformManager: Display: Loaded TargetPlatform 'TVOS'
- ProcessResult.StdOut: LogTargetPlatformManager: Display: Loaded TargetPlatform 'WindowsNoEditor'
- ProcessResult.StdOut: LogTargetPlatformManager: Display: Loaded TargetPlatform 'Windows'
- ProcessResult.StdOut: LogTargetPlatformManager: Display: Loaded TargetPlatform 'WindowsClient'
- ProcessResult.StdOut: LogTargetPlatformManager: Display: Loaded TargetPlatform 'WindowsServer'
- ProcessResult.StdOut: LogTargetPlatformManager: Display: Building Assets For WindowsNoEditor
- ProcessResult.StdOut: LogAudioDebug: Display: Lib vorbis DLL was dynamically loaded.
- ProcessResult.StdOut: LogShaderCompilers: Display: Using Local Shader Compiler.
- ProcessResult.StdOut: LogDerivedDataCache: Display: Max Cache Size: 512 MB
- ProcessResult.StdOut: LogDerivedDataCache: Display: Loaded Boot cache: C:/Users/Justin/AppData/Local/UnrealEngine/4.26/DerivedDataCache/Boot.ddc
- ProcessResult.StdOut: LogDerivedDataCache: Display: Pak cache opened for reading ../../../Engine/DerivedDataCache/Compressed.ddp.
- ProcessResult.StdOut: LogDerivedDataCache: Display: Performance to C:/Users/Justin/AppData/Local/UnrealEngine/Common/DerivedDataCache: Latency=0.24ms. RandomReadSpeed=72.87MBs, RandomWriteSpeed=36.58MBs. Assigned SpeedClass 'Local'
- ProcessResult.StdOut: LogAudioCaptureCore: Display: No Audio Capture implementations found. Audio input will be silent.
- ProcessResult.StdOut: LogAudioCaptureCore: Display: No Audio Capture implementations found. Audio input will be silent.
- ProcessResult.StdOut: LogSubstanceLink: Warning: Connection established: Unreal Engine
- ProcessResult.StdOut: LogSubstanceLink: Warning: Connection established: Unreal Engine
- ProcessResult.StdOut: LogCook: Display: CookSettings for Memory: MemoryMaxUsedVirtual 0MiB, MemoryMaxUsedPhysical 16384MiB, MemoryMinFreeVirtual 0MiB, MemoryMinFreePhysical 1024MiB
- ProcessResult.StdOut: LogCook: Display: Mobile HDR setting 1
- ProcessResult.StdOut: LogCook: Display: Creating asset registry
- ProcessResult.StdOut: LogCook: Display: Discovering localized assets for cultures: en
- ProcessResult.StdOut: LogCook: Display: Inisetting is different for Windows Game /Script/UnrealEd.ProjectPackagingSettings BuildConfiguration 0, value PPBC_DebugGame != PPBC_Development invalidating cook
- ProcessResult.StdOut: LogCook: Display: To avoid this add blacklist setting to DefaultEditor.ini [CookSettings] Windows.Game:/Script/UnrealEd.ProjectPackagingSettings
- ProcessResult.StdOut: LogCook: Display: Clearing all cooked content for platform WindowsNoEditor
- ProcessResult.StdOut: LogCook: Display: Sandbox cleanup took 0.112 seconds for platforms WindowsNoEditor
- ProcessResult.StdOut: LogCook: Display: Cooked packages 0 Packages Remain 104 Total 104
- ProcessResult.StdOut: LogCook: Display: Cook Diagnostics: OpenFileHandles=173, VirtualMemory=779MiB
- ProcessResult.StdOut: LogCook: Display: Cooked packages 204 Packages Remain 52 Total 256
- ProcessResult.StdOut: LogLinker: Warning: Asset '../../../../../Unreal Projects/Workspace/DoomsDay 4.26/Content/Mannequin/Animations/Prone_Idle.uasset' has been saved with empty engine version. The asset will be loaded but may be incompatible.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material M_hair_v2, compiling.
- ProcessResult.StdOut: LogShaderCompilers: Display: Worker (1/5): shaders left to compile 127
- ProcessResult.StdOut: LogShaderCompilers: Display: Worker (2/5): shaders left to compile 117
- ProcessResult.StdOut: LogShaderCompilers: Display: Worker (3/5): shaders left to compile 107
- ProcessResult.StdOut: LogShaderCompilers: Display: Worker (4/5): shaders left to compile 97
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material M_jeans_nrm_custom_master, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material M_fabric_simpler, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material M_Head, compiling.
- ProcessResult.StdOut: LogCook: Display: Cooked packages 212 Packages Remain 1469 Total 1681
- ProcessResult.StdOut: LogCook: Display: Cook Diagnostics: OpenFileHandles=1657, VirtualMemory=2613MiB
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material ControlRigGizmoMaterial, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material M_UI_CircularProgressBar, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material M_SlotMat, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material M_SlotFrame, compiling.
- ProcessResult.StdOut: LogCook: Display: Cooked packages 300 Packages Remain 1384 Total 1684
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material M_UE4Man_Body, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material Simple3, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material Simple5, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material NewBaseFlattenMaterial, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material M_Backpack_V2, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material M_Backpack_V1, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material M_SimpleMat, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material Simple2, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material Simple4, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material Simple6, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material Simple1, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material Simple7, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material M_Projectile, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material silencer001Mat, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material M4A1_Diffuse_Mat, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material M_Add_Sprite_Master, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material M_Add_Sprite_Master_DepthFade, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material AK47_Mat, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material MandalorianHelmetMat, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material ExperimentalMaster_M, compiling.
- ProcessResult.StdOut: LogCook: Display: Cooked packages 450 Packages Remain 1244 Total 1694
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material M_Trans_Sprite_SubUV_Master, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material M_Add_Sprite_SubUV_Master, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material glass_hair_M_ncl1_1, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material glass_hair_M, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material body_M, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material M_GoldBag, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material BaseMaterial, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material PropCon_ToolStorage_M, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material Master_M, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material EnvFol_AlienShrub_M, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material PropCon_FileCabinet_M, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material M_UE4Man_Body, compiling.
- ProcessResult.StdOut: LogCook: Display: Cooked packages 550 Packages Remain 1151 Total 1701
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material M_small_rocks, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material MiniMap_Material, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material M_MetalPlates, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material M_Sparks, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material M_GrenadeExplosion, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material M_Glow, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material M_Distortion, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material M_SmokeMedium, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material M_Weapon_Master_USE, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material PropPU_HeavyAmmoCase_M, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_WITHOUT_PE_017, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_WITHOUT_PE_016_001, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_WITHOUT_PE_016, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_WITHOUT_PE_015_003, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_WITHOUT_PE_015_002, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_WITHOUT_PE_015_001, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_WITHOUT_PE_015, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_WITHOUT_PE_014, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_WITHOUT_PE_013_001, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_WITHOUT_PE_013, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_WITHOUT_PE_012, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_WITHOUT_PE_011, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_WITHOUT_PE_010_002, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_WITHOUT_PE_010_001, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_WITHOUT_PE_010, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_WITHOUT_PE_009_002, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_WITHOUT_PE_009_001, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_WITHOUT_PE_009, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_WITHOUT_PE_008, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_WITHOUT_PE_007, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_WITHOUT_PE_006, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_WITHOUT_PE_005_001, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_WITHOUT_PE_005, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_WITHOUT_PE_004_003, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_WITHOUT_PE_004_002, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_WITHOUT_PE_004_001, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_WITHOUT_PE_004, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_WITHOUT_PE_003_003, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_WITHOUT_PE_003_002, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_WITHOUT_PE_003_001, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_WITHOUT_PE_003, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_WITHOUT_PE_002_010, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_WITHOUT_PE_002_009, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_WITHOUT_PE_002_008, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_WITHOUT_PE_002_007, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_WITHOUT_PE_002_006, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_WITHOUT_PE_002_005, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_WITHOUT_PE_002_004, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_WITHOUT_PE_002_003, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_WITHOUT_PE_002_002, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_WITHOUT_PE_002_001, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_WITHOUT_PE_002, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_WITHOUT_PE_001_002, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_WITHOUT_PE_001_001, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_WITHOUT_PE_001, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_svetilo_005, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_svetilo_004, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_svetilo_003, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_svetilo_002, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_svetilo_001, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_steklo_001, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_Plate_08_006_001, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_Plate_08_006, compiling.
- ProcessResult.StdOut: LogMaterial: Display: Missing cached shader map for material dbl_Plate_08_005_003, compiling.
- ProcessResult.StdOut: LogCook: Display: Cooked packages 650 Packages Remain 1054 Total 1704
- ProcessResult.StdOut: LogCook: Display: Cooked packages 700 Packages Remain 1004 Total 1704
- ProcessResult.StdOut: LogShaderCompilers: Display: Worker (3/5): shaders left to compile 5305
- ProcessResult.StdOut: LogShaderCompilers: Display: Worker (4/5): shaders left to compile 5295
- ProcessResult.StdOut: LogShaderCompilers: Display: Worker (2/5): shaders left to compile 5285
- ProcessResult.StdOut: LogCook: Display: Cooked packages 900 Packages Remain 825 Total 1725
- ProcessResult.StdOut: LogShaderCompilers: Display: Worker (1/5): shaders left to compile 5275
- ProcessResult.StdOut: LogShaderCompilers: Display: Worker (3/5): shaders left to compile 5265
- ProcessResult.StdOut: LogShaderCompilers: Display: Worker (2/5): shaders left to compile 5255
- ProcessResult.StdOut: LogShaderCompilers: Display: Worker (1/5): shaders left to compile 5245
- ProcessResult.StdOut: LogShaderCompilers: Display: Worker (4/5): shaders left to compile 5235
- ProcessResult.StdOut: LogCook: Display: Cooked packages 950 Packages Remain 776 Total 1726
- ProcessResult.StdOut: LogShaderCompilers: Display: Worker (2/5): shaders left to compile 5225
- ProcessResult.StdOut: LogShaderCompilers: Display: Worker (3/5): shaders left to compile 5215
- ProcessResult.StdOut: LogShaderCompilers: Display: Worker (4/5): shaders left to compile 5205
- ProcessResult.StdOut: LogShaderCompilers: Display: Worker (1/5): shaders left to compile 5195
- ProcessResult.StdOut: LogShaderCompilers: Display: Worker (2/5): shaders left to compile 5185
- ProcessResult.StdOut: LogShaderCompilers: Display: Worker (4/5): shaders left to compile 5175
- ProcessResult.StdOut: LogShaderCompilers: Display: Worker (1/5): shaders left to compile 5165
- ProcessResult.StdOut: LogShaderCompilers: Display: Worker (3/5): shaders left to compile 5155
- ProcessResult.StdOut: LogShaderCompilers: Display: Worker (3/5): shaders left to compile 5145
- ProcessResult.StdOut: LogShaderCompilers: Display: Worker (4/5): shaders left to compile 5135
- ProcessResult.StdOut: LogShaderCompilers: Display: Worker (2/5): shaders left to compile 5125
- ProcessResult.StdOut: LogShaderCompilers: Display: Worker (1/5): shaders left to compile 5115
- ProcessResult.StdOut: LogShaderCompilers: Display: Worker (3/5): shaders left to compile 5105
- ProcessResult.StdOut: LogShaderCompilers: Display: Worker (4/5): shaders left to compile 5095
- ProcessResult.StdOut: LogShaderCompilers: Display: Worker (2/5): shaders left to compile 5085
- ProcessResult.StdOut: LogShaderCompilers: Display: Worker (1/5): shaders left to compile 5075
- ProcessResult.StdOut: LogShaderCompilers: Display: Worker (4/5): shaders left to compile 5065
- ProcessResult.StdOut: LogShaderCompilers: Display: Worker (3/5): shaders left to compile 5055
- ProcessResult.StdOut: LogShaderCompilers: Display: Worker (1/5): shaders left to compile 5045
- ProcessResult.StdOut: LogShaderCompilers: Display: Worker (2/5): shaders left to compile 5035
- ProcessResult.StdOut: LogShaderCompilers: Display: Worker (4/5): shaders left to compile 5025
- ProcessResult.StdOut: LogShaderCompilers: Display: Worker (3/5): shaders left to compile 5015
- ProcessResult.StdOut: LogShaderCompilers: Display: Worker (1/5): shaders left to compile 5005
- ProcessResult.StdOut: LogShaderCompilers: Display: Worker (2/5): shaders left to compile 4995
- ProcessResult.StdOut: LogShaderCompilers: Display: Worker (4/5): shaders left to compile 4985
- ProcessResult.StdOut: LogShaderCompilers: Display: Worker (3/5): shaders left to compile 4975
- ProcessResult.StdOut: LogShaderCompilers: Display: Worker (1/5): shaders left to compile 4965
- ProcessResult.StdOut: LogShaderCompilers: Display: Worker (3/5): shaders left to compile 4955
- ProcessResult.StdOut: LogShaderCompilers: Display: Worker (2/5): shaders left to compile 4945
- ProcessResult.StdOut: LogShaderCompilers: Display: Worker (4/5): shaders left to compile 4935
- ProcessResult.StdOut: LogWindows: Error: begin: stack for UAT
- ProcessResult.StdOut: LogWindows: Error: === Critical error: ===
- ProcessResult.StdOut: LogWindows: Error:
- ProcessResult.StdOut: LogWindows: Error: Fatal error!
- ProcessResult.StdOut: LogWindows: Error:
- ProcessResult.StdOut: LogWindows: Error:
- ProcessResult.StdOut: LogWindows: Error: end: stack for UAT
- ProcessResult.WaitForExit: Waited for a long time for output of D:\Epic Games\UE_4.26\Engine\Binaries\Win64\UE4Editor-Cmd.exe, some output may be missing; we gave up.
- CommandUtils.Run: Took 271.5296969s to run UE4Editor-Cmd.exe, ExitCode=3
- InternalUtils.SafeDeleteFile: SafeDeleteFile C:\Users\Justin\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Epic+Games+UE_4.26\Cook-2021.09.03-22.13.27.txt
- InternalUtils.SafeCopyFile: SafeCopyFile D:\Epic Games\UE_4.26\Engine\Programs\AutomationTool\Saved\Cook-2021.09.03-22.08.55.txt C:\Users\Justin\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Epic+Games+UE_4.26\Cook-2021.09.03-22.13.27.txt
- InternalUtils.SafeDeleteFile: SafeDeleteFile D:\Epic Games\UE_4.26\Engine\Programs\AutomationTool\Saved\Cook-2021.09.03-22.08.55.txt
- Log.WriteException: ==============================================================================
- Log.WriteException: ERROR: Cook failed.
- Log.WriteException: (see C:\Users\Justin\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Epic+Games+UE_4.26\Log.txt for full exception trace)
- Log.WriteException:
- Log.WriteException: CommandletException: Editor terminated with exit code 3 while running Cook for D:\Unreal Projects\Workspace\DoomsDay 4.26\DoomsDay.uproject; see log C:\Users\Justin\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Epic+Games+UE_4.26\Cook-2021.09.03-22.13.27.txt
- Log.WriteException: at AutomationTool.CommandUtils.RunCommandlet(FileReference ProjectName, String UE4Exe, String Commandlet, String Parameters, String& DestLogFile, Int32 ErrorLevel) in D:\Build\++UE4\Sync\Engine\Source\Programs\AutomationTool\AutomationUtils\CommandletUtils.cs:line 426
- Log.WriteException: at AutomationTool.CommandUtils.RunCommandlet(FileReference ProjectName, String UE4Exe, String Commandlet, String Parameters, Int32 ErrorLevel) in D:\Build\++UE4\Sync\Engine\Source\Programs\AutomationTool\AutomationUtils\CommandletUtils.cs:line 238
- Log.WriteException: at AutomationTool.CommandUtils.CookCommandlet(FileReference ProjectName, String UE4Exe, String[] Maps, String[] Dirs, String InternationalizationPreset, String[] CulturesToCook, String TargetPlatform, String Parameters) in D:\Build\++UE4\Sync\Engine\Source\Programs\AutomationTool\AutomationUtils\CommandletUtils.cs:line 89
- Log.WriteException: at Project.Cook(ProjectParams Params) in D:\Build\++UE4\Sync\Engine\Source\Programs\AutomationTool\Scripts\CookCommand.Automation.cs:line 266Wrapped by AutomationException: Cook failed.
- Log.WriteException: at Project.Cook(ProjectParams Params) in D:\Build\++UE4\Sync\Engine\Source\Programs\AutomationTool\Scripts\CookCommand.Automation.cs:line 278
- Log.WriteException: at BuildCookRun.DoBuildCookRun(ProjectParams Params) in D:\Build\++UE4\Sync\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 206
- Log.WriteException: at BuildCookRun.ExecuteBuild() in D:\Build\++UE4\Sync\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 39
- Log.WriteException: at AutomationTool.BuildCommand.Execute() in D:\Build\++UE4\Sync\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 263
- Log.WriteException: at AutomationTool.Automation.Execute(List`1 CommandsToExecute, Dictionary`2 Commands) in D:\Build\++UE4\Sync\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 547
- Log.WriteException: at AutomationTool.Automation.Process(String[] Arguments, StartupTraceListener StartupListener) in D:\Build\++UE4\Sync\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 511
- Log.WriteException: at AutomationTool.Program.MainProc(String[] Arguments, StartupTraceListener StartupListener) in D:\Build\++UE4\Sync\Engine\Source\Programs\AutomationTool\Program.cs:line 175
- Log.WriteException: at AutomationTool.Program.<>c__DisplayClass1_0.<Main>b__2() in D:\Build\++UE4\Sync\Engine\Source\Programs\AutomationTool\Program.cs:line 87
- Log.WriteException: at AutomationTool.InternalUtils.RunSingleInstance(Func`1 Main) in D:\Build\++UE4\Sync\Engine\Source\Programs\AutomationTool\AutomationUtils\Utils.cs:line 737
- Log.WriteException: at AutomationTool.Program.Main(String[] Arguments) in D:\Build\++UE4\Sync\Engine\Source\Programs\AutomationTool\Program.cs:line 87
- Log.WriteException: ==============================================================================
- Program.Main: AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
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