[UE5.6.1]UE5ぷちコン24応募作品COURSE DE LAPINS ラパンレーサー(こーす・で・らぱんず・らぱんれーさー)で使った技術とexeダウンロード

愛車のスズキアルトラパン(フランス語でうさぎ)のスピード感あふれる10台でのレースゲームを作りました。
敵のドライビングはAIコントローラーで実装したが、AIMoveToは使っておらずコーススプラインとの距離を測りながらアクセルとステアリングを調整するようなつくりで軽いです。
リアルタイムにランキングを表示するソート関数などを作成しました。

Windows向けビルドパッケージデータ、ゲームをプレイできるデータのダウンロードはこちら。

https://drive.google.com/file/d/1yRsaz6yZp01v0PC6BPTaEUct1vyWFZ2K/view?usp=sharing

作るうえで使った技術

2日は悩んで頑張って作り出した UE5 BluePrint の 構造体の配列のソートでいい方法

使っているシェーダーは3DnchuさんのLV_StylizedPP_ExampleのScreenSpaceHatching_Example

をカスタムしたものです。
https://3dnchu.com/archives/stylized-post-process-for-ue5/

使い方

調整方法

Boostの仕上げ方は Set Max Engine Torque でやった。通常500にしてブースト時10000にして差をつけた。10000以上にするとトルク(時間当たりのねじり力)が強すぎて車体が左右ブレするのは少しならいいんだが、完全にぶれて曲がってしまう様子。
500トルクでは200KM/hぐらいだが10000トルクでは270KM/hぐらいまで加速できるようになる。

Boost中にタイヤがロックしてしまう問題があったが、ブーストモーションにキーがはいっていたのが問題だと思ったが+Wheelの動きとBoostのモーションをLayered Blend Per Boneでブレンドして解決した。

再生にはAnimation PlayでなくPlay Montageを使った

管理用プロジェクトデータ

https://drive.google.com/file/d/1JZ–xzs_nwxSSnMVfAo83y20_DhXE_u-/view?usp=drive_link

[maya2025]animImportExportがインポートメニューからなくなった様子なのだがmelでやると動くので置いておく。

■アニメーションのエクスポート&インポート機能を有効にする

  • プラグインマネージャーを開いて「animImportExport.mll」の「Loaded」「Auto load」をチェック

■アニメーションのエクスポート

  1. アニメーションをコピーしたいリグのトップノードを選択してツールバーの「File」→「Export Selection(オプション)」を実行する。 
  2. 出力時の設定で「General Option」→「File type」を「animExport」に設定する。  
  3.  「File Type Specific Options」→「Hierarchy階層」→「Below(下位)」に設定する。 

※階層ではなくそれぞれのノードを選択して出力しようとするとインポートの際に失敗することが多いので注意。

select -r Root ;
file -force -options “precision=8;intValue=17;nodeNames=1;verboseUnits=0;whichRange=1;range=0:10;options=keys;hierarchy=below;controlPoints=0;shapes=1;helpPictures=0;useChannelBox=0;copyKeyCmd=-animation objects -option keys -hierarchy below -controlPoints 0 -shape 1 ” -typ “animExport” -pr -es “D:/work/right.anim”;

■アニメーションのインポート

  1. アニメーションをロードしたい階層構造のトップノードを選択。
  2. 「File」→「Import(オプション)」で、先ほど出力したファイルを選択する。 
  3. 「File Type」を「animImport」にして、必要に応じて「Paste Method」の「Insert」「Replace」「Merge」を選択する。
select -r Root ;
file -import -type “animImport”  -ignoreVersion -ra true -mergeNamespacesOnClash false -namespace “right” -options “;targetTime=4;copies=1;option=insert;pictures=0;connect=0;”  -pr “D:/work/right.anim”;
 

成功した。

[UE5.6.1]1回目ビルドしたゲームが初回起動時に起動しない2回目Fatal errorエラー表示3回目真っ黒でフリーズ4回目起動する現象

UE5.6.1

1回目ビルドしたゲームが初回起動時に起動しない

2回目エラー表示

3回目エラー表示

4回目起動する

現象

#UE5ぷちコン #UE5

エラー内容

Fatal error: [File:D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\ShaderCodeArchive.cpp] [Line: 491] 
DecompressShaderWithOodleAndExtraLogging(): Could not decompress shader group with Oodle. Group Index: 273 Group IoStoreHash:3c8a0ef0516ede135e080909 Group NumShaders: 21 Shader Index: 6212 Shader In-group Index: 273 Shader Hash: 2561105F86D697C3EA5EA6F46D923073FF6A8EEA. The CPU (Intel(R) Core(TM) i9-14900) may be unstable; for details see http://www.radgametools.com/oodleintel.htm

Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\ShaderCodeArchive.cpp] [Line: 491]
DecompressShaderWithOodleAndExtraLogging(): Could not decompress shader group with Oodle. Group Index: 273 Group IoStoreHash:3c8a0ef0516ede135e080909 Group NumShaders: 21 Shader Index: 6212 Shader In-group Index: 273 Shader Hash: 2561105F86D697C3EA5EA6F46D923073FF6A8EEA. The CPU (Intel(R) Core(TM) i9-14900) may be unstable; for details see http://www.radgametools.com/oodleintel.htm

https://www.radgametools.com/oodleintel.htm

翻訳
致命的なエラー: [ファイル:D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\ShaderCodeArchive.cpp] [行: 491]
DecompressShaderWithOodleAndExtraLogging(): Oodle を使用してシェーダーグループを解凍できませんでした。グループインデックス: 273、グループ IoStoreHash: 3c8a0ef0516ede135e080909、グループ NumShaders: 21、シェーダーインデックス: 6212、シェーダーグループ内インデックス: 273、シェーダーハッシュ: 2561105F86D697C3EA5EA6F46D923073FF6A8EEA。CPU (Intel(R) Core(TM) i9-14900) が不安定な可能性があります。詳細は http://www.radgametools.com/oodleintel.htm をご覧ください。

によると

Intelプロセッサの不安定性によりOodleの解凍に失敗

第 13 世代および第 14 世代 Intel Core プロセッサ (13xxx および 14xxx シリーズ) に影響するハードウェアの問題が確認されており、システム全体の不安定性として現れ、Oodle Data の解凍エラーや Unreal で構築されたゲームのクラッシュなどを引き起こします。

Unreal Engine ベースのゲームを開始するときに最もよくある失敗は次のタイプです。

DecompressShader(): シェーダーを解凍できませんでした (GetShaderCompressionFormat=Oodle)

しかし、この問題はOodleだけに影響するわけではなく、この不安定性に悩まされているマシンは、標準的なベンチマークやストレステストプログラムでも不具合を示すようになります。多くのスレッドでプロセッサを大量に使用するプログラムは、クラッシュや予期せぬ動作を引き起こす可能性があります。Adobe Premiere、RealBench、CineBench、Prime95、Handbrake、Visual Studioなど、多くのプログラムでクラッシュが発生しています。この問題は、CPUが原因であるにもかかわらず、GPUエラーメッセージ(「ビデオメモリ不足」エラーなど)として表示されることもあります。

Intel社は 、根本的な原因は チップ内のクロック信号回路の急速な劣化であり、これは他の複数の問題が重なった結果であると確認しました。これはチップ自体の物理的な摩耗であり、一度劣化が起こると残念ながら回復不可能です。影響を受けた部品は交換する必要があります。手順については、 こちらをご覧ください。

本稿執筆時点(2024年10月1日)では、回路の損傷につながる動作条件を回避するための新しいBIOSアップデートがリリースされつつあります。既製のノートパソコンまたはデスクトップPCをお使いの場合は、ベンダーが(少なくとも間もなく)この回避策を含むBIOSアップデートを配布しているはずです。症状が現れる前に、これらのアップデートをできるだけ早くインストールすることが重要です。クラッシュが発生してからでは、ソフトウェアによる解決策では手遅れです。ご自身でマシンを組み立てた場合は、マザーボードベンダーのウェブサイトで最新のBIOSイメージをご確認ください。

これは以前のページの更新版です。現在は廃止されている古いバージョンは、こちらにアーカイブされています。

[UE5.6.1] PackagingResults: Error: Unknown Errorの解決方法として。

LogStats: Stats thread started at 0.201032
LogCsvProfiler: Display: Metadata set : systemresolution.resx="1280"
LogCsvProfiler: Display: Metadata set : systemresolution.resy="720"
LogICUInternationalization: ICU TimeZone Detection - Raw Offset: +9:00, Platform Override: ''
LogInit: Session CrashGUID >====================================================
         Session CrashGUID >   UECC-Windows-BD0138234280B5C10419A88BC914A892
         Session CrashGUID >====================================================
LogConfig: No local boot hotfix file found at: [../../../../../../Sandbox/UE56Vehicle/UE56Vehicle7/Saved/PersistentDownloadDir/HotfixForNextBoot.txt]
LogAudio: Display: Pre-Initializing Audio Device Manager...
LogAudio: Display: AudioInfo: 'OPUS' Registered
LogAudioDebug: Display: Lib vorbis DLL was dynamically loaded.
LogAudio: Display: AudioInfo: 'OGG' Registered
LogAudio: Display: AudioInfo: 'ADPCM' Registered
LogAudio: Display: AudioInfo: 'PCM' Registered
LogAudio: Display: AudioInfo: 'BINKA' Registered
LogAudio: Display: AudioInfo: 'RADA' Registered
LogAudio: Display: Audio Device Manager Pre-Initialized
LogAssetRegistry: Display: PlatformFileJournal is not available on volume 'D:' of project directory 'D:/Sandbox/UE56Vehicle/UE56Vehicle7/', so AssetDiscovery cache will not be read or written. Unavailability reason:
    NTFS Journal is not active for volume 'D:'. Launch cmd.exe as admin and run command `fsutil usn createJournal D: m=<SizeInBytes>`. Recommended <SizeInBytes> is 0x40000000 (1GB).
LogPluginManager: Looking for build plugins target receipt
LogPluginManager: Unable to find target receipt in path: ../../../../../../Sandbox/UE56Vehicle/UE56Vehicle7/Binaries/Win64/*.target
LogConfig: Display: Loading VulkanPC ini files took 0.03 seconds
LogConfig: Display: Loading Android ini files took 0.03 seconds
LogConfig: Display: Loading Mac ini files took 0.03 seconds
LogConfig: Display: Loading TVOS ini files took 0.03 seconds
LogConfig: Display: Loading IOS ini files took 0.03 seconds
LogConfig: Display: Loading Windows ini files took 0.03 seconds
LogConfig: Display: Loading Unix ini files took 0.03 seconds
LogConfig: Display: Loading VisionOS ini files took 0.04 seconds
LogConfig: Display: Loading Linux ini files took 0.04 seconds
LogAssetRegistry: Display: Asset registry cache read as 70.4 MiB from ../../../../../../Sandbox/UE56Vehicle/UE56Vehicle7/Intermediate/CachedAssetRegistry_0.bin.
LogPluginManager: Found matching target receipt: ../../../Engine/Binaries/Win64/UnrealEditor.target
LogPluginManager: Looking for enabled plugins target receipt
LogPluginManager: Unable to find target receipt in path: ../../../../../../Sandbox/UE56Vehicle/UE56Vehicle7/Binaries/Win64/*.target
LogPluginManager: Found matching target receipt: ../../../Engine/Binaries/Win64/UnrealEditor.target
LogPluginManager: Mounting Engine plugin Bridge
LogPluginManager: Mounting Engine plugin ChaosCloth
LogPluginManager: Mounting Engine plugin ChaosInsights
LogPluginManager: Mounting Engine plugin ChaosVD
LogPluginManager: Mounting Engine plugin CmdLinkServer
LogPluginManager: Mounting Engine plugin EnhancedInput
LogPluginManager: Mounting Engine plugin Fab
LogPluginManager: Mounting Engine plugin FastBuildController
LogPluginManager: Mounting Engine plugin IoStoreInsights
LogPluginManager: Mounting Engine plugin MassInsights
LogPluginManager: Mounting Engine plugin MeshPainting
LogPluginManager: Mounting Engine plugin RenderGraphInsights
LogPluginManager: Mounting Engine plugin TraceUtilities
LogPluginManager: Mounting Engine plugin UbaController
LogPluginManager: Mounting Engine plugin WorldMetrics
LogPluginManager: Mounting Engine plugin XGEController
LogPluginManager: Mounting Engine plugin AISupport
LogPluginManager: Mounting Engine plugin EnvironmentQueryEditor
LogPluginManager: Mounting Engine plugin OodleNetwork
LogPluginManager: Mounting Engine plugin AssetManagerEditor
LogPluginManager: Mounting Engine plugin BlueprintHeaderView
LogPluginManager: Mounting Engine plugin ChangelistReview
LogPluginManager: Mounting Engine plugin ColorGrading
LogPluginManager: Mounting Engine plugin CryptoKeys
LogPluginManager: Mounting Engine plugin CurveEditorTools
LogPluginManager: Mounting Engine plugin DataValidation
LogPluginManager: Mounting Engine plugin EditorScriptingUtilities
LogPluginManager: Mounting Engine plugin EditorDebugTools
LogPluginManager: Mounting Engine plugin EngineAssetDefinitions
LogPluginManager: Mounting Engine plugin FacialAnimation
LogPluginManager: Mounting Engine plugin GameplayTagsEditor
LogPluginManager: Mounting Engine plugin GeometryMode
LogPluginManager: Mounting Engine plugin MacGraphicsSwitching
LogPluginManager: Mounting Engine plugin MaterialAnalyzer
LogPluginManager: Mounting Engine plugin MeshLODToolset
LogPluginManager: Mounting Engine plugin MobileLauncherProfileWizard
LogPluginManager: Mounting Engine plugin ModelingToolsEditorMode
LogPluginManager: Mounting Engine plugin PluginBrowser
LogPluginManager: Mounting Engine plugin ProxyLODPlugin
LogPluginManager: Mounting Engine plugin SequencerAnimTools
LogPluginManager: Mounting Engine plugin SpeedTreeImporter
LogPluginManager: Mounting Engine plugin StylusInput
LogPluginManager: Mounting Engine plugin UMGWidgetPreview
LogPluginManager: Mounting Engine plugin UVEditor
LogPluginManager: Mounting Engine plugin WorldPartitionHLODUtilities
LogPluginManager: Mounting Engine plugin DatasmithContent
LogPluginManager: Mounting Engine plugin GLTFExporter
LogPluginManager: Mounting Engine plugin VariantManager
LogPluginManager: Mounting Engine plugin VariantManagerContent
LogPluginManager: Mounting Engine plugin Cascade
LogPluginManager: Mounting Engine plugin Niagara
LogPluginManager: Mounting Engine plugin NiagaraSimCaching
LogPluginManager: Mounting Engine plugin AlembicImporter
LogPluginManager: Mounting Engine plugin InterchangeAssets
LogPluginManager: Mounting Engine plugin InterchangeEditor
LogPluginManager: Mounting Engine plugin Interchange
LogPluginManager: Mounting Engine plugin TcpMessaging
LogPluginManager: Mounting Engine plugin UdpMessaging
LogPluginManager: Mounting Engine plugin ActorSequence
LogPluginManager: Mounting Engine plugin LevelSequenceEditor
LogPluginManager: Mounting Engine plugin SequencerScripting
LogPluginManager: Mounting Engine plugin TemplateSequence
LogPluginManager: Mounting Engine plugin NNEDenoiser
LogPluginManager: Mounting Engine plugin LauncherChunkInstaller
LogPluginManager: Mounting Engine plugin NNERuntimeORT
LogPluginManager: Mounting Engine plugin InterchangeTests
LogPluginManager: Mounting Engine plugin CameraCalibrationCore
LogPluginManager: Mounting Engine plugin Takes
LogPluginManager: Mounting Engine plugin ActorLayerUtilities
LogPluginManager: Mounting Engine plugin AndroidDeviceProfileSelector
LogPluginManager: Mounting Engine plugin AndroidFileServer
LogPluginManager: Mounting Engine plugin AndroidMoviePlayer
LogPluginManager: Mounting Engine plugin AndroidPermission
LogPluginManager: Mounting Engine plugin AppleImageUtils
LogPluginManager: Mounting Engine plugin AppleMoviePlayer
LogPluginManager: Mounting Engine plugin ArchVisCharacter
LogPluginManager: Mounting Engine plugin AssetTags
LogPluginManager: Mounting Engine plugin AudioCapture
LogPluginManager: Mounting Engine plugin AudioSynesthesia
LogPluginManager: Mounting Engine plugin AudioWidgets
LogPluginManager: Mounting Engine plugin CableComponent
LogPluginManager: Mounting Engine plugin ChunkDownloader
LogPluginManager: Mounting Engine plugin ComputeFramework
LogPluginManager: Mounting Engine plugin CustomMeshComponent
LogPluginManager: Mounting Engine plugin ExampleDeviceProfileSelector
LogPluginManager: Mounting Engine plugin GeometryCache
LogPluginManager: Mounting Engine plugin GeometryProcessing
LogPluginManager: Mounting Engine plugin GoogleCloudMessaging
LogPluginManager: Mounting Engine plugin GooglePAD
LogPluginManager: Mounting Engine plugin HairStrands
LogPluginManager: Mounting Engine plugin InputDebugging
LogPluginManager: Mounting Engine plugin IOSDeviceProfileSelector
LogPluginManager: Mounting Engine plugin LinuxDeviceProfileSelector
LogPluginManager: Mounting Engine plugin LocationServicesBPLibrary
LogPluginManager: Mounting Engine plugin MeshModelingToolset
LogPluginManager: Mounting Engine plugin Metasound
LogPluginManager: Mounting Engine plugin MobilePatchingUtils
LogPluginManager: Mounting Engine plugin MsQuic
LogPluginManager: Mounting Engine plugin PropertyAccessEditor
LogPluginManager: Mounting Engine plugin PropertyBindingUtils
LogPluginManager: Mounting Engine plugin ProceduralMeshComponent
LogPluginManager: Mounting Engine plugin RigVM
LogPluginManager: Mounting Engine plugin ResonanceAudio
LogPluginManager: Mounting Engine plugin SignificanceManager
LogPluginManager: Mounting Engine plugin SoundFields
LogPluginManager: Mounting Engine plugin StateTree
LogPluginManager: Mounting Engine plugin Synthesis
LogPluginManager: Mounting Engine plugin WaveTable
LogPluginManager: Mounting Engine plugin WebMMoviePlayer
LogPluginManager: Mounting Engine plugin WindowsDeviceProfileSelector
LogPluginManager: Mounting Engine plugin WindowsMoviePlayer
LogPluginManager: Mounting Engine plugin Paper2D
LogPluginManager: Mounting Engine plugin AnimationData
LogPluginManager: Mounting Engine plugin ACLPlugin
LogPluginManager: Mounting Engine plugin AnimationModifierLibrary
LogPluginManager: Mounting Engine plugin ControlRig
LogPluginManager: Mounting Engine plugin ControlRigModules
LogPluginManager: Mounting Engine plugin DeformerGraph
LogPluginManager: Mounting Engine plugin GameplayInsights
LogPluginManager: Mounting Engine plugin IKRig
LogPluginManager: Mounting Engine plugin ControlRigSpline
LogPluginManager: Mounting Engine plugin BlendSpaceMotionAnalysis
LogPluginManager: Mounting Engine plugin RigLogic
LogPluginManager: Mounting Engine plugin SkeletalMeshModelingTools
LogPluginManager: Mounting Engine plugin TweeningUtils
LogPluginManager: Mounting Engine plugin GameplayCameras
LogPluginManager: Mounting Engine plugin CameraShakePreviewer
LogPluginManager: Mounting Engine plugin EngineCameras
LogPluginManager: Mounting Engine plugin AnimationSharing
LogPluginManager: Mounting Engine plugin CodeLiteSourceCodeAccess
LogPluginManager: Mounting Engine plugin CLionSourceCodeAccess
LogPluginManager: Mounting Engine plugin DumpGPUServices
LogPluginManager: Mounting Engine plugin GitSourceControl
LogPluginManager: Mounting Engine plugin KDevelopSourceCodeAccess
LogPluginManager: Mounting Engine plugin N10XSourceCodeAccess
LogPluginManager: Mounting Engine plugin NamingTokens
LogPluginManager: Mounting Engine plugin NullSourceCodeAccess
LogPluginManager: Mounting Engine plugin PerforceSourceControl
LogPluginManager: Mounting Engine plugin PixWinPlugin
LogPluginManager: Mounting Engine plugin PlasticSourceControl
LogPluginManager: Mounting Engine plugin PluginUtils
LogPluginManager: Mounting Engine plugin ProjectLauncher
LogPluginManager: Mounting Engine plugin PropertyAccessNode
LogPluginManager: Mounting Engine plugin RenderDocPlugin
LogPluginManager: Mounting Engine plugin RiderSourceCodeAccess
LogPluginManager: Mounting Engine plugin TextureFormatOodle
LogPluginManager: Mounting Engine plugin SubversionSourceControl
LogPluginManager: Mounting Engine plugin UObjectPlugin
LogPluginManager: Mounting Engine plugin VisualStudioCodeSourceCodeAccess
LogPluginManager: Mounting Engine plugin VisualStudioSourceCodeAccess
LogPluginManager: Mounting Engine plugin XCodeSourceCodeAccess
LogPluginManager: Mounting Engine plugin AdvancedRenamer
LogPluginManager: Mounting Engine plugin AutomationUtils
LogPluginManager: Mounting Engine plugin BackChannel
LogPluginManager: Mounting Engine plugin ChaosCaching
LogPluginManager: Mounting Engine plugin ChaosEditor
LogPluginManager: Mounting Engine plugin ChaosNiagara
LogPluginManager: Mounting Engine plugin ChaosSolverPlugin
LogPluginManager: Mounting Engine plugin ChaosUserDataPT
LogPluginManager: Mounting Engine plugin ChaosVehiclesPlugin
LogPluginManager: Mounting Engine plugin CharacterAI
LogPluginManager: Mounting Engine plugin EditorDataStorage
LogPluginManager: Mounting Engine plugin EditorDataStorageFeatures
LogPluginManager: Mounting Engine plugin EditorPerformance
LogPluginManager: Mounting Engine plugin EditorTelemetry
LogPluginManager: Mounting Engine plugin Fracture
LogPluginManager: Mounting Engine plugin FullBodyIK
LogPluginManager: Mounting Engine plugin Dataflow
LogPluginManager: Mounting Engine plugin GeometryFlow
LogPluginManager: Mounting Engine plugin GeometryDataflow
LogPluginManager: Mounting Engine plugin GeometryCollectionPlugin
LogPluginManager: Mounting Engine plugin LevelSequenceNavigatorBridge
LogPluginManager: Mounting Engine plugin LocalizableMessage
LogPluginManager: Mounting Engine plugin LowLevelNetTrace
LogPluginManager: Mounting Engine plugin MeshModelingToolsetExp
LogPluginManager: Mounting Engine plugin NFORDenoise
LogPluginManager: Mounting Engine plugin PlanarCut
LogPluginManager: Mounting Engine plugin PlatformCrypto
LogPluginManager: Mounting Engine plugin PythonScriptPlugin
LogPluginManager: Mounting Engine plugin RawInput
LogPluginManager: Mounting Engine plugin RuntimeTelemetry
LogPluginManager: Mounting Engine plugin SequenceNavigator
LogPluginManager: Mounting Engine plugin SkeletalReduction
LogPluginManager: Mounting Engine plugin ToolPresets
LogPluginManager: Mounting Engine plugin AndroidMedia
LogPluginManager: Mounting Engine plugin AvfMedia
LogPluginManager: Mounting Engine plugin ImgMedia
LogPluginManager: Mounting Engine plugin MediaCompositing
LogPluginManager: Mounting Engine plugin MediaPlate
LogPluginManager: Mounting Engine plugin MediaPlayerEditor
LogPluginManager: Mounting Engine plugin WebMMedia
LogPluginManager: Mounting Engine plugin WmfMedia
LogPluginManager: Mounting Engine plugin MetaHumanSDK
LogPluginManager: Mounting Engine plugin OnlineBase
LogPluginManager: Mounting Engine plugin OnlineServices
LogPluginManager: Mounting Engine plugin EOSShared
LogPluginManager: Mounting Engine plugin OnlineSubsystem
LogPluginManager: Mounting Engine plugin OnlineSubsystemNull
LogPluginManager: Mounting Engine plugin OnlineSubsystemUtils
LogPluginManager: Mounting Engine plugin ContentBrowserClassDataSource
LogPluginManager: Mounting Engine plugin ContentBrowserAssetDataSource
LogPluginManager: Mounting Engine plugin ContentBrowserFileDataSource
LogPluginManager: Mounting Engine plugin OnlineSubsystemGooglePlay
LogPluginManager: Mounting Engine plugin XInputDevice
LogPluginManager: Mounting Engine plugin BaseCharacterFXEditor
LogPluginManager: Mounting Engine plugin OnlineSubsystemIOS
LogPluginManager: Mounting Engine plugin CompositeCore
LogPluginManager: Mounting Engine plugin PortableObjectFileDataSource
LogPluginManager: Mounting Engine plugin LightMixer
LogPluginManager: Mounting Engine plugin ObjectMixer
SourceControl: Revision control is disabled
SourceControl: Revision control is disabled
SourceControl: Revision control is disabled
LogWindows: Failed to load 'WinPixGpuCapturer.dll' (GetLastError=126)
LogWindows: File 'WinPixGpuCapturer.dll' does not exist
PixWinPlugin: PIX capture plugin failed to initialize! Check that the process is launched from PIX.
LogConfig: Applying CVar settings from Section [/Script/RenderDocPlugin.RenderDocPluginSettings] File [Engine]
RenderDocPlugin: Display: RenderDoc plugin will not be loaded. Use '-AttachRenderDoc' on the cmd line or enable 'renderdoc.AutoAttach' in the plugin settings.
LogStudioTelemetry: Started StudioTelemetry Session
LogNFORDenoise: NFORDenoise function starting up
LogEOSShared: Loaded "D:/Program Files/Epic Games/UE_5.6/Engine/Binaries/Win64/EOSSDK-Win64-Shipping.dll"
LogEOSShared: FEOSSDKManager::Initialize Initializing EOSSDK Version:1.17.0-41373641
LogInit: Using libcurl 8.12.1
LogInit:  - built for Windows
LogInit:  - supports SSL with OpenSSL/1.1.1t
LogInit:  - supports HTTP deflate (compression) using libz 1.3
LogInit:  - other features:
LogInit:      CURL_VERSION_SSL
LogInit:      CURL_VERSION_LIBZ
LogInit:      CURL_VERSION_IPV6
LogInit:      CURL_VERSION_ASYNCHDNS
LogInit:      CURL_VERSION_LARGEFILE
LogInit:      CURL_VERSION_TLSAUTH_SRP
LogInit:      CURL_VERSION_HTTP2
LogInit:  CurlRequestOptions (configurable via config and command line):
LogInit:  - bVerifyPeer = true  - Libcurl will verify peer certificate
LogInit:  - bUseHttpProxy = false  - Libcurl will NOT use HTTP proxy
LogInit:  - 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
LogInit: CreateHttpThread using FCurlMultiPollEventLoopHttpThread
LogInit: Creating http thread with maximum 256 concurrent requests
LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
LogOnline: OSS: Created online subsystem instance for: NULL
LogOnline: OSS: TryLoadSubsystemAndSetDefault: Loaded subsystem for type [NULL]
LogConfig: Applying CVar settings from Section [/Script/CompositeCore.CompositeCorePluginSettings] File [Engine]
LogInit: ExecutableName: UnrealEditor.exe
LogInit: Build: ++UE5+Release-5.6-CL-44394996
LogInit: Platform=WindowsEditor
LogInit: MachineId=fd14dd484ca63a283f8253b2462199ce
LogInit: DeviceId=
LogInit: Engine Version: 5.6.1-44394996+++UE5+Release-5.6
LogInit: Compatible Engine Version: 5.6.0-43139311+++UE5+Release-5.6
LogInit: Net CL: 43139311
LogInit: OS: Windows 11 (24H2) [10.0.26100.4946] (), CPU: Intel(R) Core(TM) i9-14900, GPU: NVIDIA GeForce RTX 4080 SUPER
LogInit: Compiled (64-bit): Jul 28 2025 20:53:34
LogInit: Architecture: x64
LogInit: Compiled with Visual C++: 19.38.33130.00
LogInit: Build Configuration: Development
LogInit: Branch Name: ++UE5+Release-5.6
LogInit: Command Line: 
LogInit: Base Directory: D:/Program Files/Epic Games/UE_5.6/Engine/Binaries/Win64/
LogInit: Allocator: Mimalloc
LogInit: Installed Engine Build: 1
LogInit: This binary is optimized with LTO: no, PGO: no, instrumented for PGO data collection: no
LogDevObjectVersion: Number of dev versions registered: 37
LogDevObjectVersion:   Dev-Blueprints (B0D832E4-1F89-4F0D-ACCF-7EB736FD4AA2): 10
LogDevObjectVersion:   Dev-Build (E1C64328-A22C-4D53-A36C-8E866417BD8C): 0
LogDevObjectVersion:   Dev-Core (375EC13C-06E4-48FB-B500-84F0262A717E): 4
LogDevObjectVersion:   Dev-Editor (E4B068ED-F494-42E9-A231-DA0B2E46BB41): 40
LogDevObjectVersion:   Dev-Framework (CFFC743F-43B0-4480-9391-14DF171D2073): 37
LogDevObjectVersion:   Dev-Mobile (B02B49B5-BB20-44E9-A304-32B752E40360): 3
LogDevObjectVersion:   Dev-Networking (A4E4105C-59A1-49B5-A7C5-40C4547EDFEE): 0
LogDevObjectVersion:   Dev-Online (39C831C9-5AE6-47DC-9A44-9C173E1C8E7C): 0
LogDevObjectVersion:   Dev-Physics (78F01B33-EBEA-4F98-B9B4-84EACCB95AA2): 20
LogDevObjectVersion:   Dev-Platform (6631380F-2D4D-43E0-8009-CF276956A95A): 0
LogDevObjectVersion:   Dev-Rendering (12F88B9F-8875-4AFC-A67C-D90C383ABD29): 49
LogDevObjectVersion:   Dev-Sequencer (7B5AE74C-D270-4C10-A958-57980B212A5A): 13
LogDevObjectVersion:   Dev-VR (D7296918-1DD6-4BDD-9DE2-64A83CC13884): 3
LogDevObjectVersion:   Dev-LoadTimes (C2A15278-BFE7-4AFE-6C17-90FF531DF755): 1
LogDevObjectVersion:   Private-Geometry (6EACA3D4-40EC-4CC1-B786-8BED09428FC5): 3
LogDevObjectVersion:   Dev-AnimPhys (29E575DD-E0A3-4627-9D10-D276232CDCEA): 17
LogDevObjectVersion:   Dev-Anim (AF43A65D-7FD3-4947-9873-3E8ED9C1BB05): 15
LogDevObjectVersion:   Dev-ReflectionCapture (6B266CEC-1EC7-4B8F-A30B-E4D90942FC07): 1
LogDevObjectVersion:   Dev-Automation (0DF73D61-A23F-47EA-B727-89E90C41499A): 1
LogDevObjectVersion:   FortniteMain (601D1886-AC64-4F84-AA16-D3DE0DEAC7D6): 207
LogDevObjectVersion:   FortniteValkyrie (8DBC2C5B-54A7-43E0-A768-FCBB7DA29060): 8
LogDevObjectVersion:   FortniteSeason (5B4C06B7-2463-4AF8-805B-BF70CDF5D0DD): 13
LogDevObjectVersion:   FortniteRelease (E7086368-6B23-4C58-8439-1B7016265E91): 17
LogDevObjectVersion:   Dev-Enterprise (9DFFBCD6-494F-0158-E221-12823C92A888): 11
LogDevObjectVersion:   Dev-Niagara (F2AED0AC-9AFE-416F-8664-AA7FFA26D6FC): 1
LogDevObjectVersion:   Dev-Destruction (174F1F0B-B4C6-45A5-B13F-2EE8D0FB917D): 10
LogDevObjectVersion:   Dev-Physics-Ext (35F94A83-E258-406C-A318-09F59610247C): 41
LogDevObjectVersion:   Dev-PhysicsMaterial-Chaos (B68FC16E-8B1B-42E2-B453-215C058844FE): 1
LogDevObjectVersion:   Dev-CineCamera (B2E18506-4273-CFC2-A54E-F4BB758BBA07): 1
LogDevObjectVersion:   Dev-VirtualProduction (64F58936-FD1B-42BA-BA96-7289D5D0FA4E): 1
LogDevObjectVersion:   UE5-Main (697DD581-E64F-41AB-AA4A-51ECBEB7B628): 121
LogDevObjectVersion:   UE5-Release (D89B5E42-24BD-4D46-8412-ACA8DF641779): 56
LogDevObjectVersion:   UE5-SpecialProject (59DA5D52-1232-4948-B878-597870B8E98B): 9
LogDevObjectVersion:   Dev-MediaFramework (6F0ED827-A609-4895-9C91-998D90180EA4): 2
LogDevObjectVersion:   Dev-NaniteResearch (30D58BE3-95EA-4282-A6E3-B159D8EBB06A): 1
LogDevObjectVersion:   LensFileVersion (8652A554-966A-466C-9FD7-1C6DD61B1ADB): 1
LogDevObjectVersion:   Dev-ComputeFramework (6304A3E7-0059-4F59-8CFC-21BD7721FD4E): 0
LogInit: Presizing for max 25165824 objects, including 0 objects not considered by GC.
LogInit: Object subsystem initialized
LogConfig: Set CVar [[con.DebugEarlyDefault:1]]
LogConfig: CVar [[con.DebugLateDefault:1]] deferred - dummy variable created
LogConfig: CVar [[con.DebugLateCheat:1]] deferred - dummy variable created
LogConfig: CVar [[LogNamedEventFilters:Frame *]] deferred - dummy variable created
LogConfig: Set CVar [[r.setres:1280x720]]
LogConfig: CVar [[framepro.ScopeMinTimeMicroseconds:10]] deferred - dummy variable created
LogConfig: Set CVar [[fx.NiagaraAllowRuntimeScalabilityChanges:1]]
LogConfig: CVar [[QualityLevelMapping:high]] deferred - dummy variable created
LogConfig: CVar [[r.Occlusion.SingleRHIThreadStall:1]] deferred - dummy variable created
LogConfig: Set CVar [[r.Nanite.Streaming.ReservedResources:1]]
LogConfig: CVar [[D3D12.Bindless.ResourceDescriptorHeapSize:32768]] deferred - dummy variable created
LogConfig: CVar [[D3D12.Bindless.SamplerDescriptorHeapSize:2048]] deferred - dummy variable created
LogConfig: Set CVar [[r.PSOPrecache.GlobalShaders:1]]
LogConfig: Set CVar [[r.VRS.EnableSoftware:1]]
LogConfig: Set CVar [[r.VRS.ContrastAdaptiveShading:1]]
LogConfig: Set CVar [[r.VSync:0]]
LogConfig: Applying CVar settings from Section [/Script/Engine.RendererSettings] File [Engine]
LogConfig: CVar [[VisualizeCalibrationColorMaterialPath:/Engine/EngineMaterials/PPM_DefaultCalibrationColor.PPM_DefaultCalibrationColor]] deferred - dummy variable created
LogConfig: CVar [[VisualizeCalibrationGrayscaleMaterialPath:/Engine/EngineMaterials/PPM_DefaultCalibrationGrayscale.PPM_DefaultCalibrationGrayscale]] deferred - dummy variable created
LogConfig: Set CVar [[r.GPUCrashDebugging:0]]
LogConfig: CVar [[MaxSkinBones:(Default=65536,PerPlatform=(("Mobile", 256)))]] deferred - dummy variable created
LogConfig: Set CVar [[r.Shaders.RemoveUnusedInterpolators:1]]
LogConfig: Set CVar [[r.Shadow.DetectVertexShaderLayerAtRuntime:1]]
LogConfig: Set CVar [[r.ReflectionMethod:1]]
LogConfig: Set CVar [[r.GenerateMeshDistanceFields:1]]
LogConfig: Set CVar [[r.DynamicGlobalIlluminationMethod:1]]
LogConfig: Set CVar [[r.ClearCoatNormal:1]]
LogConfig: Set CVar [[r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange:1]]
LogConfig: Set CVar [[r.AllowStaticLighting:0]]
LogConfig: Set CVar [[r.SkinCache.CompileShaders:1]]
LogConfig: Set CVar [[r.RayTracing:1]]
LogConfig: Set CVar [[r.Shadow.Virtual.Enable:1]]
LogConfig: Set CVar [[r.DefaultFeature.LocalExposure.HighlightContrastScale:0.8]]
LogConfig: Set CVar [[r.DefaultFeature.LocalExposure.ShadowContrastScale:0.8]]
LogConfig: Set CVar [[r.DefaultFeature.LightUnits:2]]
LogConfig: Set CVar [[r.VirtualTextures:1]]
LogConfig: Set CVar [[r.RayTracing.RayTracingProxies.ProjectEnabled:1]]
LogConfig: Applying CVar settings from Section [/Script/Engine.RendererOverrideSettings] File [Engine]
LogConfig: Applying CVar settings from Section [/Script/Engine.StreamingSettings] File [Engine]
LogConfig: Set CVar [[s.MinBulkDataSizeForAsyncLoading:131072]]
LogConfig: Set CVar [[s.AsyncLoadingThreadEnabled:1]]
LogConfig: Set CVar [[s.EventDrivenLoaderEnabled:1]]
LogConfig: Set CVar [[s.WarnIfTimeLimitExceeded:0]]
LogConfig: Set CVar [[s.TimeLimitExceededMultiplier:1.5]]
LogConfig: Set CVar [[s.TimeLimitExceededMinTime:0.005]]
LogConfig: Set CVar [[s.UseBackgroundLevelStreaming:1]]
LogConfig: Set CVar [[s.PriorityAsyncLoadingExtraTime:15.0]]
LogConfig: Set CVar [[s.LevelStreamingActorsUpdateTimeLimit:5.0]]
LogConfig: Set CVar [[s.PriorityLevelStreamingActorsUpdateExtraTime:5.0]]
LogConfig: Set CVar [[s.LevelStreamingComponentsRegistrationGranularity:10]]
LogConfig: Set CVar [[s.UnregisterComponentsTimeLimit:1.0]]
LogConfig: Set CVar [[s.LevelStreamingComponentsUnregistrationGranularity:5]]
LogConfig: CVar [[s.MaxPackageSummarySize:16384]] deferred - dummy variable created
LogConfig: Set CVar [[s.FlushStreamingOnExit:1]]
LogConfig: CVar [[FixedBootOrder:/Script/Engine/Default__SoundBase]] deferred - dummy variable created
LogConfig: CVar [[FixedBootOrder:/Script/Engine/Default__MaterialInterface]] deferred - dummy variable created
LogConfig: CVar [[FixedBootOrder:/Script/Engine/Default__DeviceProfileManager]] deferred - dummy variable created
LogConfig: Applying CVar settings from Section [/Script/Engine.GarbageCollectionSettings] File [Engine]
LogConfig: Set CVar [[gc.MaxObjectsNotConsideredByGC:1]]
LogConfig: Set CVar [[gc.FlushStreamingOnGC:0]]
LogConfig: Set CVar [[gc.NumRetriesBeforeForcingGC:10]]
LogConfig: Set CVar [[gc.AllowParallelGC:1]]
LogConfig: Set CVar [[gc.TimeBetweenPurgingPendingKillObjects:61.1]]
LogConfig: Set CVar [[gc.MaxObjectsInEditor:25165824]]
LogConfig: Set CVar [[gc.IncrementalBeginDestroyEnabled:1]]
LogConfig: Set CVar [[gc.CreateGCClusters:1]]
LogConfig: Set CVar [[gc.MinGCClusterSize:5]]
LogConfig: Set CVar [[gc.AssetClustreringEnabled:0]]
LogConfig: Set CVar [[gc.ActorClusteringEnabled:0]]
LogConfig: Set CVar [[gc.VerifyUObjectsAreNotFGCObjects:0]]
LogConfig: Set CVar [[gc.GarbageEliminationEnabled:1]]
LogConfig: Applying CVar settings from Section [/Script/Engine.NetworkSettings] File [Engine]
LogConfig: CVar [[NetworkEmulationProfiles:(ProfileName="Average",ToolTip="Simulates average internet conditions")]] deferred - dummy variable created
LogConfig: CVar [[NetworkEmulationProfiles:(ProfileName="Bad",ToolTip="Simulates laggy internet conditions")]] deferred - dummy variable created
LogConfig: Applying CVar settings from Section [/Script/UnrealEd.CookerSettings] File [Engine]
LogConfig: CVar [[DefaultASTCQualityBySpeed:2]] deferred - dummy variable created
LogConfig: CVar [[DefaultASTCQualityBySize:3]] deferred - dummy variable created
LogConfig: CVar [[DefaultASTCQualityBySizeHQ:4]] deferred - dummy variable created
LogConfig: CVar [[ClassesExcludedOnDedicatedServer:WidgetBlueprint]] deferred - dummy variable created
LogConfig: CVar [[ClassesExcludedOnDedicatedServer:GroupActor]] deferred - dummy variable created
LogConfig: CVar [[ClassesExcludedOnDedicatedServer:MetaData]] deferred - dummy variable created
LogConfig: CVar [[ClassesExcludedOnDedicatedServer:ObjectRedirector]] deferred - dummy variable created
LogConfig: CVar [[ClassesExcludedOnDedicatedServer:NavMeshRenderingComponent]] deferred - dummy variable created
LogConfig: CVar [[ClassesExcludedOnDedicatedServer:ReflectionCaptureComponent]] deferred - dummy variable created
LogConfig: CVar [[ClassesExcludedOnDedicatedServer:TextRenderComponent]] deferred - dummy variable created
LogConfig: CVar [[ClassesExcludedOnDedicatedServer:Font]] deferred - dummy variable created
LogConfig: CVar [[ClassesExcludedOnDedicatedServer:InterpCurveEdSetup]] deferred - dummy variable created
LogConfig: CVar [[ClassesExcludedOnDedicatedServer:MaterialExpression]] deferred - dummy variable created
LogConfig: CVar [[ClassesExcludedOnDedicatedServer:NiagaraEmitter]] deferred - dummy variable created
LogConfig: CVar [[ClassesExcludedOnDedicatedServer:NiagaraScript]] deferred - dummy variable created
LogConfig: CVar [[ClassesExcludedOnDedicatedServer:ParticleEmitter]] deferred - dummy variable created
LogConfig: CVar [[ClassesExcludedOnDedicatedServer:ParticleLODLevel]] deferred - dummy variable created
LogConfig: CVar [[ClassesExcludedOnDedicatedServer:ParticleModule]] deferred - dummy variable created
LogConfig: CVar [[ClassesExcludedOnDedicatedServer:SubUVAnimation]] deferred - dummy variable created
LogConfig: CVar [[ClassesExcludedOnDedicatedServer:SoundNode]] deferred - dummy variable created
LogConfig: CVar [[ClassesExcludedOnDedicatedServer:GameplayEffectUIData]] deferred - dummy variable created
LogConfig: CVar [[ClassesExcludedOnDedicatedServer:AmbientSound]] deferred - dummy variable created
LogConfig: CVar [[ClassesExcludedOnDedicatedClient:WidgetBlueprint]] deferred - dummy variable created
LogConfig: CVar [[ClassesExcludedOnDedicatedClient:GroupActor]] deferred - dummy variable created
LogConfig: CVar [[ClassesExcludedOnDedicatedClient:MetaData]] deferred - dummy variable created
LogConfig: CVar [[ClassesExcludedOnDedicatedClient:ObjectRedirector]] deferred - dummy variable created
LogConfig: CVar [[ClassesExcludedOnDedicatedClient:InterpCurveEdSetup]] deferred - dummy variable created
LogConfig: CVar [[VersionedIntRValues:r.AllowStaticLighting]] deferred - dummy variable created
LogConfig: CVar [[VersionedIntRValues:r.MaterialEditor.LWCTruncateMode]] deferred - dummy variable created
LogConfig: CVar [[VersionedIntRValues:r.GBuffer]] deferred - dummy variable created
LogConfig: CVar [[VersionedIntRValues:r.VelocityOutputPass]] deferred - dummy variable created
LogConfig: CVar [[VersionedIntRValues:r.SelectiveBasePassOutputs]] deferred - dummy variable created
LogConfig: CVar [[VersionedIntRValues:r.DBuffer]] deferred - dummy variable created
LogConfig: CVar [[VersionedIntRValues:r.Mobile.DBuffer]] deferred - dummy variable created
LogConfig: CVar [[VersionedIntRValues:r.Shaders.Symbols]] deferred - dummy variable created
LogConfig: CVar [[VersionedIntRValues:r.Shaders.GenerateSymbols]] deferred - dummy variable created
LogConfig: CVar [[VersionedIntRValues:r.Shaders.WriteSymbols]] deferred - dummy variable created
LogConfig: CVar [[VersionedIntRValues:r.Shaders.AllowUniqueSymbols]] deferred - dummy variable created
LogConfig: CVar [[VersionedIntRValues:r.Shaders.ExtraData]] deferred - dummy variable created
LogConfig: CVar [[VersionedIntRValues:r.Shaders.Optimize]] deferred - dummy variable created
LogConfig: CVar [[VersionedIntRValues:r.CompileShadersForDevelopment]] deferred - dummy variable created
LogConfig: CVar [[VersionedIntRValues:r.MobileHDR]] deferred - dummy variable created
LogConfig: CVar [[VersionedIntRValues:r.UsePreExposure]] deferred - dummy variable created
LogCsvProfiler: Display: Metadata set : systemresolution.resx="1920"
LogCsvProfiler: Display: Metadata set : systemresolution.resy="1200"
LogConfig: Applying CVar settings from Section [ViewDistanceQuality@3] File [Scalability]
LogConfig: Set CVar [[r.SkeletalMeshLODBias:0]]
LogConfig: Set CVar [[r.ViewDistanceScale:1.0]]
LogConfig: Applying CVar settings from Section [AntiAliasingQuality@3] File [Scalability]
LogConfig: Set CVar [[r.FXAA.Quality:4]]
LogConfig: Set CVar [[r.TemporalAA.Quality:2]]
LogConfig: Set CVar [[r.TSR.History.R11G11B10:1]]
LogConfig: Set CVar [[r.TSR.History.ScreenPercentage:200]]
LogConfig: Set CVar [[r.TSR.History.UpdateQuality:3]]
LogConfig: Set CVar [[r.TSR.ShadingRejection.Flickering:1]]
LogConfig: Set CVar [[r.TSR.RejectionAntiAliasingQuality:2]]
LogConfig: Set CVar [[r.TSR.ReprojectionField:1]]
LogConfig: Set CVar [[r.TSR.Resurrection:1]]
LogConfig: Applying CVar settings from Section [ShadowQuality@3] File [Scalability]
LogConfig: Set CVar [[r.LightFunctionQuality:1]]
LogConfig: Set CVar [[r.ShadowQuality:5]]
LogConfig: Set CVar [[r.Shadow.CSM.MaxCascades:10]]
LogConfig: Set CVar [[r.Shadow.MaxResolution:2048]]
LogConfig: Set CVar [[r.Shadow.MaxCSMResolution:2048]]
LogConfig: Set CVar [[r.Shadow.RadiusThreshold:0.01]]
LogConfig: Set CVar [[r.Shadow.DistanceScale:1.0]]
LogConfig: Set CVar [[r.Shadow.CSM.TransitionScale:1.0]]
LogConfig: Set CVar [[r.Shadow.PreShadowResolutionFactor:1.0]]
LogConfig: Set CVar [[r.DistanceFieldShadowing:1]]
LogConfig: Set CVar [[r.VolumetricFog:1]]
LogConfig: Set CVar [[r.VolumetricFog.GridPixelSize:8]]
LogConfig: Set CVar [[r.VolumetricFog.GridSizeZ:128]]
LogConfig: Set CVar [[r.VolumetricFog.HistoryMissSupersampleCount:4]]
LogConfig: Set CVar [[r.LightMaxDrawDistanceScale:1]]
LogConfig: Set CVar [[r.CapsuleShadows:1]]
LogConfig: Set CVar [[r.Shadow.Virtual.MaxPhysicalPages:4096]]
LogConfig: Set CVar [[r.Shadow.Virtual.ResolutionLodBiasDirectional:-1.5]]
LogConfig: Set CVar [[r.Shadow.Virtual.ResolutionLodBiasDirectionalMoving:-1.5]]
LogConfig: Set CVar [[r.Shadow.Virtual.ResolutionLodBiasLocal:0.0]]
LogConfig: Set CVar [[r.Shadow.Virtual.ResolutionLodBiasLocalMoving:1.0]]
LogConfig: Set CVar [[r.Shadow.Virtual.SMRT.RayCountDirectional:8]]
LogConfig: Set CVar [[r.Shadow.Virtual.SMRT.SamplesPerRayDirectional:4]]
LogConfig: Set CVar [[r.Shadow.Virtual.SMRT.RayCountLocal:8]]
LogConfig: Set CVar [[r.Shadow.Virtual.SMRT.SamplesPerRayLocal:4]]
LogConfig: Applying CVar settings from Section [GlobalIlluminationQuality@3] File [Scalability]
LogConfig: Set CVar [[r.DistanceFieldAO:1]]
LogConfig: Set CVar [[r.SkylightIntensityMultiplier:1.0]]
LogConfig: Set CVar [[r.AOQuality:2]]
LogConfig: Set CVar [[r.Lumen.DiffuseIndirect.Allow:1]]
LogConfig: Set CVar [[r.LumenScene.DirectLighting.MaxLightsPerTile:8]]
LogConfig: Set CVar [[r.LumenScene.DirectLighting.UpdateFactor:32]]
LogConfig: Set CVar [[r.LumenScene.Radiosity.UpdateFactor:64]]
LogConfig: Set CVar [[r.LumenScene.Radiosity.ProbeSpacing:4]]
LogConfig: Set CVar [[r.LumenScene.Radiosity.HemisphereProbeResolution:4]]
LogConfig: Set CVar [[r.Lumen.TraceMeshSDFs.Allow:1]]
LogConfig: Set CVar [[r.Lumen.ScreenProbeGather.RadianceCache.ProbeResolution:32]]
LogConfig: Set CVar [[r.Lumen.ScreenProbeGather.RadianceCache.NumProbesToTraceBudget:100]]
LogConfig: Set CVar [[r.Lumen.ScreenProbeGather.DownsampleFactor:16]]
LogConfig: Set CVar [[r.Lumen.ScreenProbeGather.NumAdaptiveProbes:8]]
LogConfig: Set CVar [[r.Lumen.ScreenProbeGather.TracingOctahedronResolution:8]]
LogConfig: Set CVar [[r.Lumen.ScreenProbeGather.IrradianceFormat:0]]
LogConfig: Set CVar [[r.Lumen.ScreenProbeGather.StochasticInterpolation:0]]
LogConfig: Set CVar [[r.Lumen.ScreenProbeGather.FullResolutionJitterWidth:1]]
LogConfig: Set CVar [[r.Lumen.ScreenProbeGather.TwoSidedFoliageBackfaceDiffuse:1]]
LogConfig: Set CVar [[r.Lumen.ScreenProbeGather.ScreenTraces.HZBTraversal.FullResDepth:1]]
LogConfig: Set CVar [[r.Lumen.ScreenProbeGather.ShortRangeAO.HardwareRayTracing:0]]
LogConfig: Set CVar [[r.Lumen.ScreenProbeGather.ShortRangeAO.BentNormal:1]]
LogConfig: Set CVar [[r.Lumen.TranslucencyVolume.GridPixelSize:32]]
LogConfig: Set CVar [[r.Lumen.TranslucencyVolume.TraceFromVolume:1]]
LogConfig: Set CVar [[r.Lumen.TranslucencyVolume.TracingOctahedronResolution:3]]
LogConfig: Set CVar [[r.Lumen.TranslucencyVolume.RadianceCache.ProbeResolution:8]]
LogConfig: Set CVar [[r.Lumen.TranslucencyVolume.RadianceCache.NumProbesToTraceBudget:70]]
LogConfig: Set CVar [[r.RayTracing.Scene.BuildMode:1]]
LogConfig: Applying CVar settings from Section [ReflectionQuality@3] File [Scalability]
LogConfig: Set CVar [[r.SSR.Quality:3]]
LogConfig: Set CVar [[r.SSR.HalfResSceneColor:0]]
LogConfig: Set CVar [[r.Lumen.Reflections.Allow:1]]
LogConfig: Set CVar [[r.Lumen.Reflections.DownsampleFactor:1]]
LogConfig: Set CVar [[r.Lumen.Reflections.MaxRoughnessToTraceForFoliage:0.4]]
LogConfig: Set CVar [[r.Lumen.ScreenProbeGather.MaxRoughnessToEvaluateRoughSpecularForFoliage:0.8]]
LogConfig: Set CVar [[r.Lumen.Reflections.ScreenSpaceReconstruction.NumSamples:5]]
LogConfig: Set CVar [[r.Lumen.Reflections.ScreenSpaceReconstruction.MinWeight:0]]
LogConfig: Set CVar [[r.Lumen.TranslucencyReflections.FrontLayer.Allow:1]]
LogConfig: Set CVar [[r.Lumen.TranslucencyReflections.FrontLayer.Enable:0]]
LogConfig: Applying CVar settings from Section [PostProcessQuality@3] File [Scalability]
LogConfig: Set CVar [[r.MotionBlurQuality:4]]
LogConfig: Set CVar [[r.MotionBlur.HalfResGather:0]]
LogConfig: Set CVar [[r.AmbientOcclusionMipLevelFactor:0.4]]
LogConfig: Set CVar [[r.AmbientOcclusionMaxQuality:100]]
LogConfig: Set CVar [[r.AmbientOcclusionLevels:-1]]
LogConfig: Set CVar [[r.AmbientOcclusionRadiusScale:1.0]]
LogConfig: Set CVar [[r.DepthOfFieldQuality:2]]
LogConfig: Set CVar [[r.RenderTargetPoolMin:400]]
LogConfig: Set CVar [[r.LensFlareQuality:2]]
LogConfig: Set CVar [[r.SceneColorFringeQuality:1]]
LogConfig: Set CVar [[r.EyeAdaptationQuality:2]]
LogConfig: Set CVar [[r.BloomQuality:5]]
LogConfig: Set CVar [[r.Bloom.ScreenPercentage:50.000]]
LogConfig: Set CVar [[r.FastBlurThreshold:100]]
LogConfig: Set CVar [[r.Upscale.Quality:3]]
LogConfig: Set CVar [[r.LightShaftQuality:1]]
LogConfig: Set CVar [[r.Filter.SizeScale:1]]
LogConfig: Set CVar [[r.Tonemapper.Quality:5]]
LogConfig: Set CVar [[r.DOF.Gather.ResolutionDivisor:2         ; lower gathering resolution]]
LogConfig: Set CVar [[r.DOF.Gather.AccumulatorQuality:1        ; higher gathering accumulator quality]]
LogConfig: Set CVar [[r.DOF.Gather.PostfilterMethod:1          ; Median3x3 postfilering method]]
LogConfig: Set CVar [[r.DOF.Gather.EnableBokehSettings:0       ; no bokeh simulation when gathering]]
LogConfig: Set CVar [[r.DOF.Gather.RingCount:4                 ; medium number of samples when gathering]]
LogConfig: Set CVar [[r.DOF.Scatter.ForegroundCompositing:1    ; additive foreground scattering]]
LogConfig: Set CVar [[r.DOF.Scatter.BackgroundCompositing:2    ; additive background scattering]]
LogConfig: Set CVar [[r.DOF.Scatter.EnableBokehSettings:1      ; bokeh simulation when scattering]]
LogConfig: Set CVar [[r.DOF.Scatter.MaxSpriteRatio:0.1         ; only a maximum of 10% of scattered bokeh]]
LogConfig: Set CVar [[r.DOF.Recombine.Quality:1                ; cheap slight out of focus]]
LogConfig: Set CVar [[r.DOF.Recombine.EnableBokehSettings:0    ; no bokeh simulation on slight out of focus]]
LogConfig: Set CVar [[r.DOF.TemporalAAQuality:1                ; more stable temporal accumulation]]
LogConfig: Set CVar [[r.DOF.Kernel.MaxForegroundRadius:0.025]]
LogConfig: Set CVar [[r.DOF.Kernel.MaxBackgroundRadius:0.025]]
LogConfig: Applying CVar settings from Section [TextureQuality@3] File [Scalability]
LogConfig: Set CVar [[r.Streaming.MipBias:0]]
LogConfig: Set CVar [[r.Streaming.AmortizeCPUToGPUCopy:0]]
LogConfig: Set CVar [[r.Streaming.MaxNumTexturesToStreamPerFrame:0]]
LogConfig: Set CVar [[r.Streaming.Boost:1]]
LogConfig: Set CVar [[r.MaxAnisotropy:8]]
LogConfig: Set CVar [[r.VT.MaxAnisotropy:8]]
LogConfig: Set CVar [[r.Streaming.LimitPoolSizeToVRAM:0]]
LogConfig: Set CVar [[r.Streaming.PoolSize:1000]]
LogConfig: Set CVar [[r.Streaming.MaxEffectiveScreenSize:0]]
LogConfig: Applying CVar settings from Section [EffectsQuality@3] File [Scalability]
LogConfig: Set CVar [[r.TranslucencyLightingVolumeDim:64]]
LogConfig: Set CVar [[r.RefractionQuality:2]]
LogConfig: Set CVar [[r.SceneColorFormat:4]]
LogConfig: Set CVar [[r.DetailMode:3]]
LogConfig: Set CVar [[r.TranslucencyVolumeBlur:1]]
LogConfig: Set CVar [[r.MaterialQualityLevel:1 ; High quality]]
LogConfig: Set CVar [[r.SSS.Scale:1]]
LogConfig: Set CVar [[r.SSS.SampleSet:2]]
LogConfig: Set CVar [[r.SSS.Quality:1]]
LogConfig: Set CVar [[r.SSS.HalfRes:0]]
LogConfig: Set CVar [[r.SSGI.Quality:3]]
LogConfig: Set CVar [[r.EmitterSpawnRateScale:1.0]]
LogConfig: Set CVar [[r.ParticleLightQuality:2]]
LogConfig: Set CVar [[r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque:1 ; Always have FastSkyLUT 1 in this case to avoid wrong sky]]
LogConfig: Set CVar [[r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountMaxPerSlice:4]]
LogConfig: Set CVar [[r.SkyAtmosphere.AerialPerspectiveLUT.DepthResolution:16.0]]
LogConfig: Set CVar [[r.SkyAtmosphere.FastSkyLUT:1]]
LogConfig: Set CVar [[r.SkyAtmosphere.FastSkyLUT.SampleCountMin:4.0]]
LogConfig: Set CVar [[r.SkyAtmosphere.FastSkyLUT.SampleCountMax:128.0]]
LogConfig: Set CVar [[r.SkyAtmosphere.SampleCountMin:4.0]]
LogConfig: Set CVar [[r.SkyAtmosphere.SampleCountMax:128.0]]
LogConfig: Set CVar [[r.SkyAtmosphere.TransmittanceLUT.UseSmallFormat:0]]
LogConfig: Set CVar [[r.SkyAtmosphere.TransmittanceLUT.SampleCount:10.0]]
LogConfig: Set CVar [[r.SkyAtmosphere.MultiScatteringLUT.SampleCount:15.0]]
LogConfig: Set CVar [[fx.Niagara.QualityLevel:3]]
LogConfig: Set CVar [[r.Refraction.OffsetQuality:1]]
LogConfig: Set CVar [[r.HeterogeneousVolumes.DownsampleFactor:2]]
LogConfig: Set CVar [[r.HeterogeneousVolumes.MaxStepCount:256]]
LogConfig: Set CVar [[r.HeterogeneousVolumes.Shadows.Resolution:256]]
LogConfig: Set CVar [[r.HeterogeneousVolumes.Shadows.MaxSampleCount:8]]
LogConfig: Set CVar [[r.HeterogeneousVolumes.UseExistenceMask:0]]
LogConfig: Applying CVar settings from Section [FoliageQuality@3] File [Scalability]
LogConfig: Set CVar [[foliage.DensityScale:1.0]]
LogConfig: Set CVar [[grass.DensityScale:1.0]]
LogConfig: Applying CVar settings from Section [ShadingQuality@3] File [Scalability]
LogConfig: Set CVar [[r.HairStrands.SkyLighting.IntegrationType:2]]
LogConfig: Set CVar [[r.HairStrands.SkyAO.SampleCount:4]]
LogConfig: Set CVar [[r.HairStrands.Visibility.MSAA.SamplePerPixel:4]]
LogConfig: Set CVar [[r.AnisotropicMaterials:1]]
LogConfig: Applying CVar settings from Section [LandscapeQuality@3] File [Scalability]
LogRHI: Using Default RHI: D3D12
LogRHI: Using Highest Feature Level of D3D12: SM6
LogRHI: Loading RHI module D3D12RHI
LogD3D12RHI: Loading WinPixEventRuntime.dll for PIX profiling (from ../../../Engine/Binaries/ThirdParty/Windows/WinPixEventRuntime/x64).
LogRHI: Checking if RHI D3D12 with Feature Level SM6 is supported by your system.
LogD3D12RHI: Found D3D12 adapter 0: NVIDIA GeForce RTX 4080 SUPER (VendorId: 10de, DeviceId: 2702, SubSysId: 89681043, Revision: 00a1
LogD3D12RHI:   Max supported Feature Level 12_2, shader model 6.7, binding tier 3, wave ops supported, atomic64 supported
LogD3D12RHI:   Adapter has 16047MB of dedicated video memory, 0MB of dedicated system memory, and 49005MB of shared system memory, 1 output[s], UMA:false
LogD3D12RHI:   Driver Version: 560.94 (internal:32.0.15.6094, unified:560.94)
LogD3D12RHI:      Driver Date: 8-14-2024
LogD3D12RHI: Found D3D12 adapter 1: Microsoft Basic Render Driver (VendorId: 1414, DeviceId: 008c, SubSysId: 0000, Revision: 0000
LogD3D12RHI:   Max supported Feature Level 12_1, shader model 6.7, binding tier 3, wave ops supported, atomic64 supported
LogD3D12RHI:   Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 49005MB of shared system memory, 0 output[s], UMA:true
LogD3D12RHI: DirectX Agility SDK runtime found.
LogD3D12RHI: Chosen D3D12 Adapter Id = 0
LogRHI: RHI D3D12 with Feature Level SM6 is supported and will be used.
LogInit: Selected Device Profile: [WindowsEditor]
LogHAL: Display: Platform has ~ 96 GB [102773006336 / 137438953472 / 96], which maps to Largest [LargestMinGB=32, LargerMinGB=12, DefaultMinGB=8, SmallerMinGB=6, SmallestMinGB=0)
LogDeviceProfileManager: Going up to parent DeviceProfile [Windows]
LogDeviceProfileManager: Going up to parent DeviceProfile []
LogDeviceProfileManager: Pushing Device Profile CVar: [[UI.SlateSDFText.RasterizationMode:Bitmap -> Msdf]]
LogDeviceProfileManager: Pushing Device Profile CVar: [[UI.SlateSDFText.ResolutionLevel:2 -> 2]]
LogConfig: Applying CVar settings from Section [Startup] File [../../../Engine/Config/ConsoleVariables.ini]
LogConfig: Set CVar [[r.DumpShaderDebugInfo:2]]
LogConfig: Set CVar [[r.Shaders.AllowCompilingThroughWorkers:0]]
LogConfig: Set CVar [[p.chaos.AllowCreatePhysxBodies:1]]
LogConfig: Set CVar [[fx.SkipVectorVMBackendOptimizations:1]]
LogConfig: CVar [[ds.CADTranslator.Meshing.ActivateThinZoneMeshing:0]] deferred - dummy variable created
LogConfig: CVar [[ds.CADTranslator.Stitching.RemoveThinFaces:0]] deferred - dummy variable created
LogConfig: Applying CVar settings from Section [Startup_Windows] File [../../../Engine/Config/ConsoleVariables.ini]
LogConfig: Applying CVar settings from Section [ConsoleVariables] File [Engine]
LogConfig: Applying CVar settings from Section [ConsoleVariables] File [D:/Sandbox/UE56Vehicle/UE56Vehicle7/Saved/Config/WindowsEditor/Editor.ini]
LogInit: Computer: FURCRAEA_BUILT
LogInit: User: furcr
LogInit: CPU Page size=4096, Cores=24
LogInit: High frequency timer resolution =10.000000 MHz
LogMemory: Process is running as part of a Windows Job with separate resource limits
LogMemory: Memory total: Physical=95.7GB (96GB approx) Virtual=101.7GB
LogMemory: Platform Memory Stats for WindowsEditor
LogMemory: Process Physical Memory: 677.68 MB used, 696.17 MB peak
LogMemory: Process Virtual Memory: 718.54 MB used, 718.54 MB peak
LogMemory: Physical Memory: 20216.16 MB used,  77795.82 MB free, 98011.98 MB total
LogMemory: Virtual Memory: 30907.39 MB used,  73248.59 MB free, 104155.98 MB total
LogCsvProfiler: Display: Metadata set : extradevelopmentmemorymb="0"
LogWindows: WindowsPlatformFeatures enabled
LogChaosDD: Chaos Debug Draw Startup
LogInit: Physics initialised using underlying interface: Chaos
LogInit: Overriding language with editor language configuration option (en).
LogInit: Using OS detected locale (ja-JP).
LogInit: Setting process to per monitor DPI aware
LogWindowsTextInputMethodSystem: Available input methods:
LogWindowsTextInputMethodSystem:   - 日本語 (日本) - Microsoft IME (TSF IME).
LogWindowsTextInputMethodSystem: Activated input method: 日本語 (日本) - Microsoft IME (TSF IME).
LogWindowsTouchpad: Display: CacheForceMaxTouchpadSensitivityMode SetMaxTouchpadSensitivity
LogObj: Display: Attempting to load config data for Default__SlateThemeManager before the Class has been constructed/registered/linked (likely during module loading or early startup). This will result in the load silently failing and should be fixed.
LogSlate: New Slate User Created. Platform User Id 0, User Index 0, Is Virtual User: 0
LogSlate: Slate User Registered.  User Index 0, Is Virtual User: 0
LogRHI: Using Default RHI: D3D12
LogRHI: Using Highest Feature Level of D3D12: SM6
LogRHI: Loading RHI module D3D12RHI
LogRHI: Checking if RHI D3D12 with Feature Level SM6 is supported by your system.
LogRHI: RHI D3D12 with Feature Level SM6 is supported and will be used.
LogD3D12RHI: Integrated GPU (iGPU): false
LogD3D12RHI: Display: Creating D3D12 RHI with Max Feature Level SM6
LogWindows: Attached monitors:
LogWindows:     resolution: 1920x1200, work area: (0, 0) -> (1920, 1152), device: '\\.\DISPLAY1' [PRIMARY]
LogWindows: Found 1 attached monitors.
LogWindows: Gathering driver information using Windows Setup API
LogRHI: RHI Adapter Info:
LogRHI:             Name: NVIDIA GeForce RTX 4080 SUPER
LogRHI:   Driver Version: 560.94 (internal:32.0.15.6094, unified:560.94)
LogRHI:      Driver Date: 8-14-2024
LogD3D12RHI:     GPU DeviceId: 0x2702 (for the marketing name, search the web for "GPU Device Id")
LogD3D12RHI: InitD3DDevice: -D3DDebug = off -D3D12GPUValidation = off
LogNvidiaAftermath: Aftermath initialized
LogD3D12RHI: Emitting draw events for PIX profiling.
LogNvidiaAftermath: Aftermath enabled. Active feature flags: 
LogNvidiaAftermath:  - Feature: EnableResourceTracking
LogD3D12RHI: ID3D12Device1 is supported.
LogD3D12RHI: ID3D12Device2 is supported.
LogD3D12RHI: ID3D12Device3 is supported.
LogD3D12RHI: ID3D12Device4 is supported.
LogD3D12RHI: ID3D12Device5 is supported.
LogD3D12RHI: ID3D12Device6 is supported.
LogD3D12RHI: ID3D12Device7 is supported.
LogD3D12RHI: ID3D12Device8 is supported.
LogD3D12RHI: ID3D12Device9 is supported.
LogD3D12RHI: ID3D12Device10 is supported.
LogD3D12RHI: ID3D12Device11 is supported.
LogD3D12RHI: ID3D12Device12 is supported.
LogD3D12RHI: Bindless resources are supported
LogD3D12RHI: Stencil ref from pixel shader is not supported
LogD3D12RHI: Raster order views are supported
LogD3D12RHI: Wave Operations are supported (wave size: min=32 max=32).
LogD3D12RHI: D3D12 ray tracing tier 1.1 and bindless resources are supported.
LogD3D12RHI: Mesh shader tier 1.0 is supported
LogD3D12RHI: AtomicInt64OnTypedResource is supported
LogD3D12RHI: AtomicInt64OnGroupShared is supported
LogD3D12RHI: AtomicInt64OnDescriptorHeapResource is supported
LogD3D12RHI: Shader Model 6.6 atomic64 is supported
LogD3D12RHI: Work Graphs are supported
LogD3D12RHI: [GPUBreadCrumb] Successfully setup breadcrumb resource for DiagnosticBuffer (Queue: 0x0000013384789AC0)
LogD3D12RHI: [GPUBreadCrumb] Successfully setup breadcrumb resource for DiagnosticBuffer (Queue: 0x0000013384789D80)
LogD3D12RHI: [GPUBreadCrumb] Successfully setup breadcrumb resource for DiagnosticBuffer (Queue: 0x000001338478A040)
LogD3D12RHI: Display: Not using pipeline state disk cache per r.D3D12.PSO.DiskCache=0
LogD3D12RHI: Display: Not using driver-optimized pipeline state disk cache per r.D3D12.PSO.DriverOptimizedDiskCache=0
LogD3D12RHI: NVIDIA Shader Execution Reordering interface supported!
LogD3D12RHI: Display: Batched command list execution is disabled for async queues due to known bugs in the current driver.
LogRHI: Texture pool is 9625 MB (70% of 13751 MB)
LogD3D12RHI: Async texture creation enabled
LogD3D12RHI: RHI has support for 64 bit atomics
LogVRS: Current RHI supports per-draw and screenspace Variable Rate Shading
LogCsvProfiler: Display: Metadata set : verbatimrhiname="D3D12"
LogCsvProfiler: Display: Metadata set : rhiname="D3D12"
LogCsvProfiler: Display: Metadata set : rhifeaturelevel="SM6"
LogCsvProfiler: Display: Metadata set : shaderplatform="PCD3D_SM6"
LogInit: Initializing FReadOnlyCVARCache
LogTurnkeySupport: Running Turnkey SDK detection: ' -ScriptsForProject="D:/Sandbox/UE56Vehicle/UE56Vehicle7/UE56Vehicle7.uproject" Turnkey -utf8output -WaitForUATMutex -command=VerifySdk -ReportFilename="D:/Sandbox/UE56Vehicle/UE56Vehicle7/Intermediate/TurnkeyReport_0.log" -log="D:/Sandbox/UE56Vehicle/UE56Vehicle7/Intermediate/TurnkeyLog_0.log" -project="D:/Sandbox/UE56Vehicle/UE56Vehicle7/UE56Vehicle7.uproject"  -platform=all'
LogMonitoredProcess: Running Serialized UAT: [ cmd.exe /c ""D:/Program Files/Epic Games/UE_5.6/Engine/Build/BatchFiles/RunUAT.bat"  -ScriptsForProject="D:/Sandbox/UE56Vehicle/UE56Vehicle7/UE56Vehicle7.uproject" Turnkey -utf8output -WaitForUATMutex -command=VerifySdk -ReportFilename="D:/Sandbox/UE56Vehicle/UE56Vehicle7/Intermediate/TurnkeyReport_0.log" -log="D:/Sandbox/UE56Vehicle/UE56Vehicle7/Intermediate/TurnkeyLog_0.log" -project="D:/Sandbox/UE56Vehicle/UE56Vehicle7/UE56Vehicle7.uproject"  -platform=all" ]
LogTextureFormatASTC: Display: ASTCEnc version 5.0.1 library loaded
LogTextureFormatManager: Display: Loaded Base TextureFormat: TextureFormatASTC
LogTextureFormatManager: Display: Loaded Base TextureFormat: TextureFormatDXT
LogTextureFormatManager: Display: Loaded Base TextureFormat: TextureFormatETC2
LogTextureFormatManager: Display: Loaded Base TextureFormat: TextureFormatIntelISPCTexComp
LogTextureFormatManager: Display: Loaded Base TextureFormat: TextureFormatUncompressed
LogTextureFormatOodle: Display: Oodle Texture TFO init; latest sdk version = 2.9.13
LogTextureFormatOodle: Display: Oodle Texture loading DLL: oo2tex_win64_2.9.13.dll
LogTextureFormatOodle: Display: Oodle Texture loading DLL: oo2tex_win64_2.9.5.dll
LogTextureFormatManager: Display: Loaded Base TextureFormat: TextureFormatOodle
LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android'
LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_ASTC'
LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_DXT'
LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_ETC2'
LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_OpenXR'
LogTargetPlatformManager: Display: Loaded TargetPlatform 'AndroidClient'
LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_ASTCClient'
LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_DXTClient'
LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_ETC2Client'
LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_OpenXRClient'
LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_Multi'
LogTargetPlatformManager: Display: Loaded TargetPlatform 'Android_MultiClient'
LogTargetPlatformManager: Display: Loaded TargetPlatform 'IOS'
LogTargetPlatformManager: Display: Loaded TargetPlatform 'IOSClient'
LogTargetPlatformManager: Display: Loaded TargetPlatform 'Linux'
LogTargetPlatformManager: Display: Loaded TargetPlatform 'LinuxEditor'
LogTargetPlatformManager: Display: Loaded TargetPlatform 'LinuxServer'
LogTargetPlatformManager: Display: Loaded TargetPlatform 'LinuxClient'
LogTargetPlatformManager: Display: Loaded TargetPlatform 'Mac'
LogTargetPlatformManager: Display: Loaded TargetPlatform 'MacEditor'
LogTargetPlatformManager: Display: Loaded TargetPlatform 'MacServer'
LogTargetPlatformManager: Display: Loaded TargetPlatform 'MacClient'
LogTargetPlatformManager: Display: Loaded TargetPlatform 'TVOS'
LogTargetPlatformManager: Display: Loaded TargetPlatform 'TVOSClient'
LogTargetPlatformManager: Display: Loaded TargetPlatform 'Windows'
LogTargetPlatformManager: Display: Loaded TargetPlatform 'WindowsEditor'
LogTargetPlatformManager: Display: Loaded TargetPlatform 'WindowsServer'
LogTargetPlatformManager: Display: Loaded TargetPlatform 'WindowsClient'
LogTargetPlatformManager: Display: Building Assets For WindowsEditor
LogTargetPlatformManager: Unable to find shader format SF_METAL_ES3_1_IOS from hinted modules, loading all potential format modules to find it
LogTargetPlatformManager: Loaded format module MetalShaderFormat
LogTargetPlatformManager:   SF_METAL_ES3_1_IOS
LogTargetPlatformManager:   SF_METAL_SM5_IOS
LogTargetPlatformManager:   SF_METAL_ES3_1_TVOS
LogTargetPlatformManager:   SF_METAL_SM5_TVOS
LogTargetPlatformManager:   SF_METAL_SM5
LogTargetPlatformManager:   SF_METAL_SM6
LogTargetPlatformManager:   SF_METAL_SIM
LogTargetPlatformManager:   SF_METAL_ES3_1
LogTargetPlatformManager: Loaded format module ShaderFormatD3D
LogTargetPlatformManager:   PCD3D_SM6
LogTargetPlatformManager:   PCD3D_SM5
LogTargetPlatformManager:   PCD3D_ES31
LogTargetPlatformManager: Loaded format module ShaderFormatOpenGL
LogTargetPlatformManager:   GLSL_150_ES31
LogTargetPlatformManager:   GLSL_ES3_1_ANDROID
LogTargetPlatformManager: Loaded format module ShaderFormatVectorVM
LogTargetPlatformManager:   VVM_1_0
LogTargetPlatformManager: Loaded format module VulkanShaderFormat
LogTargetPlatformManager:   SF_VULKAN_SM5
LogTargetPlatformManager:   SF_VULKAN_ES31_ANDROID
LogTargetPlatformManager:   SF_VULKAN_ES31
LogTargetPlatformManager:   SF_VULKAN_SM5_ANDROID
LogTargetPlatformManager:   SF_VULKAN_SM6
LogRendererCore: Ray tracing is enabled (dynamic). Reason: r.RayTracing=1 and r.RayTracing.EnableOnDemand=1.
LogRendererCore: Ray tracing shaders are enabled.
LogDerivedDataCache: Display: Memory: Max Cache Size: -1 MB
LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file ../../../../../../Sandbox/UE56Vehicle/UE56Vehicle7/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
LogDerivedDataCache: Unable to find inner node Pak for hierarchy Hierarchy.
LogDerivedDataCache: FDerivedDataBackendGraph: CompressedPak pak cache file ../../../../../../Sandbox/UE56Vehicle/UE56Vehicle7/DerivedDataCache/Compressed.ddp not found, will not use a pak cache.
LogDerivedDataCache: Unable to find inner node CompressedPak for hierarchy Hierarchy.
LogDerivedDataCache: Display: ../../../Engine/DerivedDataCache/Compressed.ddp: Opened pak cache for reading. (1350 MiB)
LogDerivedDataCache: FDerivedDataBackendGraph: EnterprisePak pak cache file ../../../Enterprise/DerivedDataCache/Compressed.ddp not found, will not use a pak cache.
LogDerivedDataCache: Unable to find inner node EnterprisePak for hierarchy Hierarchy.
LogZenServiceInstance: Found Zen config default=C:/Users/furcr/AppData/Local/UnrealEngine/Common/Zen/Data
LogZenServiceInstance: InTree version at 'D:/Program Files/Epic Games/UE_5.6/Engine/Binaries/Win64/zenserver.exe' is '5.6.6-202504241958-windows-x64-release-f090a03'
LogZenServiceInstance: Installed version at 'C:/Users/furcr/AppData/Local/UnrealEngine/Common/Zen/Install/zenserver.exe' is '5.6.6-202504241958-windows-x64-release-f090a03'
LogZenServiceInstance: Found existing instance running on port 8558 matching our settings, no actions needed
LogTurnkeySupport: Completed SDK detection: ExitCode = 0
LogZenServiceInstance: Display: Unreal Zen Storage Server HTTP service at [::1]:8558 status: OK!.
LogZenServiceInstance: Local ZenServer AutoLaunch initialization completed in 0.403 seconds
LogDerivedDataCache: Display: ZenLocal: Using ZenServer HTTP service at http://[::1]:8558/ with namespace ue.ddc status: OK!.
LogDerivedDataCache: C:/Users/furcr/AppData/Local/UnrealEngine/Common/DerivedDataCache: Speed tests took 0.00 seconds.
LogDerivedDataCache: Display: C:/Users/furcr/AppData/Local/UnrealEngine/Common/DerivedDataCache: Performance: Latency=0.02ms. RandomReadSpeed=2581.03MBs, RandomWriteSpeed=390.02MBs. Assigned SpeedClass 'Local'
LogDerivedDataCache: Local: Using data cache path C:/Users/furcr/AppData/Local/UnrealEngine/Common/DerivedDataCache: DeleteOnly
LogDerivedDataCache: ZenShared: Disabled because Host is set to 'None'
LogDerivedDataCache: Unable to find inner node ZenShared for hierarchy Hierarchy.
LogDerivedDataCache: Shared: Disabled because no path is configured.
LogDerivedDataCache: Unable to find inner node Shared for hierarchy Hierarchy.
LogDerivedDataCache: Cloud: Disabled because Host is set to 'None'
LogDerivedDataCache: Unable to find inner node Cloud for hierarchy Hierarchy.
LogShaderCompilers: Guid format shader working directory is -5 characters bigger than the processId version (../../../../../../Sandbox/UE56Vehicle/UE56Vehicle7/Intermediate/Shaders/WorkingDirectory/33684/).
LogShaderCompilers: Cleaned the shader compiler working directory 'C:/Users/furcr/AppData/Local/Temp/UnrealShaderWorkingDir/5348ABD849C55F143A54A29F0F73ED1C/'.
LogShaderCompilers: Display: Using 1 local workers for shader compilation
LogShaderCompilers: Display: Compiling shader autogen file: ../../../../../../Sandbox/UE56Vehicle/UE56Vehicle7/Intermediate/ShaderAutogen/PCD3D_SM6/AutogenShaderHeaders.ush
LogShaderCompilers: Display: Autogen file is unchanged, skipping write.
LogSlate: Using FreeType 2.10.0
LogSlate: SlateFontServices - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
LogStreaming: Warning: Failed to read file '../../../Engine/Platforms/VisionOS/Content/Editor/Slate/Launcher/Platform_VisionOS_24x.png' error.
LogSlate: Could not load file for Slate resource: [../../../Engine/Platforms/VisionOS/Content/Editor/Slate/Launcher/Platform_VisionOS_24x.png] file: [../../../Engine/Platforms/VisionOS/Content/Editor/Slate/Launcher/Platform_VisionOS_24x.png]
LogStreaming: Warning: Failed to read file '../../../Engine/Platforms/VisionOS/Content/Editor/Slate/Launcher/Platform_VisionOS_128x.png' error.
LogSlate: Could not load file for Slate resource: [../../../Engine/Platforms/VisionOS/Content/Editor/Slate/Launcher/Platform_VisionOS_128x.png] file: [../../../Engine/Platforms/VisionOS/Content/Editor/Slate/Launcher/Platform_VisionOS_128x.png]
LogAssetRegistry: FAssetRegistry took 0.0026 seconds to start up
LogEditorDomain: Display: EditorDomain is Disabled
LogAssetRegistry: Display: AssetDataGatherer spent 0.001s loading caches ../../../../../../Sandbox/UE56Vehicle/UE56Vehicle7/Intermediate/CachedAssetRegistry_*.bin.
LogDeviceProfileManager: Display: Deviceprofile LinuxArm64Editor not found.
LogDeviceProfileManager: Display: Deviceprofile LinuxArm64 not found.
LogDeviceProfileManager: Active device profile: [00000133AF08B180][00000133BB950000 66] WindowsEditor
LogCsvProfiler: Display: Metadata set : deviceprofile="WindowsEditor"
LogStreaming: Display: FlushAsyncLoading(1): 1 QueuedPackages, 0 AsyncPackages
LogTextureEncodingSettings: Display: Texture Encode Speed: FinalIfAvailable (editor).
LogTextureEncodingSettings: Display: Oodle Texture Encode Speed settings: Fast: RDO Off Lambda=0, Effort=Normal Final: RDO Off Lambda=0, Effort=Normal
LogTextureEncodingSettings: Display: Shared linear texture encoding: Disabled
LogTurnkeySupport: Turnkey Platform: Win64: (Status=Valid, MinAllowed_Sdk=10.0.19041.0, MaxAllowed_Sdk=10.9.99999.0, Current_Sdk=10.0.22621.0, Allowed_AutoSdk=10.0.22621.0, Current_AutoSdk=, Flags="InstalledSdk_ValidVersionExists, Sdk_HasBestVersion")
LogTurnkeySupport: Running Turnkey device detection: ' -ScriptsForProject="D:/Sandbox/UE56Vehicle/UE56Vehicle7/UE56Vehicle7.uproject" Turnkey -utf8output -WaitForUATMutex -command=VerifySdk -ReportFilename="D:/Sandbox/UE56Vehicle/UE56Vehicle7/Intermediate/TurnkeyReport_1.log" -log="D:/Sandbox/UE56Vehicle/UE56Vehicle7/Intermediate/TurnkeyLog_1.log" -project="D:/Sandbox/UE56Vehicle/UE56Vehicle7/UE56Vehicle7.uproject"  -Device=Win64@FURCRAEA_BUILT'
LogMonitoredProcess: Running Serialized UAT: [ cmd.exe /c ""D:/Program Files/Epic Games/UE_5.6/Engine/Build/BatchFiles/RunUAT.bat"  -ScriptsForProject="D:/Sandbox/UE56Vehicle/UE56Vehicle7/UE56Vehicle7.uproject" Turnkey -utf8output -WaitForUATMutex -command=VerifySdk -ReportFilename="D:/Sandbox/UE56Vehicle/UE56Vehicle7/Intermediate/TurnkeyReport_1.log" -log="D:/Sandbox/UE56Vehicle/UE56Vehicle7/Intermediate/TurnkeyLog_1.log" -project="D:/Sandbox/UE56Vehicle/UE56Vehicle7/UE56Vehicle7.uproject"  -Device=Win64@FURCRAEA_BUILT" -nocompile -nocompileuat ]
LogStreaming: Display: Flushing package /Engine/Functions/Engine_MaterialFunctions01/Shading/PowerToRoughness (state: WaitingForIo) recursively from another package /Engine/EngineMaterials/DefaultTextMaterialOpaque (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
LogStreaming: Display: Package /Engine/EngineMaterials/DefaultTextMaterialOpaque is adding a dynamic import to package /Engine/Functions/Engine_MaterialFunctions01/Shading/PowerToRoughness because of a recursive sync load
LogStreaming: Display: Flushing package /Engine/Functions/Engine_MaterialFunctions01/Shading/PowerToRoughness (state: DeferredPostLoad) recursively from another package /Engine/EngineMaterials/DefaultTextMaterialOpaque (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
LogStreaming: Display: Flushing package /Engine/Functions/Engine_MaterialFunctions01/Shading/ConvertFromDiffSpec (state: WaitingForIo) recursively from another package /Engine/EngineMaterials/DefaultTextMaterialOpaque (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
LogStreaming: Display: Package /Engine/EngineMaterials/DefaultTextMaterialOpaque is adding a dynamic import to package /Engine/Functions/Engine_MaterialFunctions01/Shading/ConvertFromDiffSpec because of a recursive sync load
LogStreaming: Display: Flushing package /Engine/Functions/Engine_MaterialFunctions01/Shading/ConvertFromDiffSpec (state: DeferredPostLoad) recursively from another package /Engine/EngineMaterials/DefaultTextMaterialOpaque (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
LogStreaming: Display: Flushing package /Engine/EngineMaterials/WorldGridMaterial (state: WaitingForIo) recursively from another package /Engine/EngineMaterials/DefaultTextMaterialOpaque (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
LogStreaming: Display: Package /Engine/EngineMaterials/DefaultTextMaterialOpaque is adding a dynamic import to package /Engine/EngineMaterials/T_Default_Material_Grid_M because of a recursive sync load
LogStreaming: Display: Package /Engine/EngineMaterials/DefaultTextMaterialOpaque is adding a dynamic import to package /Engine/EngineMaterials/T_Default_Material_Grid_N because of a recursive sync load
LogStreaming: Display: Package /Engine/EngineMaterials/DefaultTextMaterialOpaque is adding a dynamic import to package /Engine/Functions/Engine_MaterialFunctions01/Opacity/CameraDepthFade because of a recursive sync load
LogStreaming: Display: Flushing package /Engine/EngineMaterials/DefaultDeferredDecalMaterial (state: WaitingForIo) recursively from another package /Engine/EngineMaterials/WorldGridMaterial (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
LogStreaming: Display: Flushing package /Engine/EngineMaterials/DefaultLightFunctionMaterial (state: WaitingForIo) recursively from another package /Engine/EngineMaterials/DefaultDeferredDecalMaterial (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
LogStreaming: Display: Flushing package /Engine/EngineMaterials/DefaultPostProcessMaterial (state: WaitingForIo) recursively from another package /Engine/EngineMaterials/DefaultLightFunctionMaterial (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
LogStreaming: Display: Package /Engine/EngineMaterials/DefaultLightFunctionMaterial is adding a dynamic import to package /Engine/EngineMaterials/DefaultDiffuse because of a recursive sync load
LogStreaming: Display: Package /Engine/EngineMaterials/DefaultLightFunctionMaterial is adding a dynamic import to package /Engine/Functions/Engine_MaterialFunctions02/Utility/BreakOutFloat2Components because of a recursive sync load
LogStreaming: Display: Package /Engine/EngineMaterials/DefaultLightFunctionMaterial is adding a dynamic import to package /Engine/EngineMaterials/DefaultPostProcessMaterial because of a recursive sync load
LogStreaming: Display: Flushing package /Engine/EngineMaterials/DefaultPostProcessMaterial (state: DeferredPostLoad) recursively from another package /Engine/EngineMaterials/DefaultLightFunctionMaterial (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
LogStreaming: Display: Package /Engine/EngineMaterials/DefaultDeferredDecalMaterial is adding a dynamic import to package /Engine/EngineMaterials/DefaultLightFunctionMaterial because of a recursive sync load
LogStreaming: Display: Flushing package /Engine/EngineMaterials/DefaultLightFunctionMaterial (state: DeferredPostLoad) recursively from another package /Engine/EngineMaterials/DefaultDeferredDecalMaterial (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
LogStreaming: Display: Package /Engine/EngineMaterials/WorldGridMaterial is adding a dynamic import to package /Engine/EngineMaterials/DefaultDeferredDecalMaterial because of a recursive sync load
LogStreaming: Display: Flushing package /Engine/EngineMaterials/DefaultDeferredDecalMaterial (state: DeferredPostLoad) recursively from another package /Engine/EngineMaterials/WorldGridMaterial (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
LogStreaming: Display: Package /Engine/EngineMaterials/DefaultTextMaterialOpaque is adding a dynamic import to package /Engine/EngineMaterials/WorldGridMaterial because of a recursive sync load
LogStreaming: Display: Flushing package /Engine/EngineMaterials/WorldGridMaterial (state: DeferredPostLoad) recursively from another package /Engine/EngineMaterials/DefaultTextMaterialOpaque (state: CreateLinkerLoadExports) will result in a partially loaded package to avoid a deadlock.
LogMeshReduction: Display: Using QuadricMeshReduction for automatic static mesh reduction
LogMeshReduction: Display: Using SkeletalMeshReduction for automatic skeletal mesh reduction
LogMeshReduction: Display: Using ProxyLODMeshReduction for automatic mesh merging
LogMeshReduction: Display: No distributed automatic mesh merging module available
LogMeshMerging: No distributed automatic mesh merging module available
LogConfig: Applying CVar settings from Section [/Script/CQTest.CQTestSettings] File [Engine]
LogVirtualization: Display: VirtualizationSystem name found in ini file: None
LogVirtualization: Display: FNullVirtualizationSystem mounted, virtualization will be disabled
LogIris: FNetObjectFactoryRegistry::UnregisterFactory is unregistering factory: NetActorFactory name: NetActorFactory id: 0
LogIris: FNetObjectFactoryRegistry::UnregisterFactory is unregistering factory: NetSubObjectFactory name: NetSubObjectFactory id: 1
LogLiveCoding: Display: Starting LiveCoding
LogLiveCoding: Display: LiveCodingConsole Arguments: UnrealEditor Win64 Development
LogLiveCoding: Display: First instance in process group "UE_UE56Vehicle7_0xd6b184be", spawning console
LogLiveCoding: Display: Waiting for server
LogSlate: Border
LogSlate: BreadcrumbButton
LogSlate: Brushes.Title
LogSlate: ColorPicker.ColorThemes
LogSlate: Default
LogSlate: Icons.Save
LogSlate: Icons.Toolbar.Settings
LogSlate: ListView
LogSlate: SoftwareCursor_CardinalCross
LogSlate: SoftwareCursor_Grab
LogSlate: TableView.DarkRow
LogSlate: TableView.Row
LogSlate: TreeView
LogWorldPartition: Display: FWorldPartitionClassDescRegistry::Initialize started...
LogWorldPartition: Display: FWorldPartitionClassDescRegistry::Initialize took 1.434 ms
LogInit: XR: Instanced Stereo Rendering is Disabled
LogInit: XR: MultiViewport is Disabled
LogInit: XR: Mobile Multiview is Disabled
LogStats: UGameplayTagsManager::InitializeManager -  0.000 s
LogNiagaraDebuggerClient: Niagara Debugger Client Initialized | Session: CBFAAF080E5F45978000000000002500 | Instance: FF7C9C0B4663EF0CE290AAA207CB5C95 (FURCRAEA_BUILT-33684).
LogTurnkeySupport: Completed device detection: Code = 0
LogTcpMessaging: Initializing TcpMessaging bridge
LogUdpMessaging: Display: Work queue size set to 1024.
LogUdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
LogUdpMessaging: Display: Unicast socket bound to '0.0.0.0:52444'.
LogUdpMessaging: Display: Added local interface '192.168.1.4' to multicast group '230.0.0.1:6666'
LogUdpMessaging: Display: Using asynchronous task graph for message deserialization.
LogNNERuntimeORT: Available graphics and compute adapters:
LogNNERuntimeORT: Selecting NPU adapter: NVIDIA GeForce RTX 4080 SUPER
LogNNERuntimeORT: MakeRuntimeORTDml:
LogNNERuntimeORT:   DirectML:  yes
LogNNERuntimeORT:   RHI D3D12: yes
LogNNERuntimeORT:   D3D12:     yes
LogNNERuntimeORT:   NPU:       yes
LogNNERuntimeORT: Interface availability:
LogNNERuntimeORT:   GPU: yes
LogNNERuntimeORT:   RDG: yes
LogNNERuntimeORT:   NPU: yes
LogNNERuntimeORT: Available graphics and compute adapters:
LogNNERuntimeORT: Selecting NPU adapter: NVIDIA GeForce RTX 4080 SUPER
LogMetaSound: Display: MetaSound Page Target Initialized to 'Default'
LogAudio: Display: Registering Engine Module Parameter Interfaces...
LogMetaSound: MetaSound Engine Initialized
LogChaosVDEditor: [FChaosVDExtensionsManager::RegisterExtension] Registering CVD Extension [FChaosVDGenericDebugDrawExtension] ...
LogChaosVDEditor: [FChaosVDExtensionsManager::RegisterExtension] Registering CVD Extension [FChaosVDAccelerationStructuresExtension] ...
LogTimingProfiler: Initialize
LogTimingProfiler: OnSessionChanged
LoadingProfiler: Initialize
LoadingProfiler: OnSessionChanged
LogNetworkingProfiler: Initialize
LogNetworkingProfiler: OnSessionChanged
LogMemoryProfiler: Initialize
LogMemoryProfiler: OnSessionChanged
LogLiveCoding: Display: Successfully initialized, removing startup thread
LogConfig: Applying CVar settings from Section [/Script/NNEDenoiser.NNEDenoiserSettings] File [Engine]
LogAndroidPermission: UAndroidPermissionCallbackProxy::GetInstance
LogAudioCaptureCore: Display: No Audio Capture implementations found. Audio input will be silent.
LogAudioCaptureCore: Display: No Audio Capture implementations found. Audio input will be silent.
SourceControl: Revision control is disabled
LogStreaming: Warning: Failed to read file '../../../Engine/Content/Slate/Icons/doc_16x.png' error.
LogStreaming: Warning: Failed to read file '../../../Engine/Content/Slate/Common/ButtonHoverHint.png' error.
LogSlate: Could not load file for Slate resource: [../../../Engine/Content/Slate/Icons/doc_16x.png] file: [../../../Engine/Content/Slate/Icons/doc_16x.png]
LogSlate: Could not load file for Slate resource: [../../../Engine/Content/Slate/Common/ButtonHoverHint.png] file: [../../../Engine/Content/Slate/Common/ButtonHoverHint.png]
SourceControl: Revision control is disabled
LogCollectionManager: Loaded 0 collections in 0.000730 seconds
LogFileCache: Scanning file cache for directory 'D:/Sandbox/UE56Vehicle/UE56Vehicle7/Saved/Collections/' took 0.00s
LogFileCache: Scanning file cache for directory 'D:/Sandbox/UE56Vehicle/UE56Vehicle7/Content/Developers/furcr/Collections/' took 0.00s
LogFileCache: Scanning file cache for directory 'D:/Sandbox/UE56Vehicle/UE56Vehicle7/Content/Collections/' took 0.00s
LogTurnkeySupport: Turnkey Device: Win64@furcraea_built: (Name=furcraea_built, Type=Computer, Status=Valid, MinAllowed=10.0.19041.0, MaxAllowed=, Current=10.0.26100.0, Flags="Device_InstallSoftwareValid")
LogStreaming: Warning: Failed to read file '../../../Engine/Platforms/VisionOS/Content/Editor/Slate/Launcher/Platform_VisionOS_24x.png' error.
LogSlate: Could not load file for Slate resource: [../../../Engine/Platforms/VisionOS/Content/Editor/Slate/Launcher/Platform_VisionOS_24x.png] file: [../../../Engine/Platforms/VisionOS/Content/Editor/Slate/Launcher/Platform_VisionOS_24x.png]
LogStreaming: Warning: Failed to read file '../../../Engine/Platforms/VisionOS/Content/Editor/Slate/Launcher/Platform_VisionOS_128x.png' error.
LogSlate: Could not load file for Slate resource: [../../../Engine/Platforms/VisionOS/Content/Editor/Slate/Launcher/Platform_VisionOS_128x.png] file: [../../../Engine/Platforms/VisionOS/Content/Editor/Slate/Launcher/Platform_VisionOS_128x.png]
LogStreaming: Warning: Failed to read file '../../../Engine/Content/Slate/Icons/doc_16x.png' error.
LogStreaming: Warning: Failed to read file '../../../Engine/Content/Slate/Common/ButtonHoverHint.png' error.
LogSlate: Could not load file for Slate resource: [../../../Engine/Content/Slate/Common/ButtonHoverHint.png] file: [../../../Engine/Content/Slate/Common/ButtonHoverHint.png]
LogSlate: Could not load file for Slate resource: [../../../Engine/Content/Slate/Icons/doc_16x.png] file: [../../../Engine/Content/Slate/Icons/doc_16x.png]
LogEOSSDK: LogEOS: [Boot] EOSSDK Version 1.17.0-41373641 booting at 2025-08-14T13:18:55.492Z using C
LogEOSSDK: LogEOS: [Boot] EOSSDK Platform Properties [OS=Windows/10.0.26100.4768.64bit, ClientId=xyza7891REBVsEqSJRRNXmlS7EQHM459, ProductId=86f32f1151354e7cb39c12f8ab2c22a3, SandboxId=a01927f7421a4d4995673fe30ef46945, DeploymentId=a652a72ea1664dcab3a467891eea5f30, ProductName=UE56Vehicle7, ProductVersion=++UE5+Release-5.6-CL-44394996, IsServer=false, Flags=DisableOverlay]
LogEOSSDK: LogEOSAnalytics: Start Session (User: ...)
LogEOSSDK: LogEOSOverlay: Overlay will not load, because it was explicitly disabled when creating the platform
LogEOSSDK: LogEOSAntiCheat: [AntiCheatClient] Anti-cheat client not available. Verify that the game was started using the anti-cheat bootstrapper if you intend to use it.
LogEOSSDK: LogEOS: SetApplicationStatus - OldStatus: EOS_AS_Foreground, NewStatus: EOS_AS_Foreground, Current Time: 0001.01.01-00.00.00
LogEOSSDK: LogEOS: SetNetworkStatus - OldStatus: EOS_NS_Online, NewStatus: EOS_NS_Online
LogEOSSDK: LogEOS: Updating Platform SDK Config, Time: 0.000041
LogUObjectArray: 42555 objects as part of root set at end of initial load.
LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool
LogEngine: Initializing Engine...
LogStylusInput: Initializing StylusInput subsystem.
LogTedsSettings: UTedsSettingsEditorSubsystem::Initialize
LogTextureFormatOodle: Display: Oodle Texture loading DLL: oo2tex_win64_2.9.11.dll
LogTextureFormatOodle: Display: Oodle Texture loading DLL: oo2tex_win64_2.9.12.dll
LogChaosDD: Creating Chaos Debug Draw Scene for world Untitled
LogNetVersion: Set ProjectVersion to 1.0.0.0. Version Checksum will be recalculated on next use.
LogInit: Texture streaming: Enabled
LogAnalytics: Display: [UEEditor.Rocket.Release] AnalyticsET::StartSession ( APIServer = https://datarouter.ol.epicgames.com/datarouter/api/v1/public/data. AppVersion = 5.6.1-44394996+++UE5+Release-5.6 )
LogAudio: Display: Initializing Audio Device Manager...
LogAudio: Display: Loading Default Audio Settings Objects...
LogAudio: Display: No default SoundConcurrencyObject specified (or failed to load).
LogAudio: Display: Audio Device Manager Initialized
LogAudio: Display: Creating Audio Device:                 Id: 1, Scope: Shared, Realtime: True
LogAudioMixer: Display: Audio Mixer Platform Settings:
LogAudioMixer: Display:     Sample Rate:                          48000
LogAudioMixer: Display:     Callback Buffer Frame Size Requested: 1024
LogAudioMixer: Display:     Callback Buffer Frame Size To Use:    1024
LogAudioMixer: Display:     Number of buffers to queue:           1
LogAudioMixer: Display:     Max Channels (voices):                32
LogAudioMixer: Display:     Number of Async Source Workers:       4
LogAudio: Display: AudioDevice MaxSources: 32
LogAudio: Display: Audio Spatialization Plugin: None (built-in).
LogAudio: Display: Audio Reverb Plugin: None (built-in).
LogAudio: Display: Audio Occlusion Plugin: None (built-in).
LogAudioMixer: Display: Initializing audio mixer using platform API: 'XAudio2'
LogAudioMixer: Display: Using Audio Hardware Device ライン (PIONEER DJM-850)
LogAudioMixer: Display: Initializing Sound Submixes...
LogAudioMixer: Display: Creating Master Submix 'MasterSubmixDefault'
LogAudioMixer: Display: Creating Master Submix 'MasterReverbSubmixDefault'
LogAudioMixer: FMixerPlatformXAudio2::StartAudioStream() called. InstanceID=1
LogAudioMixer: Display: Output buffers initialized: Frames=1024, Channels=2, Samples=2048, InstanceID=1
LogAudioMixer: Display: Starting AudioMixerPlatformInterface::RunInternal(), InstanceID=1
LogAudioMixer: Display: FMixerPlatformXAudio2::SubmitBuffer() called for the first time. InstanceID=1
LogInit: FAudioDevice initialized with ID 1.
LogAudio: Display: Audio Device (ID: 1) registered with world 'Untitled'.
LogAudioMixer: Initializing Audio Bus Subsystem for audio device with ID 1
LogCsvProfiler: Display: Metadata set : largeworldcoordinates="1"
LogInit: Undo buffer set to 256 MB
LogInit: Transaction tracking system initialized
LogSourceControl: Display: Uncontrolled Changelist persistency file loaded ../../../../../../Sandbox/UE56Vehicle/UE56Vehicle7/Saved/SourceControl/UncontrolledChangelists.json
LocalizationService: Localization service is disabled
LogFileCache: Scanning file cache for directory 'D:/Sandbox/UE56Vehicle/UE56Vehicle7/Content/' took 0.01s
LogPython: Python enabled via CVar 'Engine.Python.IsEnabledByDefault'
LogPython: Using Python 3.11.8
LogPython: Display: No pip-enabled plugins with python dependencies found, skipping
LogRenderer: Requested compilation of Path Tracing RTPSOs (16 permutations).
LogLevelSequenceEditor: LevelSequenceEditor subsystem initialized.
LogEditorDataStorage: Initializing
LogEditorDataStorage: Initialized
LogAssetRegistry: Display: Triggering cache save on discovery complete
LogCore: Display: GameplayInsights module auto-connecting to local trace server...
LogInit: Display: Engine is initialized. Leaving FEngineLoop::Init()
SourceControl: Revision control is disabled
LogUnrealEdMisc: Loading editor; pre map load, took 5.092
Cmd: MAP LOAD FILE="../../../../../../Sandbox/UE56Vehicle/UE56Vehicle7/Content/VehicleTemplate/Maps/Lvl_offroad_Land_heimen_Spline_Actor.umap" TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=4
LogWorld: UWorld::CleanupWorld for Untitled, bSessionEnded=true, bCleanupResources=true
LogSlate: InvalidateAllWidgets triggered.  All widgets were invalidated
LogAudio: Display: Audio Device unregistered from world 'None'.
LogUObjectHash: Compacting FUObjectHashTables data took   0.63ms
LogAssetRegistry: Display: Asset registry cache written as 70.4 MiB to ../../../../../../Sandbox/UE56Vehicle/UE56Vehicle7/Intermediate/CachedAssetRegistry_*.bin
LogDeviceProfileManager: Going up to parent DeviceProfile []
LogDeviceProfileManager: Going up to parent DeviceProfile []
LogDeviceProfileManager: Going up to parent DeviceProfile []
LogDeviceProfileManager: Going up to parent DeviceProfile [AppleTV]
LogDeviceProfileManager: Going up to parent DeviceProfile [IOS]
LogDeviceProfileManager: Going up to parent DeviceProfile []
LogDeviceProfileManager: Display: Deviceprofile None not found.
LogAudio: Display: Audio Device (ID: 1) registered with world 'Lvl_offroad_Land_heimen_Spline_Actor'.
LogChaosDD: Creating Chaos Debug Draw Scene for world Lvl_offroad_Land_heimen_Spline_Actor
LogEditorServer: Finished looking for orphan Actors (0.000 secs)
LogUObjectHash: Compacting FUObjectHashTables data took   0.47ms
Cmd: MAP CHECKDEP NOCLEARLOG
MapCheck: Map check complete: 0 Error(s), 0 Warning(s), took 0.039ms to complete.
LogUnrealEdMisc: Total Editor Startup Time, took 6.144
LogPlacementMode: Display: The Asset Registry is not yet fully loaded so some placeable classes might be missing.
LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
LogPakFile: Initializing PakPlatformFile
LogPakFile: Display: Mounted Pak file 'D:/Program Files/Epic Games/UE_5.6/FeaturePacks/StarterContent.upack', mount point: 'root:/'
LogPakFile: Initializing PakPlatformFile
LogPakFile: Display: Mounted Pak file 'D:/Program Files/Epic Games/UE_5.6/FeaturePacks/TP_FirstPerson.upack', mount point: 'root:/'
LogPakFile: Initializing PakPlatformFile
LogPakFile: Display: Mounted Pak file 'D:/Program Files/Epic Games/UE_5.6/FeaturePacks/TP_FirstPersonBP.upack', mount point: 'root:/'
LogPakFile: Initializing PakPlatformFile
LogPakFile: Display: Mounted Pak file 'D:/Program Files/Epic Games/UE_5.6/FeaturePacks/TP_HandheldARBP.upack', mount point: 'root:/'
LogPakFile: Initializing PakPlatformFile
LogPakFile: Display: Mounted Pak file 'D:/Program Files/Epic Games/UE_5.6/FeaturePacks/TP_ThirdPerson.upack', mount point: 'root:/'
LogPakFile: Initializing PakPlatformFile
LogPakFile: Display: Mounted Pak file 'D:/Program Files/Epic Games/UE_5.6/FeaturePacks/TP_ThirdPersonBP.upack', mount point: 'root:/'
LogPakFile: Initializing PakPlatformFile
LogPakFile: Display: Mounted Pak file 'D:/Program Files/Epic Games/UE_5.6/FeaturePacks/TP_TopDown.upack', mount point: 'root:/'
LogPakFile: Initializing PakPlatformFile
LogPakFile: Display: Mounted Pak file 'D:/Program Files/Epic Games/UE_5.6/FeaturePacks/TP_TopDownBP.upack', mount point: 'root:/'
LogPakFile: Initializing PakPlatformFile
LogPakFile: Display: Mounted Pak file 'D:/Program Files/Epic Games/UE_5.6/FeaturePacks/TP_VehicleAdvBP.upack', mount point: 'root:/'
LogPakFile: Initializing PakPlatformFile
LogPakFile: Display: Mounted Pak file 'D:/Program Files/Epic Games/UE_5.6/FeaturePacks/TP_VirtualRealityBP.upack', mount point: 'root:/'
LogSlate: Took 0.000074 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/DroidSansMono.ttf' (77K)
LogSlate: Took 0.000206 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Regular.ttf' (155K)
LogSlate: Took 0.001098 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/DroidSansFallback.ttf' (3848K)
LogSlate: The tab "/furcraeaUEOpenAI/EUW_TextFieldBtn.EUW_TextFieldBtn_ActiveTab" attempted to spawn in layout 'LevelEditor_Layout_v1.8' but failed for some reason. It will not be displayed.
LogSlate: The tab "/furcraeaUEOpenAI/EUW_Grid.EUW_Grid_ActiveTab" attempted to spawn in layout 'LevelEditor_Layout_v1.8' but failed for some reason. It will not be displayed.
LogStall: Startup...
LogStall: Startup complete.
LogLoad: (Engine Initialization) Total time: 7.60 seconds
LogRawInputWindows: QueryConnectedDevices found 24 devices
LogRawInputWindows: QueryConnectedDevices found 24 devices
LogRawInputWindows: QueryConnectedDevices found 24 devices
LogRawInputWindows: VendorID:045E ProductID:028E
LogRawInputWindows: Device was registered succesfully and is connected (Usage:5 UsagePage:1)
LogAssetRegistry: AssetRegistryGather time 0.0829s: AssetDataDiscovery 0.0110s, AssetDataGather 0.0332s, StoreResults 0.0387s. Wall time 4.7760s.
    NumCachedDirectories 0. NumUncachedDirectories 2021. NumCachedFiles 8263. NumUncachedFiles 0.
    BackgroundTickInterruptions 0.
LogPlacementMode: Display: The Asset Registry is done with its initial scan, the list of placeable classes has been updated.
LogCollectionManager: Fixed up redirectors for 0 collections in 0.000000 seconds (updated 0 objects)
LogSourceControl: Uncontrolled asset discovery started...
LogContentStreaming: Texture pool size now 1000 MB
LogCsvProfiler: Display: Metadata set : streamingpoolsizemb="1000"
LogSourceControl: Uncontrolled asset discovery finished in 0.063696 seconds (Found 8239 uncontrolled assets)
LogSlate: Took 0.000072 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Bold.ttf' (160K)
LogSlate: Took 0.000183 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Italic.ttf' (157K)
LogStreaming: Display: FlushAsyncLoading(329): 1 QueuedPackages, 0 AsyncPackages
LogSlate: Took 0.000373 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Light.ttf' (167K)
LogSlate: InvalidateAllWidgets triggered.  All widgets were invalidated
LogPython: Display: Running start-up script D:/Program Files/Epic Games/UE_5.6/Engine/Plugins/Animation/ControlRig/Content/Python/init_unreal.py... started...
LogPython: registering <class 'ControlRigWorkflows.workflow_deformation_rig_preset.provider'>
LogRenderer: Recreating Persistent SBTs due to initializer changes: 
        NumShaderSlotsPerGeometrySegment changed: current: 1 - new: 2
        NumGeometrySegments changed: current: 0 - new: 512
LogPython: Display: Running start-up script D:/Program Files/Epic Games/UE_5.6/Engine/Plugins/Animation/ControlRig/Content/Python/init_unreal.py... took 29.569 ms
LogNiagara: Compiling System NiagaraSystem /Game/Vehicles_Orga/NiagaraLine/FountainBlack.FountainBlack took 2.257102 sec (time since issued).
LogNiagara: Compiling System NiagaraSystem /Game/Vehicles_Orga/NiagaraLine/FountainWhite.FountainWhite took 2.271561 sec (time since issued).
LogNiagara: Compiling System NiagaraSystem /Game/Vehicles_Orga/NiagaraLine/FountainBlackTire.FountainBlackTire took 2.315573 sec (time since issued).
LogEOSSDK: LogEOS: SDK Config Platform Update Request Successful, Time: 5.641741
LogEOSSDK: LogEOSAnalytics: EOS SDK Analytics disabled for route [1].
LogEOSSDK: LogEOS: Updating Product SDK Config, Time: 5.794564
LogEOSSDK: LogEOSAnalytics: Start Session (User: ...)
LogEOSSDK: LogEOS: SDK Config Product Update Request Successful, Time: 6.423913
LogEOSSDK: LogEOS: SDK Config Data - Watermark: 1327463752
LogEOSSDK: LogEOS: ScheduleNextSDKConfigDataUpdate - Time: 6.423913, Update Interval: 323.529785
LogWindowsTextInputMethodSystem: Activated input method: 日本語 (日本) - Microsoft IME (TSF IME).
LogUObjectHash: Compacting FUObjectHashTables data took   0.40ms
LogTurnkeySupport: Project requires temp target (RawInput plugin is enabled)
LogLauncherProfile: Unable to use promoted target - ../../../../../../Sandbox/UE56Vehicle/UE56Vehicle7/Binaries/Win64/UnrealGame.target does not exist.
LogMonitoredProcess: Running Serialized UAT: [ cmd.exe /c ""D:/Program Files/Epic Games/UE_5.6/Engine/Build/BatchFiles/RunUAT.bat"  -ScriptsForProject="D:/Sandbox/UE56Vehicle/UE56Vehicle7/UE56Vehicle7.uproject" Turnkey -command=VerifySdk -platform=Win64 -UpdateIfNeeded -EditorIO -EditorIOPort=55338  -project="D:/Sandbox/UE56Vehicle/UE56Vehicle7/UE56Vehicle7.uproject" BuildCookRun -nop4 -utf8output -nocompileeditor -skipbuildeditor -cook  -project="D:/Sandbox/UE56Vehicle/UE56Vehicle7/UE56Vehicle7.uproject"  -unrealexe="D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\Win64\UnrealEditor-Cmd.ex
e" -platform=Win64 -installed -stage -archive -package -build -pak -iostore -compressed -prereqs -archivedirectory="D:/Sandbox/UE56Vehicle/UE56Vehicle7_Dev7" -clientconfig=Development" -nocompile -nocompileuat ]
LogStreaming: Display: FlushAsyncLoading(332): 1 QueuedPackages, 0 AsyncPackages
UATHelper: Packaging (Windows): Running AutomationTool...
UATHelper: Packaging (Windows): Using bundled DotNet SDK version: 8.0.300 win-x64
UATHelper: Packaging (Windows): Starting AutomationTool...
UATHelper: Packaging (Windows): Parsing command line: -ScriptsForProject=D:/Sandbox/UE56Vehicle/UE56Vehicle7/UE56Vehicle7.uproject Turnkey -command=VerifySdk -platform=Win64 -UpdateIfNeeded -EditorIO -EditorIOPort=55338 -project=D:/Sandbox/UE56Vehicle/UE56Vehicle7/UE56Vehicle7.uproject BuildCookRun -nop4 -utf8output -nocompileeditor -skipbuildeditor -cook -project=D:/Sandbox/UE56Vehicle/UE56Vehicle7/UE56Vehicle7.uproject -unrealexe="D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\Win64\UnrealEditor-Cmd.exe" -platform=Win64 -installed -stage -archive -package -build -pak -iostore -compressed
 -prereqs -archivedirectory=D:/Sandbox/UE56Vehicle/UE56Vehicle7_Dev7 -clientconfig=Development -nocompile -nocompileuat
UATHelper: Packaging (Windows): Initializing script modules...
UATHelper: Packaging (Windows): Total script module initialization time: 0.11 s.
UATHelper: Packaging (Windows): Using C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Current\Bin\MSBuild.exe
UATHelper: Packaging (Windows): Executing commands...
UATHelper: Packaging (Windows): Installed Sdk validity:
UATHelper: Packaging (Windows): Win64: (Status=Valid, MinAllowed_Sdk=10.0.19041.0, MaxAllowed_Sdk=10.9.99999.0, Current_Sdk=10.0.22621.0, Allowed_AutoSdk=10.0.22621.0, Current_AutoSdk=, Flags="InstalledSdk_ValidVersionExists, Sdk_HasBestVersion")
UATHelper: Packaging (Windows): Scanning for envvar changes...
UATHelper: Packaging (Windows): ... done! 
UATHelper: Packaging (Windows): Cleaning Temp Paths...
UATHelper: Packaging (Windows): BUILD SUCCESSFUL
UATHelper: Packaging (Windows): Setting up ProjectParams for D:\Sandbox\UE56Vehicle\UE56Vehicle7\UE56Vehicle7.uproject
UATHelper: Packaging (Windows): Project contains multiple Game targets (UE56Vehicle6, UE56Vehicle7) but no DefaultGameTarget is set in the [/Script/BuildSettings.BuildSettings] section of DefaultEngine.ini
UATHelper: Packaging (Windows): (see C:\Users\furcr\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Program+Files+Epic+Games+UE_5.6\Log.txt for full exception trace)
UATHelper: Packaging (Windows): AutomationTool executed for 0h 0m 1s
UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=1 (Error_Unknown)
UATHelper: Packaging (Windows): BUILD FAILED
LogStreaming: Display: FlushAsyncLoading(333): 1 QueuedPackages, 0 AsyncPackages
PackagingResults: Error: Unknown Error
LogDerivedDataCache: C:/Users/furcr/AppData/Local/UnrealEngine/Common/DerivedDataCache: Maintenance finished in +00:00:00.004 and deleted 0 files with total size 0 MiB and 0 empty folders. Scanned 133 files in 213 folders with total size 13 MiB.

see C:\Users\furcr\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Program+Files+Epic+Games+UE_5.6\Log.txt

Log started at 2025/08/14 22:19:40 (2025-08-14T13:19:40Z)
Starting AutomationTool...
Parsing command line: -ScriptsForProject=D:/Sandbox/UE56Vehicle/UE56Vehicle7/UE56Vehicle7.uproject Turnkey -command=VerifySdk -platform=Win64 -UpdateIfNeeded -EditorIO -EditorIOPort=55338 -project=D:/Sandbox/UE56Vehicle/UE56Vehicle7/UE56Vehicle7.uproject BuildCookRun -nop4 -utf8output -nocompileeditor -skipbuildeditor -cook -project=D:/Sandbox/UE56Vehicle/UE56Vehicle7/UE56Vehicle7.uproject -unrealexe="D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\Win64\UnrealEditor-Cmd.exe" -platform=Win64 -installed -stage -archive -package -build -pak -iostore -compressed -prereqs -archivedirectory=D:/Sandbox/UE56Vehicle/UE56Vehicle7_Dev7 -clientconfig=Development -nocompile -nocompileuat
Found project file: D:\Sandbox\UE56Vehicle\UE56Vehicle7\UE56Vehicle7.uproject
Found 2 scripts to execute:
  Turnkey(command=VerifySdk, platform=Win64, UpdateIfNeeded, EditorIO, EditorIOPort=55338, project=D:/Sandbox/UE56Vehicle/UE56Vehicle7/UE56Vehicle7.uproject)
  BuildCookRun(nop4, utf8output, nocompileeditor, skipbuildeditor, cook, project=D:/Sandbox/UE56Vehicle/UE56Vehicle7/UE56Vehicle7.uproject, unrealexe=D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\Win64\UnrealEditor-Cmd.exe, platform=Win64, installed, stage, archive, package, build, pak, iostore, compressed, prereqs, archivedirectory=D:/Sandbox/UE56Vehicle/UE56Vehicle7_Dev7, clientconfig=Development, nocompile)
Running on Windows as a 64-bit process.
CWD=D:\Program Files\Epic Games\UE_5.6
UnrealEngine ver. 5.6.0.0
Initializing script modules...
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\Android.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\Apple.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\AutomatedPerfTesting.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\AutomationScripts.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\AutomationUtils.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\BuildGraph.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\CookedEditor.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\CrowdinLocalization.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\EpicGames.Build.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\EpicGames.BuildGraph.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\EpicGames.Core.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\EpicGames.Horde.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\EpicGames.IoHash.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\EpicGames.MsBuild.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\EpicGames.OIDC.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\EpicGames.Oodle.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\EpicGames.Perforce.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\EpicGames.ProjectStore.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\EpicGames.Serialization.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\EpicGames.UBA.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\EpicGames.UHT.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\Gauntlet.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\ICVFX.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\Insights.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\IOS.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\Linux.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\LiveLinkHub.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\Localization.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\LowLevelTests.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\Mac.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\Mutable.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\OneSkyLocalization.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\SmartlingLocalization.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\SteamDeck.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\Turnkey.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\TVOS.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\UnrealBuildTool.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\VisionOS.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\Win.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\XLocLocalization.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\Android.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\Apple.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\AutomatedPerfTesting.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\AutomationScripts.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\AutomationUtils.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\BuildGraph.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\CookedEditor.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\CrowdinLocalization.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\EpicGames.Build.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\EpicGames.BuildGraph.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\EpicGames.Core.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\EpicGames.Horde.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\EpicGames.IoHash.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\EpicGames.MsBuild.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\EpicGames.OIDC.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\EpicGames.Oodle.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\EpicGames.Perforce.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\EpicGames.ProjectStore.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\EpicGames.Serialization.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\EpicGames.UBA.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\EpicGames.UHT.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\Gauntlet.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\ICVFX.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\Insights.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\IOS.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\Linux.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\LiveLinkHub.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\Localization.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\LowLevelTests.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\Mac.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\Mutable.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\OneSkyLocalization.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\SmartlingLocalization.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\SteamDeck.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\Turnkey.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\TVOS.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\UnrealBuildTool.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\VisionOS.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\Win.Automation.json
Loaded script module build record D:\Program Files\Epic Games\UE_5.6\Engine\Intermediate\ScriptModules\XLocLocalization.Automation.json
Total script module initialization time: 0.11 s.
IsBuildMachine=False
ShouldKillProcesses=True
Setting up command environment.
SafeFileExists D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationTool.dll=True
GetEnvironmentVariable uebp_LOCAL_ROOT=
GetEnvironmentVariable uebp_LOCAL_ROOT=
GetEnvironmentVariable uebp_EngineSavedFolder=
SetEnvVar uebp_EngineSavedFolder=D:/Program Files/Epic Games/UE_5.6/Engine/Programs/AutomationTool/Saved
GetEnvironmentVariable uebp_EngineSavedFolder=D:/Program Files/Epic Games/UE_5.6/Engine/Programs/AutomationTool/Saved
GetEnvironmentVariable uebp_CSVFile=
GetEnvironmentVariable uebp_LogFolder=
GetEnvironmentVariable uebp_LOCAL_ROOT=D:/Program Files/Epic Games/UE_5.6
SetEnvVar uebp_LogFolder=C:/Users/furcr/AppData/Roaming/Unreal Engine/AutomationTool/Logs/D+Program+Files+Epic+Games+UE_5.6
DeleteDirectoryContents(C:/Users/furcr/AppData/Roaming/Unreal Engine/AutomationTool/Logs/D+Program+Files+Epic+Games+UE_5.6)
SafeDeleteFile C:\Users\furcr\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Program+Files+Epic+Games+UE_5.6\Log.json
SafeDeleteFile C:\Users\furcr\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Program+Files+Epic+Games+UE_5.6\Log.txt
GetEnvironmentVariable uebp_FinalLogFolder=
SetEnvVar uebp_FinalLogFolder=C:/Users/furcr/AppData/Roaming/Unreal Engine/AutomationTool/Logs/D+Program+Files+Epic+Games+UE_5.6
SafeFileExists C:\WINDOWS\system32\robocopy.exe=True
SafeFileExists C:\WINDOWS\system32\mount.exe=False
SafeFileExists C:\WINDOWS\Sysnative\mount.exe=False
SafeFileExists C:\WINDOWS\system32\cmd.exe=True
SetEnvVar MallocNanoZone=0
GetEnvironmentVariable uebp_UATChildInstance=0
Found VisualStudio2022 installation: C:\Program Files\Microsoft Visual Studio\2022\Community (Product=Microsoft.VisualStudio.Product.Community, Version=17.14.36408.4)
Found VisualStudioUnsupported installation: C:\Program Files (x86)\Microsoft Visual Studio\2019\Community (Product=Microsoft.VisualStudio.Product.Community, Version=16.11.36324.18)
Using C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Current\Bin\MSBuild.exe
CompilationEvironment.HasCapabilityToCompile=True
CompilationEvironment.FrameworkMsbuildExe=C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Current\Bin\MSBuild.exe
CompilationEvironment.DotnetMsbuildExe=D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\ThirdParty\DotNet\8.0.300\win-x64\dotnet.exe
Command Environment settings:
CmdExe=C:\WINDOWS\system32\cmd.exe
EngineSavedFolder=D:/Program Files/Epic Games/UE_5.6/Engine/Programs/AutomationTool/Saved
HasCapabilityToCompile=True
LocalRoot=D:/Program Files/Epic Games/UE_5.6
LogFolder=C:/Users/furcr/AppData/Roaming/Unreal Engine/AutomationTool/Logs/D+Program+Files+Epic+Games+UE_5.6
MountExe=C:\WINDOWS\system32\mount.exe
FrameworkMsbuildExe=C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Current\Bin\MSBuild.exe
DotnetMsbuildExe=D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\ThirdParty\DotNet\8.0.300\win-x64\dotnet.exe
RobocopyExe=C:\WINDOWS\system32\robocopy.exe
TimestampAsString=2025-08-14_22.19.40
AutomationToolDll=D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationTool.dll

No project directory provided for project scope BuildConfiguration.xml resolution.
No config file at C:\ProgramData\Unreal Engine\UnrealBuildTool\BuildConfiguration.xml
No config file at C:\Users\furcr\AppData\Local\Unreal Engine\UnrealBuildTool\BuildConfiguration.xml
No config file at C:\Users\furcr\Documents\Unreal Engine\UnrealBuildTool\BuildConfiguration.xml
Configuration will be read from:
  C:\Users\furcr\AppData\Roaming\Unreal Engine\UnrealBuildTool\BuildConfiguration.xml
Reading configuration file from cache (C:\Users\furcr\AppData\Local\UnrealEngine\XmlConfigCache-D+Program Files+Epic Games+UE_5.6.bin): C:\Users\furcr\AppData\Roaming\Unreal Engine\UnrealBuildTool\BuildConfiguration.xml
Reading configuration file from cache (C:\Users\furcr\AppData\Local\UnrealEngine\XmlConfigCache-D+Program Files+Epic Games+UE_5.6.bin): C:\Users\furcr\AppData\Local\UnrealEngine\Intermediate\Build\UnrealBuildTool.Env.BuildConfiguration.xml
    Registering build platform: UnrealBuildTool.AndroidPlatformFactory
    Registering build platform: UnrealBuildTool.IOSPlatformFactory
    Registering build platform: UnrealBuildTool.LinuxPlatformFactory
    Registering build platform: UnrealBuildTool.MacPlatformFactory
    Registering build platform: UnrealBuildTool.TVOSPlatformFactory
    Registering build platform: UnrealBuildTool.WindowsPlatformFactory
Found Windows 10 SDK root at C:\Program Files (x86)\Windows Kits\10 (1)
Found Windows 10 SDK root at C:\Program Files (x86)\Windows Kits\10 (2)
Found Windows 10 SDK version 10.0.19041.0 at C:\Program Files (x86)\Windows Kits\10
Found Universal CRT version 10.0.19041.0 at C:\Program Files (x86)\Windows Kits\10
Found Windows 10 SDK version 10.0.22000.0 at C:\Program Files (x86)\Windows Kits\10
Found Universal CRT version 10.0.22000.0 at C:\Program Files (x86)\Windows Kits\10
Found Windows 10 SDK version 10.0.22621.0 at C:\Program Files (x86)\Windows Kits\10
Found Universal CRT version 10.0.22621.0 at C:\Program Files (x86)\Windows Kits\10
Found Windows 10 SDK version 10.0.26100.0 at C:\Program Files (x86)\Windows Kits\10
Found Universal CRT version 10.0.26100.0 at C:\Program Files (x86)\Windows Kits\10
Win64 Installed SDK(s): MinVersion_Sdk=10.0.19041.0, MaxVersion_Sdk=10.9.99999.0, CurrentVersion_Sdk=10.0.22621.0, Version_AutoSdk=10.0.22621.0, CurrentVersion_AutoSdk=
        Registering build platform: Win64 - buildable: True
    Registering build platform: UnrealBuildTool.VisionOSPlatformFactory
Cleaning up project rules folder
DeleteDirectoryContents(C:\Users\furcr\AppData\Local\Temp\UAT\D+Program+Files+Epic+Games+UE_5.6\Rules)
Loading script DLL: D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Android\Android.Automation.dll
Loading script DLL: D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Apple\Apple.Automation.dll
Loading script DLL: D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\AutomatedPerfTesting\AutomatedPerfTesting.Automation.dll
Loading script DLL: D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Scripts\AutomationScripts.Automation.dll
Loading script DLL: D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationUtils\AutomationUtils.Automation.dll
Loading script DLL: D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\BuildGraph\BuildGraph.Automation.dll
Loading script DLL: D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\CookedEditor\CookedEditor.Automation.dll
Loading script DLL: D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\CrowdinLocalization\CrowdinLocalization.Automation.dll
Loading script DLL: D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Gauntlet\Gauntlet.Automation.dll
Loading script DLL: D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\ICVFX\ICVFX.Automation.dll
Loading script DLL: D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Insights\Insights.Automation.dll
Loading script DLL: D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\IOS\IOS.Automation.dll
Loading script DLL: D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Linux\Linux.Automation.dll
Loading script DLL: D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\LiveLinkHub\LiveLinkHub.Automation.dll
Loading script DLL: D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Localization\Localization.Automation.dll
Loading script DLL: D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\LowLevelTests\LowLevelTests.Automation.dll
Loading script DLL: D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Mac\Mac.Automation.dll
Loading script DLL: D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Mutable\Mutable.Automation.dll
Loading script DLL: D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\OneSkyLocalization\OneSkyLocalization.Automation.dll
Loading script DLL: D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\SmartlingLocalization\SmartlingLocalization.Automation.dll
Loading script DLL: D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\SteamDeck\SteamDeck.Automation.dll
Loading script DLL: D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Turnkey\Turnkey.Automation.dll
Loading script DLL: D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\TVOS\TVOS.Automation.dll
Loading script DLL: D:\Program Files\Epic Games\UE_5.6\Engine\Platforms\VisionOS\Binaries\DotNET\AutomationTool\AutomationScripts\VisionOS.Automation.dll
Loading script DLL: D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Windows\Win.Automation.dll
Loading script DLL: D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\XLocLocalization\XLocLocalization.Automation.dll
Creating platforms.
Looking for platforms in D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Android\Android.Automation.dll
Creating platform AndroidPlatform from D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Android\Android.Automation.dll.
Creating platform AndroidPlatformMulti from D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Android\Android.Automation.dll.
Creating platform AndroidPlatformDXT from D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Android\Android.Automation.dll.
Creating platform AndroidPlatformETC2 from D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Android\Android.Automation.dll.
Creating platform AndroidPlatformASTC from D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Android\Android.Automation.dll.
Creating platform AndroidPlatformOpenXR from D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Android\Android.Automation.dll.
Looking for platforms in D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\TVOS\Apple.Automation.dll
Looking for platforms in D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\AutomatedPerfTesting\AutomatedPerfTesting.Automation.dll
Looking for platforms in D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Scripts\AutomationScripts.Automation.dll
Looking for platforms in D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationUtils\AutomationUtils.Automation.dll
Looking for platforms in D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\BuildGraph\BuildGraph.Automation.dll
Looking for platforms in D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\LiveLinkHub\CookedEditor.Automation.dll
Creating platform WindowsCookedEditor from D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\LiveLinkHub\CookedEditor.Automation.dll.
Creating platform LinuxCookedEditor from D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\LiveLinkHub\CookedEditor.Automation.dll.
Creating platform MacCookedEditor from D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\LiveLinkHub\CookedEditor.Automation.dll.
Creating platform WindowsCookedCooker from D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\LiveLinkHub\CookedEditor.Automation.dll.
Creating platform LinuxCookedCooker from D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\LiveLinkHub\CookedEditor.Automation.dll.
Creating platform MacCookedCooker from D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\LiveLinkHub\CookedEditor.Automation.dll.
Looking for platforms in D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\CrowdinLocalization\CrowdinLocalization.Automation.dll
Looking for platforms in D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Mutable\Gauntlet.Automation.dll
Looking for platforms in D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\ICVFX\ICVFX.Automation.dll
Looking for platforms in D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Insights\Insights.Automation.dll
Looking for platforms in D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\IOS\IOS.Automation.dll
Creating platform IOSPlatform from D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\IOS\IOS.Automation.dll.
Looking for platforms in D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Linux\Linux.Automation.dll
Creating platform GenericLinuxPlatform from D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Linux\Linux.Automation.dll.
Creating platform GenericLinuxPlatformArm64 from D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Linux\Linux.Automation.dll.
Looking for platforms in D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\LiveLinkHub\LiveLinkHub.Automation.dll
Looking for platforms in D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Localization\Localization.Automation.dll
Looking for platforms in D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\LowLevelTests\LowLevelTests.Automation.dll
Looking for platforms in D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Mac\Mac.Automation.dll
Creating platform MacPlatform from D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Mac\Mac.Automation.dll.
Looking for platforms in D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Mutable\Mutable.Automation.dll
Looking for platforms in D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\OneSkyLocalization\OneSkyLocalization.Automation.dll
Looking for platforms in D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\SmartlingLocalization\SmartlingLocalization.Automation.dll
Looking for platforms in D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Windows\SteamDeck.Automation.dll
Looking for platforms in D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Turnkey\Turnkey.Automation.dll
Looking for platforms in D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\TVOS\TVOS.Automation.dll
Creating platform TVOSPlatform from D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\TVOS\TVOS.Automation.dll.
Looking for platforms in D:\Program Files\Epic Games\UE_5.6\Engine\Platforms\VisionOS\Binaries\DotNET\AutomationTool\AutomationScripts\VisionOS.Automation.dll
Creating platform VisionOSPlatform from D:\Program Files\Epic Games\UE_5.6\Engine\Platforms\VisionOS\Binaries\DotNET\AutomationTool\AutomationScripts\VisionOS.Automation.dll.
Looking for platforms in D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Windows\Win.Automation.dll
Creating platform Win64Platform from D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\Platforms\Windows\Win.Automation.dll.
Looking for platforms in D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\DotNET\AutomationTool\AutomationScripts\XLocLocalization\XLocLocalization.Automation.dll
Initializing AllowSubmit.
AllowSubmit=False
Initializing P4Enabled.
P4Enabled=False
P4CLRequired=False
Executing commands...
Attempting to execute Turnkey(command=VerifySdk, platform=Win64, UpdateIfNeeded, EditorIO, EditorIOPort=55338, project=D:/Sandbox/UE56Vehicle/UE56Vehicle7/UE56Vehicle7.uproject)
BUILD SUCCESSFUL
Attempting to execute BuildCookRun(nop4, utf8output, nocompileeditor, skipbuildeditor, cook, project=D:/Sandbox/UE56Vehicle/UE56Vehicle7/UE56Vehicle7.uproject, unrealexe=D:\Program Files\Epic Games\UE_5.6\Engine\Binaries\Win64\UnrealEditor-Cmd.exe, platform=Win64, installed, stage, archive, package, build, pak, iostore, compressed, prereqs, archivedirectory=D:/Sandbox/UE56Vehicle/UE56Vehicle7_Dev7, clientconfig=Development, nocompile)
SafeFileExists D:\Sandbox\UE56Vehicle\UE56Vehicle7\UE56Vehicle7.uproject=True
SafeFileExists D:\Sandbox\UE56Vehicle\UE56Vehicle7\UE56Vehicle7.uproject=True
SafeFileExists D:\Sandbox\UE56Vehicle\UE56Vehicle7\UE56Vehicle7.uproject=True
Setting up ProjectParams for D:\Sandbox\UE56Vehicle\UE56Vehicle7\UE56Vehicle7.uproject
Ignoring plugin 'ModelingToolsEditorMode' for platform/configuration
Ignoring plugin 'PythonScriptPlugin' for platform/configuration
Ignoring plugin 'ModelingToolsEditorMode' for platform/configuration
Ignoring plugin 'EOSShared' for platform/configuration
Ignoring plugin 'BaseCharacterFXEditor' for platform/configuration
Ignoring plugin 'MeshModelingToolsetExp' for platform/configuration
Ignoring plugin 'ContentBrowserFileDataSource' for platform/configuration
Ignoring plugin 'GameplayInsights' for platform/configuration
Ignoring plugin 'PixWinPlugin' due to unsupported platform in plugin descriptor
Ignoring plugin 'ProjectLauncher' due to unsupported platform in plugin descriptor
Ignoring plugin 'XCodeSourceCodeAccess' due to unsupported platform in plugin descriptor
Ignoring plugin 'ContentBrowserFileDataSource' for platform/configuration
Ignoring plugin 'MeshModelingToolset' for platform/configuration
Ignoring plugin 'MeshModelingToolsetExp' for platform/configuration
Ignoring plugin 'Interchange' due to unsupported platform
Ignoring plugin 'PlanarCut' for platform/configuration
Ignoring plugin 'MeshModelingToolsetExp' for platform/configuration
Ignoring plugin 'LowLevelNetTrace' due to unsupported platform in plugin descriptor
Ignoring plugin 'NFORDenoise' due to unsupported platform in plugin descriptor
Ignoring plugin 'Interchange' for platform/configuration
Ignoring plugin 'EOSShared' for platform/configuration
Ignoring plugin 'InterchangeEditor' due to unsupported platform in plugin descriptor
Ignoring plugin 'Interchange' due to unsupported platform in plugin descriptor
Ignoring plugin 'MediaPlayerEditor' for platform/configuration
Ignoring plugin 'MediaPlayerEditor' for platform/configuration
Ignoring plugin 'MeshModelingToolset' for platform/configuration
Ignoring plugin 'InterchangeEditor' for platform/configuration
Ignoring plugin 'NNEDenoiser' due to unsupported platform in plugin descriptor
Ignoring plugin 'OnlineSubsystemIOS' due to unsupported platform in plugin descriptor
Ignoring plugin 'MsQuic' due to unsupported platform in plugin descriptor
Ignoring plugin 'XInputDevice' due to unsupported platform in plugin descriptor
Ignoring plugin 'Interchange' for platform/configuration
Ignoring plugin 'UbaController' due to unsupported platform in plugin descriptor
Ignoring plugin 'PythonScriptPlugin' for platform/configuration
Ignoring plugin 'ModelingToolsEditorMode' for platform/configuration
Ignoring plugin 'EOSShared' for platform/configuration
Ignoring plugin 'BaseCharacterFXEditor' for platform/configuration
Ignoring plugin 'MeshModelingToolsetExp' for platform/configuration
Ignoring plugin 'ContentBrowserFileDataSource' for platform/configuration
Ignoring plugin 'GameplayInsights' for platform/configuration
Ignoring plugin 'PixWinPlugin' due to unsupported platform in plugin descriptor
Ignoring plugin 'ProjectLauncher' due to unsupported platform in plugin descriptor
Ignoring plugin 'XCodeSourceCodeAccess' due to unsupported platform in plugin descriptor
Ignoring plugin 'ContentBrowserFileDataSource' for platform/configuration
Ignoring plugin 'MeshModelingToolset' for platform/configuration
Ignoring plugin 'MeshModelingToolsetExp' for platform/configuration
Ignoring plugin 'Interchange' due to unsupported platform
Ignoring plugin 'PlanarCut' for platform/configuration
Ignoring plugin 'MeshModelingToolsetExp' for platform/configuration
Ignoring plugin 'LowLevelNetTrace' due to unsupported platform in plugin descriptor
Ignoring plugin 'NFORDenoise' due to unsupported platform in plugin descriptor
Ignoring plugin 'Interchange' for platform/configuration
Ignoring plugin 'EOSShared' for platform/configuration
Ignoring plugin 'InterchangeEditor' due to unsupported platform in plugin descriptor
Ignoring plugin 'Interchange' due to unsupported platform in plugin descriptor
Ignoring plugin 'MediaPlayerEditor' for platform/configuration
Ignoring plugin 'MediaPlayerEditor' for platform/configuration
Ignoring plugin 'MeshModelingToolset' for platform/configuration
Ignoring plugin 'InterchangeEditor' for platform/configuration
Ignoring plugin 'NNEDenoiser' due to unsupported platform in plugin descriptor
Ignoring plugin 'OnlineSubsystemIOS' due to unsupported platform in plugin descriptor
Ignoring plugin 'MsQuic' due to unsupported platform in plugin descriptor
Ignoring plugin 'XInputDevice' due to unsupported platform in plugin descriptor
Ignoring plugin 'Interchange' for platform/configuration
Ignoring plugin 'UbaController' due to unsupported platform in plugin descriptor
Looking for targets for project D:\Sandbox\UE56Vehicle\UE56Vehicle7\UE56Vehicle7.uproject
Searching for target rule files in D:/Sandbox/UE56Vehicle/UE56Vehicle7
Found 16 target rule files:
  D:\Sandbox\UE56Vehicle\UE56Vehicle7\Intermediate\Source\UE56Vehicle6.Target.cs
  D:\Sandbox\UE56Vehicle\UE56Vehicle7\Intermediate\Source\UE56Vehicle6Client.Target.cs
  D:\Sandbox\UE56Vehicle\UE56Vehicle7\Intermediate\Source\UE56Vehicle6Editor.Target.cs
  D:\Sandbox\UE56Vehicle\UE56Vehicle7\Intermediate\Source\UE56Vehicle6Server.Target.cs
  D:\Sandbox\UE56Vehicle\UE56Vehicle7\Intermediate\Source\UE56Vehicle7.Target.cs
  D:\Sandbox\UE56Vehicle\UE56Vehicle7\Intermediate\Source\UE56Vehicle7Client.Target.cs
  D:\Sandbox\UE56Vehicle\UE56Vehicle7\Intermediate\Source\UE56Vehicle7Editor.Target.cs
  D:\Sandbox\UE56Vehicle\UE56Vehicle7\Intermediate\Source\UE56Vehicle7Server.Target.cs
  D:\Sandbox\UE56Vehicle\UE56Vehicle7\Intermediate\Source\UE56Vehicle6.Target.cs
  D:\Sandbox\UE56Vehicle\UE56Vehicle7\Intermediate\Source\UE56Vehicle6Client.Target.cs
  D:\Sandbox\UE56Vehicle\UE56Vehicle7\Intermediate\Source\UE56Vehicle6Editor.Target.cs
  D:\Sandbox\UE56Vehicle\UE56Vehicle7\Intermediate\Source\UE56Vehicle6Server.Target.cs
  D:\Sandbox\UE56Vehicle\UE56Vehicle7\Intermediate\Source\UE56Vehicle7.Target.cs
  D:\Sandbox\UE56Vehicle\UE56Vehicle7\Intermediate\Source\UE56Vehicle7Client.Target.cs
  D:\Sandbox\UE56Vehicle\UE56Vehicle7\Intermediate\Source\UE56Vehicle7Editor.Target.cs
  D:\Sandbox\UE56Vehicle\UE56Vehicle7\Intermediate\Source\UE56Vehicle7Server.Target.cs
SafeFileExists C:\Users\furcr\AppData\Local\Temp\UAT\D+Program+Files+Epic+Games+UE_5.6\Rules\UATRules-a18680f712944bf98ba452e4e482c5f9.dll=False
Compiling targets DLL: C:\Users\furcr\AppData\Local\Temp\UAT\D+Program+Files+Epic+Games+UE_5.6\Rules\UATRules-a18680f712944bf98ba452e4e482c5f9.dll
Compiling C:\Users\furcr\AppData\Local\Temp\UAT\D+Program+Files+Epic+Games+UE_5.6\Rules\UATRules-a18680f712944bf98ba452e4e482c5f9.dll: Assembly does not exist
Creating target rules object: UE56Vehicle6Target
Adding target: UE56Vehicle6Target (Game)
Creating target rules object: UE56Vehicle6ClientTarget
Adding target: UE56Vehicle6ClientTarget (Client)
Creating target rules object: UE56Vehicle6EditorTarget
Adding target: UE56Vehicle6EditorTarget (Editor)
Creating target rules object: UE56Vehicle6ServerTarget
Adding target: UE56Vehicle6ServerTarget (Server)
Creating target rules object: UE56Vehicle7Target
Adding target: UE56Vehicle7Target (Game)
Creating target rules object: UE56Vehicle7ClientTarget
Adding target: UE56Vehicle7ClientTarget (Client)
Creating target rules object: UE56Vehicle7EditorTarget
Adding target: UE56Vehicle7EditorTarget (Editor)
Creating target rules object: UE56Vehicle7ServerTarget
Adding target: UE56Vehicle7ServerTarget (Server)
Loading ini files for D:\Sandbox\UE56Vehicle\UE56Vehicle7\UE56Vehicle7.uproject
==============================================================================
Project contains multiple Game targets (UE56Vehicle6, UE56Vehicle7) but no DefaultGameTarget is set in the [/Script/BuildSettings.BuildSettings] section of DefaultEngine.ini
(see C:\Users\furcr\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Program+Files+Epic+Games+UE_5.6\Log.txt for full exception trace)

AutomationException: Project contains multiple Game targets (UE56Vehicle6, UE56Vehicle7) but no DefaultGameTarget is set in the [/Script/BuildSettings.BuildSettings] section of DefaultEngine.ini
   at AutomationTool.ProjectParams.SelectDefaultTarget(List`1 AvailableTargets, TargetType Type, String& Target) in D:\build\++UE5\Sync\Engine\Source\Programs\AutomationTool\AutomationUtils\ProjectParams.cs:line 2518
   at AutomationTool.ProjectParams.AutodetectSettings(Boolean bReset) in D:\build\++UE5\Sync\Engine\Source\Programs\AutomationTool\AutomationUtils\ProjectParams.cs:line 2659
   at AutomationTool.ProjectParams..ctor(FileReference RawProjectPath, FileReference RawProgramProjectOverride, BuildCommand Command, String Device, String MapToRun, String AdditionalServerMapParams, ParamList`1 Port, String RunCommandline, String StageCommandline, String BundleName, String StageDirectoryParam, String UnrealExe, String UE4Exe, String SignPak, List`1 ClientConfigsToBuild, List`1 ServerConfigsToBuild, ParamList`1 MapsToCook, ParamList`1 MapIniSectionsToCook, ParamList`1 DirectoriesToCook, String DDCGraph, String InternationalizationPreset, ParamList`1 CulturesToCook, ParamList`1 ClientCookedTargets, ParamList`1 EditorTargets, ParamList`1 ServerCookedTargets, List`1 ClientTargetPlatforms, Dictionary`2 ClientDependentPlatformMap, List`1 ServerTargetPlatforms, Dictionary`2 ServerDependentPlatformMap, List`1 ConfigOverrideParams, Nullable`1 Build, Nullable`1 SkipBuildClient, Nullable`1 SkipBuildEditor, Nullable`1 Cook, Nullable`1 Run, Nullable`1 SkipServer, Nullable`1 Clean, Nullable`1 Compressed, Nullable`1 ForceUncompressed, Nullable`1 UseMergedModules, String AdditionalPakOptions, String AdditionalIoStoreOptions, String ForceOodleDllVersion, Nullable`1 IterativeCooking, String IterateSharedCookedBuild, Nullable`1 IterateSharedBuildUsePrecompiledExe, Nullable`1 CookAll, Nullable`1 CookPartialGC, Nullable`1 CookInEditor, String CookOutputDir, Nullable`1 CookMapsOnly, Nullable`1 CookOnTheFly, Nullable`1 CookOnTheFlyStreaming, Nullable`1 UnversionedCookedContent, Nullable`1 OptionalContent, Nullable`1 EncryptIniFiles, Nullable`1 EncryptPakIndex, Nullable`1 EncryptEverything, Nullable`1 SkipCookingEditorContent, String AdditionalCookerOptions, String OriginalReleaseVersion, String BasedOnReleaseVersion, String CreateReleaseVersion, String CreateReleaseVersionBasePath, String BasedOnReleaseVersionBasePath, String ReferenceContainerGlobalFileName, String ReferenceContainerAdditionalPath, String ReferenceContainerChangesCSVFileName, String ReferenceContainerCryptoKeys, Nullable`1 GeneratePatch, Nullable`1 AddPatchLevel, String DiscVersion, String DLCName, String DLCOverrideCookedSubDir, String DLCOverrideStagedSubDir, FileReference DLCOverrideCryptoSettings, String DLCOverrideEncryptionKeyGuid, String DiffCookedContentPath, Nullable`1 DLCIncludeEngineContent, Nullable`1 DLCPakPluginFile, Nullable`1 DLCActLikePatch, Nullable`1 CrashReporter, Nullable`1 DedicatedServer, Nullable`1 Client, Nullable`1 Deploy, String DeployFolder, String GetFile, Nullable`1 FileServer, Nullable`1 Foreign, Nullable`1 ForeignCode, Nullable`1 LogWindow, Nullable`1 NoCleanStage, Nullable`1 NoClient, Nullable`1 NoDebugInfo, Nullable`1 SeparateDebugInfo, Nullable`1 MapFile, Nullable`1 NoXGE, Nullable`1 SkipPackage, Nullable`1 NeverPackage, Nullable`1 Package, Nullable`1 Pak, Nullable`1 IgnorePaksFromDifferentCookSource, Nullable`1 IoStore, Nullable`1 ZenStore, String NoZenAutoLaunch, String ZenWorkspaceSharePath, Nullable`1 ZenOmitPakFiles, Nullable`1 SkipIoStore, Nullable`1 GenerateOptimizationData, Nullable`1 Prereqs, String AppLocalDirectory, String CustomDeploymentHandler, Nullable`1 NoBootstrapExe, Nullable`1 SignedPak, Nullable`1 PakAlignForMemoryMapping, Nullable`1 RehydrateAssets, Nullable`1 NullRHI, Nullable`1 FakeClient, Nullable`1 EditorTest, Nullable`1 RunAutomationTests, String RunAutomationTest, Nullable`1 CrashIndex, Nullable`1 SkipCook, Nullable`1 SkipCookOnTheFly, Nullable`1 SkipPak, Nullable`1 PrePak, Nullable`1 SkipStage, Nullable`1 Stage, Nullable`1 Manifests, Nullable`1 CreateChunkInstall, Nullable`1 SkipEncryption, Nullable`1 Unattended, Nullable`1 NumClients, Nullable`1 Archive, String ArchiveDirectoryParam, Nullable`1 ArchiveMetaData, Nullable`1 CreateAppBundle, String SpecifiedClientTarget, String SpecifiedServerTarget, ParamList`1 ProgramTargets, Nullable`1 Distribution, String PackageEncryptionKeyFile, Nullable`1 Prebuilt, Nullable`1 RunTimeoutSeconds, String SpecifiedArchitecture, String ServerArchitecture, String EditorArchitecture, String ClientArchitecture, String ProgramArchitecture, String UbtArgs, String AdditionalPackageOptions, Nullable`1 IterativeDeploy, Nullable`1 FastCook, Nullable`1 Snapshot, Nullable`1 IncrementalCook, Nullable`1 IgnoreCookErrors, Nullable`1 KeepFileOpenLog, Nullable`1 CodeSign, Nullable`1 TreatNonShippingBinariesAsDebugFiles, Nullable`1 UseExtraFlavor, String Provision, String Certificate, String Team, Boolean AutomaticSigning, String Trace, String TraceHost, String TraceFile, String SessionLabel, ParamList`1 InMapsToRebuildLightMaps, ParamList`1 InMapsToRebuildHLOD, ParamList`1 TitleID, String Upload, String XcodeBuildOptions, Boolean bMakeMacNative) in D:\build\++UE5\Sync\Engine\Source\Programs\AutomationTool\AutomationUtils\ProjectParams.cs:line 1342
   at BuildCookRun.SetupParams() in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 52
   at BuildCookRun.ExecuteBuild() in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\AutomationTool\Scripts\BuildCookRun.Automation.cs:line 41
   at AutomationTool.BuildCommand.Execute() in D:\build\++UE5\Sync\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 372
   at AutomationTool.BuildCommand.ExecuteAsync() in D:\build\++UE5\Sync\Engine\Source\Programs\AutomationTool\AutomationUtils\BuildCommand.cs:line 381
   at AutomationTool.Automation.ExecuteAsync(List`1 CommandsToExecute, Dictionary`2 Commands) in D:\build\++UE5\Sync\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 284
   at AutomationTool.Automation.ExecuteAsync(List`1 CommandsToExecute, Dictionary`2 Commands) in D:\build\++UE5\Sync\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 308
   at AutomationTool.Automation.ProcessAsync(ParsedCommandLine AutomationToolCommandLine, StartupTraceListener StartupListener, HashSet`1 ScriptModuleAssemblies) in D:\build\++UE5\Sync\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:line 168
==============================================================================
AutomationTool executed for 0h 0m 1s
AutomationTool exiting with ExitCode=1 (Error_Unknown)

File>Zip ProjectでZip化してプロジェクトの一時ファイルを全部消したらビルドもできた。

ビルド結果

[maya]法線の仕上げ方法

maya sphere normal to mesh

Mayaで球状の法線をメッシュに反映するには?

Mayaで球状の法線をメッシュに反映させるには、法線転送機能を使用します。まず、球状の法線を持つメッシュ(転送元)と、法線を反映させたいメッシュ(転送先)を用意します。次に、転送元と転送先のメッシュを選択し、「メッシュ>アトリビュートの転送」を選択、頂点法線のみを転送するように設定して「転送」を実行します。これにより、転送元の法線情報が転送先のメッシュに適用され、球状の滑らかな陰影が再現されます

そんなことをしなくてもよかった

を直すには

Mesh Display > Set Vertex Normal

Match face normal

Apply

でOKだった。

MSYS2のMINGW64 → pacman やOpenGL関連ライブラリがインストール可能 な環境でGLSLを描画できた。 FBX Viewerを作る Vol.3 テクスチャとカメラのタンブル、トラック、ドリー、ロール、ズーム

memo.txt

fbx_viewer/
├── CMakeLists.txt
├── include/
│   ├── glad/
│   ├── KHR/
│   ├── glfw/
│   ├── glm/
│   └── stb/
├── lib/
│   ├── glfw3.lib など
├── src/
│   ├── main.cpp
│   ├── shader.cpp
│   └── glad.c

├── shader.vert
├── shader.frag
├── model.fbx
└── texture.png




pacman -S mingw-w64-x86_64-glfw mingw-w64-x86_64-glew mingw-w64-x86_64-assimp mingw-w64-x86_64-glm

pacman -S mingw-w64-x86_64-glad

cd fbx_viewer
mkdir build && cd build
cmake -G "MinGW Makefiles" ..
mingw32-make
./fbx_viewer

shader.vert

#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoord;

uniform mat4 u_model;
uniform mat4 u_view;
uniform mat4 u_proj;

out vec2 TexCoord;

void main() {
    gl_Position = u_proj * u_view * u_model * vec4(aPos, 1.0);
    TexCoord = aTexCoord;
}

shader.frag

#version 330 core
out vec4 FragColor;

in vec2 TexCoord;
uniform sampler2D u_texture;

void main() {
    FragColor = texture(u_texture, TexCoord);
}

src/main.cpp

#define GLFW_INCLUDE_NONE  // ← glad を使うので OpenGL ヘッダーを GLFW 側で除外
#include <glad/glad.h> 
#include <GLFW/glfw3.h>

#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

#include <stb_image.h>

#include <iostream>
#include <vector>
#include "shader.h"

struct Vertex {
    glm::vec3 position;
    glm::vec3 normal;
    glm::vec2 texCoord;
};

std::vector<Vertex> vertices;
std::vector<unsigned int> indices;
GLuint textureID;

float yaw = 0.0f, pitch = 0.0f, roll = 0.0f;
float zoom = 3.0f;
glm::vec2 lastMouse;
bool leftPressed = false, middlePressed = false, rightPressed = false;
glm::vec3 cameraOffset(0.0f);

void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) {
    if (button == GLFW_MOUSE_BUTTON_LEFT) leftPressed = (action == GLFW_PRESS);
    if (button == GLFW_MOUSE_BUTTON_MIDDLE) middlePressed = (action == GLFW_PRESS);
    if (button == GLFW_MOUSE_BUTTON_RIGHT) rightPressed = (action == GLFW_PRESS);
}

void scroll_callback(GLFWwindow* window, double xoffset, double yoffset) {
    zoom -= yoffset * 0.1f;
    if (zoom < 0.1f) zoom = 0.1f;
}

void cursor_position_callback(GLFWwindow* window, double xpos, double ypos) {
    glm::vec2 current(xpos, ypos);
    glm::vec2 delta = current - lastMouse;
    lastMouse = current;

    if (leftPressed) {
        yaw += delta.x * 0.3f;
        pitch += delta.y * 0.3f;
    }
    if (middlePressed) {
        cameraOffset.x -= delta.x * 0.005f;
        cameraOffset.y += delta.y * 0.005f;
    }
    if (rightPressed) {
        roll += delta.x * 0.2f;
    }
}

bool loadFBX(const std::string& path) {
    Assimp::Importer importer;
    const aiScene* scene = importer.ReadFile(path,
        aiProcess_Triangulate |
        aiProcess_GenSmoothNormals |
        aiProcess_CalcTangentSpace |
        aiProcess_JoinIdenticalVertices);

    if (!scene || !scene->HasMeshes()) return false;

    const aiMesh* mesh = scene->mMeshes[0];
    vertices.reserve(mesh->mNumVertices);
    for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
        Vertex v;
        v.position = glm::vec3(mesh->mVertices[i].x, mesh->mVertices[i].y, mesh->mVertices[i].z);
        v.normal = glm::vec3(mesh->mNormals[i].x, mesh->mNormals[i].y, mesh->mNormals[i].z);
        if (mesh->HasTextureCoords(0)) {
            v.texCoord = glm::vec2(mesh->mTextureCoords[0][i].x, mesh->mTextureCoords[0][i].y);
        } else {
            v.texCoord = glm::vec2(0.0f);
        }
        vertices.push_back(v);
    }

    for (unsigned int i = 0; i < mesh->mNumFaces; ++i) {
        aiFace& face = mesh->mFaces[i];
        for (unsigned int j = 0; j < face.mNumIndices; ++j) {
            indices.push_back(face.mIndices[j]);
        }
    }

    return true;
}

GLuint loadTexture(const char* path) {
    int w, h, ch;
    stbi_set_flip_vertically_on_load(true);
    unsigned char* data = stbi_load(path, &w, &h, &ch, 0);
    if (!data) {
        std::cerr << "Failed to load texture\n";
        return 0;
    }

    GLuint tex;
    glGenTextures(1, &tex);
    glBindTexture(GL_TEXTURE_2D, tex);
    GLenum format = ch == 3 ? GL_RGB : GL_RGBA;
    glTexImage2D(GL_TEXTURE_2D, 0, format, w, h, 0, format, GL_UNSIGNED_BYTE, data);
    glGenerateMipmap(GL_TEXTURE_2D);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    stbi_image_free(data);
    return tex;
}

int main() {
    // GLFW 初期化
    if (!glfwInit()) return -1;

    // OpenGLバージョンの指定
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

    // ウィンドウ作成
    GLFWwindow* window = glfwCreateWindow(800, 600, "FBX Viewer", NULL, NULL);
    if (!window) {
        std::cerr << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }

    // コンテキストを現在にする
    glfwMakeContextCurrent(window);

    // GLAD の初期化(ここが重要)
    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
        std::cerr << "Failed to initialize GLAD" << std::endl;
        return -1;
    }

    // 続き
    glfwSetCursorPosCallback(window, cursor_position_callback);
    glfwSetMouseButtonCallback(window, mouse_button_callback);
    glfwSetScrollCallback(window, scroll_callback);


    glfwSetCursorPosCallback(window, cursor_position_callback);
    glfwSetMouseButtonCallback(window, mouse_button_callback);
    glfwSetScrollCallback(window, scroll_callback);

    Shader shader("../shader.vert", "../shader.frag");

    if (!loadFBX("../model.fbx")) {
        std::cerr << "Failed to load model\n";
        return -1;
    }
    textureID = loadTexture("../texture.png");

    GLuint VAO, VBO, EBO;
    glGenVertexArrays(1, &VAO);
    glBindVertexArray(VAO);

    glGenBuffers(1, &VBO);
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), &vertices[0], GL_STATIC_DRAW);

    glGenBuffers(1, &EBO);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);

    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, normal));
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, texCoord));
    glEnableVertexAttribArray(2);

    shader.use();
    shader.setInt("u_texture", 0);

    glEnable(GL_DEPTH_TEST);

    while (!glfwWindowShouldClose(window)) {
        glfwPollEvents();
        glClearColor(0.2f, 0.2f, 0.25f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        glm::mat4 view(1.0f);
        view = glm::translate(view, glm::vec3(0, 0, -zoom));
        view = glm::rotate(view, glm::radians(pitch), glm::vec3(1, 0, 0));
        view = glm::rotate(view, glm::radians(yaw), glm::vec3(0, 1, 0));
        view = glm::rotate(view, glm::radians(roll), glm::vec3(0, 0, 1));
        view = glm::translate(view, cameraOffset);

        glm::mat4 proj = glm::perspective(glm::radians(45.0f), 800.f / 600.f, 0.1f, 100.0f);
        glm::mat4 model(1.0f);

        shader.setMat4("u_model", model);
        shader.setMat4("u_view", view);
        shader.setMat4("u_proj", proj);

        glBindTexture(GL_TEXTURE_2D, textureID);
        glBindVertexArray(VAO);
        glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);

        glfwSwapBuffers(window);
    }

    glfwTerminate();
    return 0;
}

src/shader.h

#ifndef SHADER_H
#define SHADER_H

#include <glad/glad.h>
#include <glm/glm.hpp>
#include <string>

class Shader {
public:
    Shader(const char* vertexPath, const char* fragmentPath);
    void use() const;
    GLuint getID() const;

    // Uniform setters
    void setInt(const std::string &name, int value) const;
    void setMat4(const std::string &name, const glm::mat4 &mat) const;

private:
    GLuint ID;
    std::string loadShaderSource(const char* path);
    GLuint compileShader(const char* source, GLenum type);
};

#endif

src/shader.cpp


#include "shader.h"
#include <fstream>
#include <sstream>
#include <iostream>
#include <glm/gtc/type_ptr.hpp>

Shader::Shader(const char* vertexPath, const char* fragmentPath) {
    std::string vertexCode = loadShaderSource(vertexPath);
    std::string fragmentCode = loadShaderSource(fragmentPath);

    GLuint vertex = compileShader(vertexCode.c_str(), GL_VERTEX_SHADER);
    GLuint fragment = compileShader(fragmentCode.c_str(), GL_FRAGMENT_SHADER);

    ID = glCreateProgram();
    glAttachShader(ID, vertex);
    glAttachShader(ID, fragment);
    glLinkProgram(ID);

    int success;
    glGetProgramiv(ID, GL_LINK_STATUS, &success);
    if (!success) {
        char infoLog[512];
        glGetProgramInfoLog(ID, 512, NULL, infoLog);
        std::cerr << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
    }

    glDeleteShader(vertex);
    glDeleteShader(fragment);
}

std::string Shader::loadShaderSource(const char* path) {
    std::ifstream file(path);
    std::stringstream buffer;
    buffer << file.rdbuf();
    return buffer.str();
}

GLuint Shader::compileShader(const char* source, GLenum type) {
    GLuint shader = glCreateShader(type);
    glShaderSource(shader, 1, &source, NULL);
    glCompileShader(shader);

    int success;
    glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
    if (!success) {
        char infoLog[512];
        glGetShaderInfoLog(shader, 512, NULL, infoLog);
        std::cerr << "ERROR::SHADER::COMPILATION_FAILED\n" << infoLog << std::endl;
    }

    return shader;
}

void Shader::use() const {
    glUseProgram(ID);
}

GLuint Shader::getID() const {
    return ID;
}

void Shader::setInt(const std::string &name, int value) const {
    glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
}

void Shader::setMat4(const std::string &name, const glm::mat4 &mat) const {
    glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, glm::value_ptr(mat));
}

src/stb_image.cpp

#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"

src/glad.c

https://glad.dav1d.de/    でとってくる
    Language/Generator: C/C++
    Specification: gl
    APIs: gl=3.3
    Profile: core
  Extensions:Add All

include/stb_image.h https://github.com/nothings/stb/blob/master/stb_image.h

glad/glad.h

https://glad.dav1d.de/    でとってくる
    Language/Generator: C/C++
    Specification: gl
    APIs: gl=3.3
    Profile: core
  Extensions:Add All

KHR/khrplatform.h

https://glad.dav1d.de/    でとってくる
    Language/Generator: C/C++
    Specification: gl
    APIs: gl=3.3
    Profile: core
  Extensions:Add All

external/glad/src/glad.c

https://glad.dav1d.de/    でとってくる
    Language/Generator: C/C++
    Specification: gl
    APIs: gl=3.3
    Profile: core
  Extensions:Add All

external/glad/CMakeLists.txt

からっぽ

external/stb_image/stb_image.cpp

#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>

cmd


furcr@furcraea_built MINGW64 ~
$ cd c:

furcr@furcraea_built MINGW64 /c
$ cd glsl_sample

furcr@furcraea_built MINGW64 /c/glsl_sample
$ cd fbx_viewer_3_uv_texture_dorry

furcr@furcraea_built MINGW64 /c/glsl_sample/fbx_viewer_3_uv_texture_dorry
$ cd build

furcr@furcraea_built MINGW64 /c/glsl_sample/fbx_viewer_3_uv_texture_dorry/build
$ pacman -S mingw-w64-x86_64-glfw mingw-w64-x86_64-glew mingw-w64-x86_64-assimp mingw-w64-x86_64-glm
warning: mingw-w64-x86_64-glfw-3.4-1 is up to date -- reinstalling
warning: mingw-w64-x86_64-glew-2.2.0-3 is up to date -- reinstalling
warning: mingw-w64-x86_64-assimp-6.0.2-1 is up to date -- reinstalling
warning: mingw-w64-x86_64-glm-1.0.1-1 is up to date -- reinstalling
resolving dependencies...
looking for conflicting packages...

Packages (4) mingw-w64-x86_64-assimp-6.0.2-1  mingw-w64-x86_64-glew-2.2.0-3
             mingw-w64-x86_64-glfw-3.4-1  mingw-w64-x86_64-glm-1.0.1-1

Total Installed Size:  38.25 MiB
Net Upgrade Size:       0.00 MiB

:: Proceed with installation? [Y/n]
(4/4) checking keys in keyring                               [###############################] 100%
(4/4) checking package integrity                             [###############################] 100%
(4/4) loading package files                                  [###############################] 100%
(4/4) checking for file conflicts                            [###############################] 100%
(4/4) checking available disk space                          [###############################] 100%
:: Processing package changes...
(1/4) reinstalling mingw-w64-x86_64-glfw                     [###############################] 100%
(2/4) reinstalling mingw-w64-x86_64-glew                     [###############################] 100%
(3/4) reinstalling mingw-w64-x86_64-assimp                   [###############################] 100%
(4/4) reinstalling mingw-w64-x86_64-glm                      [###############################] 100%

furcr@furcraea_built MINGW64 /c/glsl_sample/fbx_viewer_3_uv_texture_dorry/build
$ pacman -S mingw-w64-x86_64-glad
error: target not found: mingw-w64-x86_64-glad

furcr@furcraea_built MINGW64 /c/glsl_sample/fbx_viewer_3_uv_texture_dorry/build
$ cmake -G "MSYS Makefiles" ..
-- The C compiler identification is GNU 15.1.0
-- The CXX compiler identification is GNU 15.1.0
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Check for working C compiler: C:/msys64/mingw64/bin/cc.exe - skipped
-- Detecting C compile features
-- Detecting C compile features - done
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- Check for working CXX compiler: C:/msys64/mingw64/bin/c++.exe - skipped
-- Detecting CXX compile features
-- Detecting CXX compile features - done
-- Configuring done (1.2s)
-- Generating done (0.0s)
-- Build files have been written to: C:/glsl_sample/fbx_viewer_3_uv_texture_dorry/build

furcr@furcraea_built MINGW64 /c/glsl_sample/fbx_viewer_3_uv_texture_dorry/build
$ mingw32-make
[ 20%] Building CXX object CMakeFiles/fbx_viewer.dir/src/main.cpp.obj
[ 40%] Building CXX object CMakeFiles/fbx_viewer.dir/src/shader.cpp.obj
[ 60%] Building C object CMakeFiles/fbx_viewer.dir/src/glad.c.obj
[ 80%] Building CXX object CMakeFiles/fbx_viewer.dir/src/stb_image.cpp.obj
[100%] Linking CXX executable fbx_viewer.exe
[100%] Built target fbx_viewer

furcr@furcraea_built MINGW64 /c/glsl_sample/fbx_viewer_3_uv_texture_dorry/build
$ ./fbx_viewer

MSYS2のMINGW64 → pacman やOpenGL関連ライブラリがインストール可能 な環境でGLSLを描画できた。 FBX Viewerを作る Vol.2 テクスチャ

memo.txt

fbx_viewer/
├── main.cpp
├── shader.h
├── vertex.glsl
├── fragment.glsl
├── model.fbx
├── texture.png
├── stb_image.h
├── stb_image.cpp
└── CMakeLists.txt


cd fbx_viewer
mkdir build && cd build
cmake -G "MinGW Makefiles" ..
mingw32-make
./fbx_viewer

CMakeLists.txt

cmake_minimum_required(VERSION 3.10)
project(fbx_viewer)

set(CMAKE_CXX_STANDARD 17)

include_directories(
    ${PROJECT_SOURCE_DIR}
    ${PROJECT_SOURCE_DIR}/../
)

add_executable(fbx_viewer main.cpp stb_image.cpp)

# GLEW, GLFW, ASSIMP
find_package(OpenGL REQUIRED)
find_package(glfw3 REQUIRED)
find_package(assimp REQUIRED)

target_link_libraries(fbx_viewer
    OpenGL::GL
    glfw
    assimp
    glew32
)

main.cpp

#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <stb_image.h>
#include <iostream>
#include <vector>
#include "shader.h"

struct Vertex {
    float position[3];
    float normal[3];
    float texcoord[2];
};

std::vector<Vertex> vertices;
std::vector<unsigned int> indices;

void processMesh(aiMesh* mesh) {
    for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
        Vertex v;
        memcpy(v.position, &mesh->mVertices[i], sizeof(float) * 3);
        memcpy(v.normal, &mesh->mNormals[i], sizeof(float) * 3);
        if (mesh->HasTextureCoords(0))
            memcpy(v.texcoord, &mesh->mTextureCoords[0][i], sizeof(float) * 2);
        else
            v.texcoord[0] = v.texcoord[1] = 0.0f;
        vertices.push_back(v);
    }

    for (unsigned int i = 0; i < mesh->mNumFaces; i++) {
        aiFace face = mesh->mFaces[i];
        for (unsigned int j = 0; j < face.mNumIndices; j++) {
            indices.push_back(face.mIndices[j]);
        }
    }
}

GLuint loadTexture(const char* path) {
    int width, height, nrChannels;
    stbi_set_flip_vertically_on_load(true);
    unsigned char* data = stbi_load(path, &width, &height, &nrChannels, 0);
    if (!data) {
        std::cerr << "Failed to load texture\n";
        return 0;
    }

    GLuint tex;
    glGenTextures(1, &tex);
    glBindTexture(GL_TEXTURE_2D, tex);

    GLenum format = (nrChannels == 4) ? GL_RGBA : GL_RGB;
    glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);

    glGenerateMipmap(GL_TEXTURE_2D);
    stbi_image_free(data);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    return tex;
}

int main() {
    glfwInit();
    GLFWwindow* window = glfwCreateWindow(800, 600, "FBX Viewer", nullptr, nullptr);
    glfwMakeContextCurrent(window);
    glewInit();

    Shader shader("../vertex.glsl", "../fragment.glsl");

    Assimp::Importer importer;
    const aiScene* scene = importer.ReadFile("../model.fbx",
        aiProcess_Triangulate | aiProcess_GenSmoothNormals |
        aiProcess_JoinIdenticalVertices | aiProcess_FlipUVs);

    if (!scene || !scene->HasMeshes()) {
        std::cerr << "Failed to load model: " << importer.GetErrorString() << std::endl;
        return -1;
    }

    processMesh(scene->mMeshes[0]);

    GLuint VAO, VBO, EBO;
    glGenVertexArrays(1, &VAO);
    glGenBuffers(1, &VBO);
    glGenBuffers(1, &EBO);

    glBindVertexArray(VAO);
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), vertices.data(), GL_STATIC_DRAW);

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), indices.data(), GL_STATIC_DRAW);

    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0); // position
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)(sizeof(float) * 3)); // normal
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)(sizeof(float) * 6)); // texcoord
    glEnableVertexAttribArray(2);

    GLuint texture = loadTexture("../texture.png");
    shader.use();
    shader.setInt("u_texture", 0);

    glEnable(GL_DEPTH_TEST);

    while (!glfwWindowShouldClose(window)) {
        glClearColor(0.2f, 0.2f, 0.25f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        shader.use();
        glBindTexture(GL_TEXTURE_2D, texture);
        glBindVertexArray(VAO);
        glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);

        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    glfwTerminate();
    return 0;
}

shader.h

#ifndef SHADER_H
#define SHADER_H

#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
#include <GL/glew.h>

class Shader {
public:
    GLuint ID;
    Shader(const char* vertexPath, const char* fragmentPath) {
        std::string vCode, fCode;
        std::ifstream vFile(vertexPath), fFile(fragmentPath);
        std::stringstream vStream, fStream;
        vStream << vFile.rdbuf();
        fStream << fFile.rdbuf();
        vCode = vStream.str();
        fCode = fStream.str();

        const char* vShaderCode = vCode.c_str();
        const char* fShaderCode = fCode.c_str();

        GLuint vertex = glCreateShader(GL_VERTEX_SHADER);
        glShaderSource(vertex, 1, &vShaderCode, nullptr);
        glCompileShader(vertex);

        GLuint fragment = glCreateShader(GL_FRAGMENT_SHADER);
        glShaderSource(fragment, 1, &fShaderCode, nullptr);
        glCompileShader(fragment);

        ID = glCreateProgram();
        glAttachShader(ID, vertex);
        glAttachShader(ID, fragment);
        glLinkProgram(ID);

        glDeleteShader(vertex);
        glDeleteShader(fragment);
    }

    void use() { glUseProgram(ID); }
    void setInt(const std::string& name, int value) {
        glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
    }
};

#endif

vertex.glsl

#version 330 core
layout(location = 0) in vec3 a_position;
layout(location = 1) in vec3 a_normal;
layout(location = 2) in vec2 a_texcoord;

out vec2 v_texcoord;

void main() {
    gl_Position = vec4(a_position, 1.0);
    v_texcoord = a_texcoord;
}

fragment.glsl

#version 330 core
in vec2 v_texcoord;
out vec4 fragColor;

uniform sampler2D u_texture;

void main() {
    fragColor = texture(u_texture, v_texcoord);
}

stb_image.cpp  

#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>

stb_image.h  https://github.com/nothings/stb/blob/master/stb_image.h

cmd


furcr@furcraea_built MINGW64 ~
$ cd c:

furcr@furcraea_built MINGW64 /c
$ cd glsl_sample

furcr@furcraea_built MINGW64 /c/glsl_sample
$ cd fbx_viewer

furcr@furcraea_built MINGW64 /c/glsl_sample/fbx_viewer
$ cd ..

furcr@furcraea_built MINGW64 /c/glsl_sample
$ cd fbx_viewer_uv_texture

furcr@furcraea_built MINGW64 /c/glsl_sample/fbx_viewer_uv_texture
$ cd build

furcr@furcraea_built MINGW64 /c/glsl_sample/fbx_viewer_uv_texture/build
$ cmake -G "MSYS Makefiles" ..
-- The C compiler identification is GNU 15.1.0
-- The CXX compiler identification is GNU 15.1.0
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Check for working C compiler: C:/msys64/mingw64/bin/cc.exe - skipped
-- Detecting C compile features
-- Detecting C compile features - done
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- Check for working CXX compiler: C:/msys64/mingw64/bin/c++.exe - skipped
-- Detecting CXX compile features
-- Detecting CXX compile features - done
-- Found OpenGL: opengl32
-- Performing Test CMAKE_HAVE_LIBC_PTHREAD
-- Performing Test CMAKE_HAVE_LIBC_PTHREAD - Success
-- Found Threads: TRUE
-- Configuring done (1.8s)
-- Generating done (0.0s)
-- Build files have been written to: C:/glsl_sample/fbx_viewer_uv_texture/build

furcr@furcraea_built MINGW64 /c/glsl_sample/fbx_viewer_uv_texture/build
$ mingw32-make
[ 33%] Building CXX object CMakeFiles/fbx_viewer.dir/main.cpp.obj
[ 66%] Building CXX object CMakeFiles/fbx_viewer.dir/stb_image.cpp.obj
[100%] Linking CXX executable fbx_viewer.exe
[100%] Built target fbx_viewer

furcr@furcraea_built MINGW64 /c/glsl_sample/fbx_viewer_uv_texture/build
$ ./fbx_viewer

texture.png

カメラがめりこんでる

MSYS2のMINGW64 → pacman やOpenGL関連ライブラリがインストール可能 な環境でGLSLを描画できた。 FBX Viewerを作る Vol.1

memo.txt

fbx_viewer/
├── main.cpp
├── shader.h
├── vertex.glsl
├── fragment.glsl
├── model.fbx
└── CMakeLists.txt

pacman -S mingw-w64-x86_64-assimp


cd fbx_viewer
mkdir build && cd build
cmake -G "MinGW Makefiles" ..
mingw32-make
./fbx_viewer

CMakeLists.txt

cmake_minimum_required(VERSION 3.10)
project(fbx_viewer)

set(CMAKE_CXX_STANDARD 17)

find_package(OpenGL REQUIRED)
find_package(GLEW REQUIRED)
find_package(GLFW3 REQUIRED)
find_package(assimp REQUIRED)

include_directories(
    ${OPENGL_INCLUDE_DIRS}
    ${GLEW_INCLUDE_DIRS}
    ${GLFW3_INCLUDE_DIRS}
    ${ASSIMP_INCLUDE_DIRS}
)

add_executable(fbx_viewer main.cpp shader.h)

target_link_libraries(fbx_viewer
    ${OPENGL_LIBRARIES}
    GLEW::GLEW
    glfw
    assimp
)

main.cpp

#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>

#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

#include <iostream>
#include <vector>
#include "shader.h"

struct Vertex {
    float position[3];
    float normal[3];
};

std::vector<Vertex> vertices;
std::vector<unsigned int> indices;

void processMesh(aiMesh* mesh) {
    for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
        Vertex v;
        memcpy(v.position, &mesh->mVertices[i], sizeof(float) * 3);
        memcpy(v.normal, &mesh->mNormals[i], sizeof(float) * 3);
        vertices.push_back(v);
    }
    for (unsigned int i = 0; i < mesh->mNumFaces; i++) {
        aiFace face = mesh->mFaces[i];
        for (unsigned int j = 0; j < face.mNumIndices; j++) {
            indices.push_back(face.mIndices[j]);
        }
    }
}

int main() {
    if (!glfwInit()) return -1;
    GLFWwindow* window = glfwCreateWindow(800, 600, "FBX Viewer", nullptr, nullptr);
    if (!window) return -1;
    glfwMakeContextCurrent(window);
    glewInit();

    Shader shader("../vertex.glsl", "../fragment.glsl");

    Assimp::Importer importer;
    const aiScene* scene = importer.ReadFile("../model.fbx",
        aiProcess_Triangulate |
        aiProcess_GenSmoothNormals |
        aiProcess_JoinIdenticalVertices |
        aiProcess_FlipUVs);

    if (!scene || !scene->HasMeshes()) {
        std::cerr << "Failed to load model: " << importer.GetErrorString() << std::endl;
        return -1;
    }

    processMesh(scene->mMeshes[0]);

    GLuint VAO, VBO, EBO;
    glGenVertexArrays(1, &VAO);
    glGenBuffers(1, &VBO);
    glGenBuffers(1, &EBO);

    glBindVertexArray(VAO);
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), vertices.data(), GL_STATIC_DRAW);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), indices.data(), GL_STATIC_DRAW);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)(sizeof(float) * 3));
    glEnableVertexAttribArray(1);

    glEnable(GL_DEPTH_TEST);

    while (!glfwWindowShouldClose(window)) {
        glClearColor(0.1f, 0.1f, 0.2f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        shader.use();

        glm::mat4 model = glm::mat4(1.0f);
        glm::mat4 view = glm::lookAt(glm::vec3(0.0f, 1.0f, 3.0f),
                                     glm::vec3(0.0f, 0.0f, 0.0f),
                                     glm::vec3(0.0f, 1.0f, 0.0f));
        glm::mat4 projection = glm::perspective(glm::radians(45.0f),
                                                800.0f / 600.0f, 0.1f, 100.0f);

        glUniformMatrix4fv(glGetUniformLocation(shader.ID, "model"), 1, GL_FALSE, glm::value_ptr(model));
        glUniformMatrix4fv(glGetUniformLocation(shader.ID, "view"), 1, GL_FALSE, glm::value_ptr(view));
        glUniformMatrix4fv(glGetUniformLocation(shader.ID, "projection"), 1, GL_FALSE, glm::value_ptr(projection));

        glBindVertexArray(VAO);
        glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);

        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    glfwTerminate();
    return 0;
}

shader.h

#ifndef SHADER_H
#define SHADER_H

#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
#include <GL/glew.h>

class Shader {
public:
    GLuint ID;
    Shader(const char* vertexPath, const char* fragmentPath) {
        std::string vCode, fCode;
        std::ifstream vFile(vertexPath), fFile(fragmentPath);
        std::stringstream vStream, fStream;
        vStream << vFile.rdbuf();
        fStream << fFile.rdbuf();
        vCode = vStream.str();
        fCode = fStream.str();
        const char* vShaderCode = vCode.c_str();
        const char* fShaderCode = fCode.c_str();

        GLuint vertex = glCreateShader(GL_VERTEX_SHADER);
        glShaderSource(vertex, 1, &vShaderCode, NULL);
        glCompileShader(vertex);

        GLuint fragment = glCreateShader(GL_FRAGMENT_SHADER);
        glShaderSource(fragment, 1, &fShaderCode, NULL);
        glCompileShader(fragment);

        ID = glCreateProgram();
        glAttachShader(ID, vertex);
        glAttachShader(ID, fragment);
        glLinkProgram(ID);

        glDeleteShader(vertex);
        glDeleteShader(fragment);
    }
    void use() { glUseProgram(ID); }
};

#endif

vertex.glsl

#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec3 aNormal;

out vec3 FragPos;
out vec3 Normal;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main() {
    FragPos = vec3(model * vec4(aPos, 1.0));
    Normal = mat3(transpose(inverse(model))) * aNormal;
    gl_Position = projection * view * vec4(FragPos, 1.0);
}

fragment.glsl

#version 330 core
in vec3 FragPos;
in vec3 Normal;

out vec4 FragColor;

void main() {
    vec3 lightDir = normalize(vec3(0.5, 1.0, 0.3));
    float diff = max(dot(normalize(Normal), lightDir), 0.0);
    vec3 color = vec3(0.2, 0.3, 0.1) * diff;
    FragColor = vec4(color, 1.0);
}

cmd

furcr@furcraea_built MINGW64 ~
$ cd c:

furcr@furcraea_built MINGW64 /c
$ cd glsl_sample

furcr@furcraea_built MINGW64 /c/glsl_sample
$ cd fbx_viewer

furcr@furcraea_built MINGW64 /c/glsl_sample/fbx_viewer
$ cd build

furcr@furcraea_built MINGW64 /c/glsl_sample/fbx_viewer/build
$ cmake -G "MSYS Makefiles" ..
-- The C compiler identification is GNU 15.1.0
-- The CXX compiler identification is GNU 15.1.0
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Check for working C compiler: C:/msys64/mingw64/bin/cc.exe - skipped
-- Detecting C compile features
-- Detecting C compile features - done
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- Check for working CXX compiler: C:/msys64/mingw64/bin/c++.exe - skipped
-- Detecting CXX compile features
-- Detecting CXX compile features - done
-- Found OpenGL: opengl32
-- Found GLEW: C:/msys64/mingw64/lib/cmake/glew/glew-config.cmake
-- Performing Test CMAKE_HAVE_LIBC_PTHREAD
-- Performing Test CMAKE_HAVE_LIBC_PTHREAD - Success
-- Found Threads: TRUE
CMake Error at CMakeLists.txt:9 (find_package):
  By not providing "Findassimp.cmake" in CMAKE_MODULE_PATH this project has
  asked CMake to find a package configuration file provided by "assimp", but
  CMake did not find one.

  Could not find a package configuration file provided by "assimp" with any
  of the following names:

    assimpConfig.cmake
    assimp-config.cmake

  Add the installation prefix of "assimp" to CMAKE_PREFIX_PATH or set
  "assimp_DIR" to a directory containing one of the above files.  If "assimp"
  provides a separate development package or SDK, be sure it has been
  installed.


-- Configuring incomplete, errors occurred!

furcr@furcraea_built MINGW64 /c/glsl_sample/fbx_viewer/build
$ pacman -S mingw-w64-x86_64-assimp
resolving dependencies...
looking for conflicting packages...

Packages (2) mingw-w64-x86_64-minizip-1.3.1-1  mingw-w64-x86_64-assimp-6.0.2-1

Total Download Size:    3.11 MiB
Total Installed Size:  12.02 MiB

:: Proceed with installation? [Y/n]
:: Retrieving packages...
 mingw-w64-x86_64-minizip-1...    83.1 KiB  32.7 KiB/s 00:03 [###############################] 100%
 mingw-w64-x86_64-assimp-6....     3.0 MiB   960 KiB/s 00:03 [###############################] 100%
 Total (2/2)                       3.1 MiB   882 KiB/s 00:04 [###############################] 100%
(2/2) checking keys in keyring                               [###############################] 100%
(2/2) checking package integrity                             [###############################] 100%
(2/2) loading package files                                  [###############################] 100%
(2/2) checking for file conflicts                            [###############################] 100%
(2/2) checking available disk space                          [###############################] 100%
:: Processing package changes...
(1/2) installing mingw-w64-x86_64-minizip                    [###############################] 100%
(2/2) installing mingw-w64-x86_64-assimp                     [###############################] 100%

furcr@furcraea_built MINGW64 /c/glsl_sample/fbx_viewer/build
$ cmake -G "MSYS Makefiles" ..
-- The C compiler identification is GNU 15.1.0
-- The CXX compiler identification is GNU 15.1.0
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Check for working C compiler: C:/msys64/mingw64/bin/cc.exe - skipped
-- Detecting C compile features
-- Detecting C compile features - done
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- Check for working CXX compiler: C:/msys64/mingw64/bin/c++.exe - skipped
-- Detecting CXX compile features
-- Detecting CXX compile features - done
-- Found OpenGL: opengl32
-- Found GLEW: C:/msys64/mingw64/lib/cmake/glew/glew-config.cmake
-- Performing Test CMAKE_HAVE_LIBC_PTHREAD
-- Performing Test CMAKE_HAVE_LIBC_PTHREAD - Success
-- Found Threads: TRUE
-- Configuring done (1.8s)
-- Generating done (0.0s)
-- Build files have been written to: C:/glsl_sample/fbx_viewer/build

furcr@furcraea_built MINGW64 /c/glsl_sample/fbx_viewer/build
$ mingw32-make
[ 50%] Building CXX object CMakeFiles/fbx_viewer.dir/main.cpp.obj
[100%] Linking CXX executable fbx_viewer.exe
[100%] Built target fbx_viewer

furcr@furcraea_built MINGW64 /c/glsl_sample/fbx_viewer/build
$ ./fbx_viewer

MSYS2のMINGW64 → pacman やOpenGL関連ライブラリがインストール可能 な環境でGLSLを描画できた。その6

CMakeLists.txt

cmake_minimum_required(VERSION 3.10)
project(OpenGLShapes)

set(CMAKE_CXX_STANDARD 17)

# GLFW
find_package(glfw3 REQUIRED)

# OpenGL
find_package(OpenGL REQUIRED)

# GLEW(手動で入れた場合)
find_path(GLEW_INCLUDE_DIR GL/glew.h)
find_library(GLEW_LIBRARY NAMES GLEW glew32 glew glew_s)

# stb_image(ヘッダオンリーなので include だけでOK)
include_directories(${CMAKE_SOURCE_DIR})
include_directories(${CMAKE_SOURCE_DIR}/external)

# ソース
add_executable(OpenGLShapes
    main.cpp
    shapes.cpp
    shader.cpp
)

target_include_directories(OpenGLShapes PRIVATE
    ${GLEW_INCLUDE_DIR}
    ${OPENGL_INCLUDE_DIR}
    ${CMAKE_SOURCE_DIR}
)

target_link_libraries(OpenGLShapes
    glfw
    ${GLEW_LIBRARY}
    ${OPENGL_gl_LIBRARY}
)

# Windows用 GLEW は glew32s のこともあるので注意

main.cpp

#include <iostream> // Required for std::cout
#include <string>   // Required for std::string
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <vector>
#include "shader.h"
#include "shapes.hpp"
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

GLuint createVAO(const std::vector<float>& vertices, const std::vector<unsigned int>& indices) {
    GLuint VAO, VBO, EBO;
    glGenVertexArrays(1,&VAO);
    glGenBuffers(1,&VBO);
    glGenBuffers(1,&EBO);

    glBindVertexArray(VAO);

    glBindBuffer(GL_ARRAY_BUFFER,VBO);
    glBufferData(GL_ARRAY_BUFFER, vertices.size()*sizeof(float), vertices.data(), GL_STATIC_DRAW);

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,EBO);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size()*sizeof(unsigned int), indices.data(), GL_STATIC_DRAW);

    // position
    glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,8*sizeof(float),(void*)0);
    glEnableVertexAttribArray(0);
    // normal
    glVertexAttribPointer(1,3,GL_FLOAT,GL_FALSE,8*sizeof(float),(void*)(3*sizeof(float)));
    glEnableVertexAttribArray(1);
    // texcoord
    glVertexAttribPointer(2,2,GL_FLOAT,GL_FALSE,8*sizeof(float),(void*)(6*sizeof(float)));
    glEnableVertexAttribArray(2);

    glBindVertexArray(0);
    return VAO;
}
void print(const std::string& message) {
    std::cout << message << std::endl;
}
int main() {
    if (!glfwInit()) {
        std::cerr << "GLFW初期化失敗\n";
        return -1;
    }

    GLFWwindow* window = glfwCreateWindow(800,600,"OpenGL 3D Shapes with Textures",NULL,NULL);
    if (!window) {
        std::cerr << "ウィンドウ作成失敗\n";
        glfwTerminate();
        return -1;
    }
    glfwMakeContextCurrent(window);
    glewExperimental = true;
    if(glewInit() != GLEW_OK) {
        std::cerr << "GLEW初期化失敗\n";
        return -1;
    }
    glEnable(GL_DEPTH_TEST);

    Shader shader("../shader.vert", "../shader.frag");

    // シェイプ作成
    std::vector<float> boxVertices, sphereVertices, torusVertices;
    std::vector<unsigned int> boxIndices, sphereIndices, torusIndices;

    createBox(boxVertices, boxIndices);
    createSphere(sphereVertices, sphereIndices);
    createTorus(torusVertices, torusIndices);

    GLuint vaoBox = createVAO(boxVertices, boxIndices);
    GLuint vaoSphere = createVAO(sphereVertices, sphereIndices);
    GLuint vaoTorus = createVAO(torusVertices, torusIndices);

    // テクスチャ読み込み関数
    auto loadTexture = [](const char* path) -> GLuint {
        int width, height, nrChannels;
        stbi_set_flip_vertically_on_load(true); // テクスチャ上下反転して読み込み(OpenGL標準に合わせる)
        unsigned char* data = stbi_load(path, &width, &height, &nrChannels, 0);
        if (!data) {
            std::cerr << "Failed to load texture: " << path << std::endl;
            return 0;
        }
        GLuint textureID;
        glGenTextures(1, &textureID);
        glBindTexture(GL_TEXTURE_2D, textureID);

        GLenum format = GL_RGB;
        if (nrChannels == 1)
            format = GL_RED;
        else if (nrChannels == 3)
            format = GL_RGB;
        else if (nrChannels == 4)
            format = GL_RGBA;

        glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);

        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

        stbi_image_free(data);
        return textureID;
    };

    GLuint texBox = loadTexture("../texture_1.png");
    GLuint texSphere = loadTexture("../texture_2.png");
    GLuint texTorus = loadTexture("../texture_3.png");

    if (texBox == 0 || texSphere == 0 || texTorus == 0) {
        std::cerr << "テクスチャの読み込みに失敗しました。\n";
        return -1;
    }

    shader.use();
    shader.setInt("texture1", 0);
    //----------------------mouse----------------------------------
    double mouseX, mouseY;
    int winW, winH;
    //----------------------mouse----------------------------------
    // 行列初期化
    glm::mat4 projection = glm::perspective(glm::radians(45.0f), 800.f/600.f, 0.1f, 100.f);
    glm::mat4 view = glm::lookAt(glm::vec3(3,3,3), glm::vec3(0,0,0), glm::vec3(0,1,0));

    while(!glfwWindowShouldClose(window)) {

        //----------------------mouse----------------------------------
        glfwGetCursorPos(window, &mouseX, &mouseY);
        glfwGetWindowSize(window, &winW, &winH);
        //mouseY = winH - mouseY;  // 上下反転
        mouseX = mouseX/winW;  //
        mouseY = mouseY/winH;  //
        
        GLint mouseLoc = glGetUniformLocation(shader.ID, "u_mouse");
        glUniform2f(mouseLoc, (float)mouseX, (float)mouseY);
        //print(std::string("mouseX=") + std::to_string(mouseX));
        //----------------------mouse----------------------------------


        // 行列初期化
        glm::mat4 projection = glm::perspective(glm::radians(45.0f), 800.f/600.f, 0.1f, 100.f);
        glm::mat4 view = glm::lookAt(glm::vec3(3+mouseX*5,3+mouseY*5,3), glm::vec3(0,0,0), glm::vec3(0,1,0));


        glClearColor(0.1f,0.1f,0.1f,1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        shader.use();
        shader.setMat4("projection", glm::value_ptr(projection));
        shader.setMat4("view", glm::value_ptr(view));

        // ボックス描画
        glm::mat4 model = glm::mat4(1.0f);
        model = glm::translate(model, glm::vec3(-2.0f,0.0f,0.0f));
        shader.setMat4("model", glm::value_ptr(model));
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, texBox);
        glBindVertexArray(vaoBox);
        glDrawElements(GL_TRIANGLES, (GLsizei)boxIndices.size(), GL_UNSIGNED_INT, 0);

        // 球描画
        model = glm::mat4(1.0f);
        model = glm::translate(model, glm::vec3(0.0f,0.0f,0.0f));
        shader.setMat4("model", glm::value_ptr(model));
        glBindTexture(GL_TEXTURE_2D, texSphere);
        glBindVertexArray(vaoSphere);
        glDrawElements(GL_TRIANGLES, (GLsizei)sphereIndices.size(), GL_UNSIGNED_INT, 0);

        // トーラス描画
        model = glm::mat4(1.0f);
        model = glm::translate(model, glm::vec3(2.0f,0.0f,0.0f));
        shader.setMat4("model", glm::value_ptr(model));
        glBindTexture(GL_TEXTURE_2D, texTorus);
        glBindVertexArray(vaoTorus);
        glDrawElements(GL_TRIANGLES, (GLsizei)torusIndices.size(), GL_UNSIGNED_INT, 0);

        glfwSwapBuffers(window);
        glfwPollEvents();



    }

    // 解放
    glDeleteVertexArrays(1, &vaoBox);
    glDeleteVertexArrays(1, &vaoSphere);
    glDeleteVertexArrays(1, &vaoTorus);
    glDeleteTextures(1, &texBox);
    glDeleteTextures(1, &texSphere);
    glDeleteTextures(1, &texTorus);

    glfwDestroyWindow(window);
    glfwTerminate();
    return 0;
}

shader.cpp

#include "shader.h"
#include <fstream>
#include <sstream>
#include <iostream>

Shader::Shader(const char* vertexPath, const char* fragmentPath) {
    std::string vertexCode, fragmentCode;
    std::ifstream vShaderFile, fShaderFile;
    vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
    fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
    try {
        vShaderFile.open(vertexPath);
        fShaderFile.open(fragmentPath);
        std::stringstream vShaderStream, fShaderStream;
        vShaderStream << vShaderFile.rdbuf();
        fShaderStream << fShaderFile.rdbuf();
        vShaderFile.close();
        fShaderFile.close();
        vertexCode = vShaderStream.str();
        fragmentCode = fShaderStream.str();
    } catch(std::ifstream::failure& e) {
        std::cerr << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ\n";
    }

    const char* vShaderCode = vertexCode.c_str();
    const char* fShaderCode = fragmentCode.c_str();

    GLuint vertex = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertex, 1, &vShaderCode, NULL);
    glCompileShader(vertex);
    checkCompileErrors(vertex, "VERTEX");

    GLuint fragment = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragment, 1, &fShaderCode, NULL);
    glCompileShader(fragment);
    checkCompileErrors(fragment, "FRAGMENT");

    ID = glCreateProgram();
    glAttachShader(ID, vertex);
    glAttachShader(ID, fragment);
    glLinkProgram(ID);
    checkCompileErrors(ID, "PROGRAM");

    glDeleteShader(vertex);
    glDeleteShader(fragment);
}

void Shader::use() {
    glUseProgram(ID);
}

void Shader::setBool(const std::string &name, bool value) const {
    glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
}

void Shader::setInt(const std::string &name, int value) const {
    glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
}

void Shader::setFloat(const std::string &name, float value) const {
    glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
}

void Shader::setVec2(const std::string &name, float x, float y) const {
    glUniform2f(glGetUniformLocation(ID, name.c_str()), x, y);
}

void Shader::setVec3(const std::string &name, float x, float y, float z) const {
    glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z);
}

void Shader::setMat4(const std::string &name, const float* mat) const {
    glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, mat);
}

void Shader::checkCompileErrors(GLuint shader, std::string type) {
    GLint success;
    GLchar infoLog[1024];
    if (type != "PROGRAM") {
        glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
        if (!success) {
            glGetShaderInfoLog(shader, 1024, NULL, infoLog);
            std::cerr << "| ERROR::SHADER-COMPILATION_ERROR of type: " << type << "\n"
                      << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
        }
    } else {
        glGetProgramiv(shader, GL_LINK_STATUS, &success);
        if (!success) {
            glGetProgramInfoLog(shader, 1024, NULL, infoLog);
            std::cerr << "| ERROR::PROGRAM-LINKING_ERROR of type: " << type << "\n"
                      << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
        }
    }
}

shader.frag

#version 330 core

in vec2 TexCoord;
in vec3 Normal;
in vec3 FragPos;

out vec4 FragColor;
uniform vec2 u_mouse;      // 
uniform sampler2D texture1;
uniform vec3 lightPos;
uniform vec3 viewPos;

void main()
{
    // Lighting
    vec3 ambient = 0.2 * texture(texture1, TexCoord).rgb;

    vec3 norm = normalize(Normal);
    vec3 lightDir = normalize(lightPos - FragPos);
    float diff = max(dot(norm, lightDir), 0.0);
    vec3 diffuse = diff * texture(texture1, TexCoord).rgb;

    vec3 result = ambient + diffuse;
    FragColor = vec4(result, 1.0);
}

shader.h

#ifndef SHADER_H
#define SHADER_H

#include <string>
#include <GL/glew.h>

class Shader {
public:
    GLuint ID;
    Shader(const char* vertexPath, const char* fragmentPath);
    void use();
    void setBool(const std::string &name, bool value) const;
    void setInt(const std::string &name, int value) const;
    void setFloat(const std::string &name, float value) const;
    void setVec2(const std::string &name, float x, float y) const;
    void setVec3(const std::string &name, float x, float y, float z) const;
    void setMat4(const std::string &name, const float* mat) const;

private:
    void checkCompileErrors(GLuint shader, std::string type);
};

#endif

shader.vert

#version 330 core

layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
layout (location = 2) in vec3 aNormal;

out vec2 TexCoord;
out vec3 Normal;
out vec3 FragPos;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main()
{
    FragPos = vec3(model * vec4(aPos, 1.0));
    Normal = mat3(transpose(inverse(model))) * aNormal;
    TexCoord = aTexCoord;
    gl_Position = projection * view * vec4(FragPos, 1.0);
}

shapes.cpp

#include "shapes.hpp"
#include <cmath>

void createBox(std::vector<float>& vertices, std::vector<unsigned int>& indices) {
    vertices = {
        // positions        // texcoords     // normals
        -1, -1, -1,  0, 0,   0,  0, -1,
         1, -1, -1,  1, 0,   0,  0, -1,
         1,  1, -1,  1, 1,   0,  0, -1,
        -1,  1, -1,  0, 1,   0,  0, -1,

        -1, -1,  1,  0, 0,   0,  0,  1,
         1, -1,  1,  1, 0,   0,  0,  1,
         1,  1,  1,  1, 1,   0,  0,  1,
        -1,  1,  1,  0, 1,   0,  0,  1,

        -1, -1, -1,  0, 0,  -1,  0,  0,
        -1,  1, -1,  1, 0,  -1,  0,  0,
        -1,  1,  1,  1, 1,  -1,  0,  0,
        -1, -1,  1,  0, 1,  -1,  0,  0,

         1, -1, -1,  0, 0,   1,  0,  0,
         1,  1, -1,  1, 0,   1,  0,  0,
         1,  1,  1,  1, 1,   1,  0,  0,
         1, -1,  1,  0, 1,   1,  0,  0,

        -1, -1, -1,  0, 0,   0, -1,  0,
        -1, -1,  1,  1, 0,   0, -1,  0,
         1, -1,  1,  1, 1,   0, -1,  0,
         1, -1, -1,  0, 1,   0, -1,  0,

        -1,  1, -1,  0, 0,   0,  1,  0,
        -1,  1,  1,  1, 0,   0,  1,  0,
         1,  1,  1,  1, 1,   0,  1,  0,
         1,  1, -1,  0, 1,   0,  1,  0,
    };

    indices = {
         0,  1,  2,  2,  3,  0,    // front
         4,  5,  6,  6,  7,  4,    // back
         8,  9, 10, 10, 11,  8,    // left
        12, 13, 14, 14, 15, 12,    // right
        16, 17, 18, 18, 19, 16,    // bottom
        20, 21, 22, 22, 23, 20     // top
    };
}

void createSphere(std::vector<float>& vertices, std::vector<unsigned int>& indices, float radius, int sectorCount, int stackCount) {
    vertices.clear();
    indices.clear();

    for (int i = 0; i <= stackCount; ++i) {
        float stackAngle = M_PI / 2 - i * (M_PI / stackCount);
        float xy = radius * cosf(stackAngle);
        float z = radius * sinf(stackAngle);

        for (int j = 0; j <= sectorCount; ++j) {
            float sectorAngle = j * 2 * M_PI / sectorCount;

            float x = xy * cosf(sectorAngle);
            float y = xy * sinf(sectorAngle);

            float u = (float)j / sectorCount;
            float v = (float)i / stackCount;

            float nx = x / radius;
            float ny = y / radius;
            float nz = z / radius;

            vertices.insert(vertices.end(), {x, y, z, u, v, nx, ny, nz});
        }
    }

    for (int i = 0; i < stackCount; ++i) {
        for (int j = 0; j < sectorCount; ++j) {
            unsigned int first  = i * (sectorCount + 1) + j;
            unsigned int second = first + sectorCount + 1;

            indices.insert(indices.end(), {
                first, second, first + 1,
                second, second + 1, first + 1
            });
        }
    }
}

void createTorus(std::vector<float>& vertices, std::vector<unsigned int>& indices, float innerRadius, float outerRadius, int nsides, int rings) {
    vertices.clear();
    indices.clear();

    for (int i = 0; i <= rings; ++i) {
        float phi = 2 * M_PI * i / rings;
        float cosPhi = cosf(phi);
        float sinPhi = sinf(phi);

        for (int j = 0; j <= nsides; ++j) {
            float theta = 2 * M_PI * j / nsides;
            float cosTheta = cosf(theta);
            float sinTheta = sinf(theta);

            float x = (outerRadius + innerRadius * cosTheta) * cosPhi;
            float y = (outerRadius + innerRadius * cosTheta) * sinPhi;
            float z = innerRadius * sinTheta;

            float u = (float)i / rings;
            float v = (float)j / nsides;

            float nx = cosTheta * cosPhi;
            float ny = cosTheta * sinPhi;
            float nz = sinTheta;

            vertices.insert(vertices.end(), {x, y, z, u, v, nx, ny, nz});
        }
    }

    for (int i = 0; i < rings; ++i) {
        for (int j = 0; j < nsides; ++j) {
            unsigned int first = i * (nsides + 1) + j;
            unsigned int second = first + nsides + 1;

            indices.insert(indices.end(), {
                first, second, first + 1,
                second, second + 1, first + 1
            });
        }
    }
}

shapes.hpp

#ifndef SHAPES_HPP
#define SHAPES_HPP

#include <vector>

void createBox(std::vector<float>& vertices, std::vector<unsigned int>& indices);
void createSphere(std::vector<float>& vertices, std::vector<unsigned int>& indices, float radius = 1.0f, int sectorCount = 36, int stackCount = 18);
void createTorus(std::vector<float>& vertices, std::vector<unsigned int>& indices, float ringRadius = 0.7f, float tubeRadius = 0.3f, int ringSegments = 36, int tubeSegments = 18);

#endif

external/stb_image.h https://github.com/nothings/stb/blob/master/stb_image.h

texture_1.png

texture_2.png

texture_3.png

cmd


furcr@furcraea_built MINGW64 ~
$ cd c:

furcr@furcraea_built MINGW64 /c
$ cd glsl_sample

furcr@furcraea_built MINGW64 /c/glsl_sample
$ cd glsl_sample_233_3texture

furcr@furcraea_built MINGW64 /c/glsl_sample/glsl_sample_233_3texture
$ cd build

furcr@furcraea_built MINGW64 /c/glsl_sample/glsl_sample_233_3texture/build
$ cmake -G "MSYS Makefiles" ..
-- The C compiler identification is GNU 15.1.0
-- The CXX compiler identification is GNU 15.1.0
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Check for working C compiler: C:/msys64/mingw64/bin/cc.exe - skipped
-- Detecting C compile features
-- Detecting C compile features - done
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- Check for working CXX compiler: C:/msys64/mingw64/bin/c++.exe - skipped
-- Detecting CXX compile features
-- Detecting CXX compile features - done
-- Performing Test CMAKE_HAVE_LIBC_PTHREAD
-- Performing Test CMAKE_HAVE_LIBC_PTHREAD - Success
-- Found Threads: TRUE
-- Found OpenGL: opengl32
-- Configuring done (1.9s)
-- Generating done (0.0s)
-- Build files have been written to: C:/glsl_sample/glsl_sample_233_3texture/build

furcr@furcraea_built MINGW64 /c/glsl_sample/glsl_sample_233_3texture/build
$ mingw32-make
[ 25%] Building CXX object CMakeFiles/OpenGLShapes.dir/main.cpp.obj
[ 50%] Building CXX object CMakeFiles/OpenGLShapes.dir/shapes.cpp.obj
[ 75%] Building CXX object CMakeFiles/OpenGLShapes.dir/shader.cpp.obj
[100%] Linking CXX executable OpenGLShapes.exe
[100%] Built target OpenGLShapes

furcr@furcraea_built MINGW64 /c/glsl_sample/glsl_sample_233_3texture/build
$ ./OpenGLShapes