crashes after loading of fortnite is completed - ue4 answerhub

crashes after loading of fortnite is completed - ue4 answerhub

Log file open, 04/18/18 19:08:31 LogPakFile: Display: Found Pak file ../../../FortniteGame/Content/Paks/pakchunk1-WindowsClient.pak attempting to mount. LogPakFile: Display: Mounting pak file ../../../FortniteGame/Content/Paks/pakchunk1-WindowsClient.pak. LogPakFile: Display: Found Pak file ../../../FortniteGame/Content/Paks/pakchunk0_s3-WindowsClient.pak attempting to mount. LogPakFile: Display: Mounting pak file ../../../FortniteGame/Content/Paks/pakchunk0_s3-WindowsClient.pak. LogPakFile: Display: Found Pak file ../../../FortniteGame/Content/Paks/pakchunk0_s2-WindowsClient.pak attempting to mount. LogPakFile: Display: Mounting pak file ../../../FortniteGame/Content/Paks/pakchunk0_s2-WindowsClient.pak. LogPakFile: Display: Found Pak file ../../../FortniteGame/Content/Paks/pakchunk0_s1-WindowsClient.pak attempting to mount. LogPakFile: Display: Mounting pak file ../../../FortniteGame/Content/Paks/pakchunk0_s1-WindowsClient.pak. LogPakFile: Display: Found Pak file ../../../FortniteGame/Content/Paks/pakchunk0-WindowsClient.pak attempting to mount. LogPakFile: Display: Mounting pak file ../../../FortniteGame/Content/Paks/pakchunk0-WindowsClient.pak. LogPlatformFile: Not using cached read wrapper LogInit: RandInit(541472493) SRandInit(541472494). LogTaskGraph: Started task graph with 4 named threads and 7 total threads with 3 sets of task threads. LogD3D11RHI: Loaded GFSDK_Aftermath_Lib.x64.dll LogICUInternationalization: Display: ICU TimeZone Detection - Raw Offset: -5:00, Platform Override: '' LogPluginManager: Mounting plugin AESHandlerComponent LogPluginManager: Mounting plugin PlatformCrypto LogPluginManager: Mounting plugin AndroidDeviceProfileSelector LogPluginManager: Mounting plugin BlueprintContext LogPluginManager: Mounting plugin BlueprintMaterialTextureNodes LogPluginManager: Mounting plugin CommonUI LogPluginManager: Mounting plugin Crashlytics LogPluginManager: Mounting plugin DiscordRPC LogPluginManager: Mounting plugin EarlyStartupPatcher LogPluginManager: Found config from plugin[EarlyStartupPatcher] C:/Users/Kevin/AppData/Local/FortniteGame/Saved/Config/WindowsClient/Engine.ini LogPluginManager: Found config from plugin[EarlyStartupPatcher] C:/Users/Kevin/AppData/Local/FortniteGame/Saved/Config/WindowsClient/Game.ini LogPluginManager: Mounting plugin EpicCMS LogPluginManager: Mounting plugin EpicCMSUIFramework LogPluginManager: Mounting plugin OnlineSubsystem LogPluginManager: Mounting plugin OnlineSubsystemUtils LogPluginManager: Mounting plugin OnlineSubsystemMcp LogPluginManager: Mounting plugin GameplayAbilities LogPluginManager: Mounting plugin GameplayTagsEditor LogPluginManager: Mounting plugin AssetManagerEditor LogPluginManager: Mounting plugin Gauntlet LogPluginManager: Mounting plugin ImmediatePhysics LogPluginManager: Mounting plugin IOSDeviceProfileSelector LogPluginManager: Mounting plugin LogitechLED LogPluginManager: Mounting plugin MatchmakingService LogPluginManager: Mounting plugin NetUI LogPluginManager: Mounting plugin NVIDIAGfeSDK LogPluginManager: Mounting plugin OnlineFramework LogPluginManager: Mounting plugin OnlineSubsystemLiveServer LogPluginManager: Mounting plugin OnlineSubsystemFacebook LogPluginManager: Mounting plugin OnlineSubsystemGoogle LogPluginManager: Mounting plugin OnlineSubsystemNull LogPluginManager: Mounting plugin OnlineSubsystemPS4Server LogPluginManager: Mounting plugin OnlineSubsystemTwitch LogPluginManager: Mounting plugin Oodle LogPluginManager: Mounting plugin Paper2D LogPluginManager: Mounting plugin PhysXVehicles LogPluginManager: Mounting plugin ProceduralMeshComponent LogPluginManager: Mounting plugin PurchaseFlow LogPluginManager: Mounting plugin ReplicationGraph LogPluginManager: Mounting plugin SignificanceManager LogPluginManager: Mounting plugin SIP LogPluginManager: Mounting plugin Social LogPluginManager: Mounting plugin SubtitlesWidgets LogPluginManager: Mounting plugin SubtitlesWidgetsEditor LogPluginManager: Mounting plugin UAC LogPluginManager: Mounting plugin UACBase LogPluginManager: Mounting plugin AppboyClient LogPluginManager: Mounting plugin WinDualShock LogPluginManager: Mounting plugin LauncherChunkInstaller LogPluginManager: Mounting plugin BackChannel LogPluginManager: Mounting plugin RemoteSession LogPluginManager: Mounting plugin EpicGameplayStats LogPluginManager: Mounting plugin OnlineGameplayFramework LogPluginManager: Mounting plugin HTTPChunkInstaller LogPluginManager: Mounting plugin Vivox LogPluginManager: Mounting plugin CryptoKeys LogPluginManager: Mounting plugin DatasmithContent LogPluginManager: Mounting plugin AvfMedia LogPluginManager: Mounting plugin LinearTimecode LogPluginManager: Mounting plugin WmfMedia LogPluginManager: Mounting plugin TcpMessaging LogPluginManager: Mounting plugin AndroidPermission LogStreaming: Display: Took 0.134s to configure plugins. LogInit: Using libcurl 7.55.1-DEV LogInit: - built for x86_64-pc-win32 LogInit: - supports SSL with OpenSSL/1.0.2h LogInit: - supports HTTP deflate (compression) using libz 1.2.8 LogInit: - other features: LogInit: CURL_VERSION_SSL LogInit: CURL_VERSION_LIBZ LogInit: CURL_VERSION_IPV6 LogInit: CURL_VERSION_ASYNCHDNS LogInit: CURL_VERSION_LARGEFILE LogInit: CURL_VERSION_IDN LogInit: CurlRequestOptions (configurable via config and command line): LogInit: - bVerifyPeer = false - Libcurl will NOT verify peer certificate LogInit: - bUseHttpProxy = false - Libcurl will NOT use HTTP proxy LogInit: - bDontReuseConnections = false - Libcurl will reuse connections LogInit: - CertBundlePath = nullptr - Libcurl will use whatever was configured at build time. LogInit: - BufferSize = 65536 LogOnline: MCP: Mcp Startup! LogOnline: Verbose: MCP: Created thread (ID:1124). LogOnline: OSS: FCommerceServiceMcp: EpicStore= LogOnline: OSS: FCommerceServiceMcp: EpicStore= LogOnline: OSS: FCommerceServiceMcp: EpicStore= LogOnline: OSS: FCommerceServiceMcp: EpicStore= LogOnline: OSS: FCommerceServiceMcp: EpicStore= LogOnline: OSS: FCommerceServiceMcp: EpicStore= LogInit: Build: ++Fortnite+Release-3.5-CL-4000805 LogInit: Engine Version: 4.20.0-4000805+++Fortnite+Release-3.5 LogInit: Compatible Engine Version: 4.20.0-4000805+++Fortnite+Release-3.5 LogInit: Net CL: 3991976 LogInit: OS: Windows 10 (), CPU: Intel(R) Pentium(R) CPU G645 @ 2.90GHz, GPU: Intel(R) HD Graphics LogInit: Compiled (64-bit): Apr 12 2018 14:15:48 LogInit: Compiled with Visual C++: 19.00.24215.01 LogInit: Build Configuration: Shipping LogInit: Branch Name: ++Fortnite+Release-3.5 LogInit: Filtered Command Line: -nobe LogInit: Base Directory: C:/Program Files/Epic Games/Fortnite/FortniteGame/Binaries/Win64/ LogInit: Installed Engine Build: 1 LogStreaming: Display: Took 0.003s to delete old logs. LogInit: Presizing for max 2097152 objects, including 1 objects not considered by GC, pre-allocating 0 bytes for permanent pool. LogStreaming: Display: Async Loading initialized: Event Driven Loader: true, Async Loading Thread: false, Async Post Load: false LogInit: Object subsystem initialized LogFortMemory: AppInit - CPU:270.69MB (Peak: 270.69MB) [2018.04.18-23.08.32:576][ 0]LogInit: Applying CVar settings loaded from the selected device profile: [WindowsClient] [2018.04.18-23.08.32:605][ 0]LogInit: Computer: DESKTOP-40SF8O6 [2018.04.18-23.08.32:605][ 0]LogInit: User: Kevin [2018.04.18-23.08.32:605][ 0]LogInit: CPU Page size=4096, Cores=2 [2018.04.18-23.08.32:605][ 0]LogInit: High frequency timer resolution =2.826548 MHz [2018.04.18-23.08.32:609][ 0]LogMemory: Memory total: Physical=7.9GB (8GB approx) [2018.04.18-23.08.32:609][ 0]LogMemory: Platform Memory Stats for WindowsClient [2018.04.18-23.08.32:609][ 0]LogMemory: Process Physical Memory: 272.66 MB used, 272.66 MB peak [2018.04.18-23.08.32:609][ 0]LogMemory: Process Virtual Memory: 299.98 MB used, 299.98 MB peak [2018.04.18-23.08.32:609][ 0]LogMemory: Physical Memory: 3361.94 MB used, 4699.57 MB free, 8061.51 MB total [2018.04.18-23.08.32:609][ 0]LogMemory: Virtual Memory: 472.86 MB used, 4699.57 MB free, 134217728.00 MB total [2018.04.18-23.08.33:488][ 0]LogInit: Using OS detected language (en-US). [2018.04.18-23.08.33:488][ 0]LogInit: Using OS detected locale (en-US). [2018.04.18-23.08.33:499][ 0]LogTextLocalizationManager: No specific localization for 'en-US' exists, so the 'en' localization will be used. [2018.04.18-23.08.33:684][ 0]LogTextLocalizationResource: LocRes 'C:/Program Files/Epic Games/Fortnite/FortniteGame/Plugins/Runtime/HTTPChunkInstaller/Content/Localization/HTTPChunkInstaller/en/HTTPChunkInstaller.locres' failed the magic number check! Assuming this is a legacy resource (please re-generate your localization resources!) [2018.04.18-23.08.33:779][ 0]LogStreaming: Display: Took 0.291s to InitEngineTextLocalization. [2018.04.18-23.08.34:186][ 0]LogSlate: New Slate User Created. User Index 0, Is Virtual User: 0 [2018.04.18-23.08.34:187][ 0]LogSlate: Slate User Registered. User Index 0, Is Virtual User: 0 [2018.04.18-23.08.34:238][ 0]LogD3D11RHI: D3D11 adapters: [2018.04.18-23.08.34:416][ 0]LogD3D11RHI: 0. 'Intel(R) HD Graphics' (Feature Level 10_0) [2018.04.18-23.08.34:416][ 0]LogD3D11RHI: 32/0/1632 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:1, VendorId:0x8086 [2018.04.18-23.08.34:548][ 0]LogD3D11RHI: 1. 'Microsoft Basic Render Driver' (Feature Level 11_0) [2018.04.18-23.08.34:548][ 0]LogD3D11RHI: 0/0/4030 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:0, VendorId:0x1414 [2018.04.18-23.08.34:548][ 0]LogD3D11RHI: Chosen D3D11 Adapter: 0 [2018.04.18-23.08.34:560][ 0]LogD3D11RHI: Creating new Direct3DDevice [2018.04.18-23.08.34:560][ 0]LogD3D11RHI: GPU DeviceId: 0x102 (for the marketing name, search the web for "GPU Device Id") [2018.04.18-23.08.34:560][ 0]LogWindows: EnumDisplayDevices: [2018.04.18-23.08.34:560][ 0]LogWindows: 0. 'Intel(R) HD Graphics' (P:1 D:1) [2018.04.18-23.08.34:561][ 0]LogWindows: 1. 'Intel(R) HD Graphics' (P:0 D:0) [2018.04.18-23.08.34:561][ 0]LogWindows: DebugString: FoundDriverCount:2 [2018.04.18-23.08.34:561][ 0]LogD3D11RHI: Adapter Name: Intel(R) HD Graphics [2018.04.18-23.08.34:561][ 0]LogD3D11RHI: Driver Version: 9.17.10.4459 (internal:9.17.10.4459, unified:9.17.10.4459) [2018.04.18-23.08.34:561][ 0]LogD3D11RHI: Driver Date: 5-19-2016 [2018.04.18-23.08.34:561][ 0]LogRHI: Texture pool is 593 MB (70% of 848 MB) [2018.04.18-23.08.34:680][ 0]LogD3D11RHI: Async texture creation enabled [2018.04.18-23.08.34:702][ 0]LogD3D11RHI: GPU Timing Frequency: 12.500000 (Debug: 2 1) [2018.04.18-23.08.34:706][ 0]LogShaderLibrary: Display: Using ../../../FortniteGame/Content/ShaderArchive-Global-PCD3D_SM4.ushaderbytecode for material shader code. Total 566 unique shaders. [2018.04.18-23.08.34:706][ 0]LogShaderLibrary: Display: Cooked Context: Using Shared Shader Library Global [2018.04.18-23.08.34:706][ 0]LogShaderLibrary: Display: Failed to load Shared Shader Library: BlueprintMaterialTextureNodes and no native library supported. [2018.04.18-23.08.34:706][ 0]LogShaderLibrary: Display: Failed to load Shared Shader Library: BlueprintMaterialTextureNodes_SC and no native library supported. [2018.04.18-23.08.34:706][ 0]LogShaderLibrary: Display: Failed to load Shared Shader Library: BlueprintMaterialTextureNodes and no native library supported. [2018.04.18-23.08.34:706][ 0]LogShaderLibrary: Display: Failed to load Shared Shader Library: BlueprintMaterialTextureNodes_SC and no native library supported. [2018.04.18-23.08.34:706][ 0]LogShaderLibrary: Display: Failed to load Shared Shader Library: EarlyStartupPatcher and no native library supported. [2018.04.18-23.08.34:706][ 0]LogShaderLibrary: Display: Failed to load Shared Shader Library: EarlyStartupPatcher_SC and no native library supported. [2018.04.18-23.08.34:706][ 0]LogShaderLibrary: Display: Failed to load Shared Shader Library: EarlyStartupPatcher and no native library supported. [2018.04.18-23.08.34:707][ 0]LogShaderLibrary: Display: Failed to load Shared Shader Library: EarlyStartupPatcher_SC and no native library supported. [2018.04.18-23.08.34:707][ 0]LogShaderLibrary: Display: Failed to load Shared Shader Library: NetUI and no native library supported. [2018.04.18-23.08.34:707][ 0]LogShaderLibrary: Display: Failed to load Shared Shader Library: NetUI_SC and no native library supported. [2018.04.18-23.08.34:707][ 0]LogShaderLibrary: Display: Failed to load Shared Shader Library: NetUI and no native library supported. [2018.04.18-23.08.34:707][ 0]LogShaderLibrary: Display: Failed to load Shared Shader Library: NetUI_SC and no native library supported. [2018.04.18-23.08.34:707][ 0]LogShaderLibrary: Display: Failed to load Shared Shader Library: Paper2D and no native library supported. [2018.04.18-23.08.34:707][ 0]LogShaderLibrary: Display: Failed to load Shared Shader Library: Paper2D_SC and no native library supported. [2018.04.18-23.08.34:707][ 0]LogShaderLibrary: Display: Failed to load Shared Shader Library: Paper2D and no native library supported. [2018.04.18-23.08.34:707][ 0]LogShaderLibrary: Display: Failed to load Shared Shader Library: Paper2D_SC and no native library supported. [2018.04.18-23.08.34:708][ 0]LogShaderLibrary: Display: Failed to load Shared Shader Library: Social and no native library supported. [2018.04.18-23.08.34:708][ 0]LogShaderLibrary: Display: Failed to load Shared Shader Library: Social_SC and no native library supported. [2018.04.18-23.08.34:708][ 0]LogShaderLibrary: Display: Failed to load Shared Shader Library: Social and no native library supported. [2018.04.18-23.08.34:708][ 0]LogShaderLibrary: Display: Failed to load Shared Shader Library: Social_SC and no native library supported. [2018.04.18-23.08.34:708][ 0]LogShaderLibrary: Display: Failed to load Shared Shader Library: SubtitlesWidgetsEditor and no native library supported. [2018.04.18-23.08.34:708][ 0]LogShaderLibrary: Display: Failed to load Shared Shader Library: SubtitlesWidgetsEditor_SC and no native library supported. [2018.04.18-23.08.34:708][ 0]LogShaderLibrary: Display: Failed to load Shared Shader Library: SubtitlesWidgetsEditor and no native library supported. [2018.04.18-23.08.34:708][ 0]LogShaderLibrary: Display: Failed to load Shared Shader Library: SubtitlesWidgetsEditor_SC and no native library supported. [2018.04.18-23.08.34:708][ 0]LogShaderLibrary: Display: Failed to load Shared Shader Library: RemoteSession and no native library supported. [2018.04.18-23.08.34:709][ 0]LogShaderLibrary: Display: Failed to load Shared Shader Library: RemoteSession_SC and no native library supported. [2018.04.18-23.08.34:709][ 0]LogShaderLibrary: Display: Failed to load Shared Shader Library: RemoteSession and no native library supported. [2018.04.18-23.08.34:709][ 0]LogShaderLibrary: Display: Failed to load Shared Shader Library: RemoteSession_SC and no native library supported. [2018.04.18-23.08.34:709][ 0]LogShaderLibrary: Display: Failed to load Shared Shader Library: CryptoKeys and no native library supported. [2018.04.18-23.08.34:709][ 0]LogShaderLibrary: Display: Failed to load Shared Shader Library: CryptoKeys_SC and no native library supported. [2018.04.18-23.08.34:709][ 0]LogShaderLibrary: Display: Failed to load Shared Shader Library: CryptoKeys and no native library supported. [2018.04.18-23.08.34:709][ 0]LogShaderLibrary: Display: Failed to load Shared Shader Library: CryptoKeys_SC and no native library supported. [2018.04.18-23.08.34:709][ 0]LogShaderLibrary: Display: Failed to load Shared Shader Library: DatasmithContent and no native library supported. [2018.04.18-23.08.34:709][ 0]LogShaderLibrary: Display: Failed to load Shared Shader Library: DatasmithContent_SC and no native library supported. [2018.04.18-23.08.34:710][ 0]LogShaderLibrary: Display: Failed to load Shared Shader Library: DatasmithContent and no native library supported. [2018.04.18-23.08.34:710][ 0]LogShaderLibrary: Display: Failed to load Shared Shader Library: DatasmithContent_SC and no native library supported. [2018.04.18-23.08.34:710][ 0]LogRHI: Warning: Failed to open default shader pipeline cache for FortniteGame using shader platform 5. [2018.04.18-23.08.34:710][ 0]LogRHI: Warning: Failed to open default shader pipeline cache for FortniteGame using shader platform 5. [2018.04.18-23.08.34:717][ 0]LogPakFile: New pak file ../../../FortniteGame/Content/Paks/pakchunk0-WindowsClient.pak added to pak precacher. [2018.04.18-23.08.34:782][ 0]LogMaterial: Verifying Global Shaders for PCD3D_SM4 [2018.04.18-23.08.34:817][ 0]LogSlate: Using Freetype 2.6.0 [2018.04.18-23.08.34:818][ 0]LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1 [2018.04.18-23.08.34:818][ 0]LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1 [2018.04.18-23.08.34:954][ 0]LogShaderLibrary: Display: Using ../../../FortniteGame/Content/ShaderArchive-FortniteGame-PCD3D_SM4.ushaderbytecode for material shader code. Total 53809 unique shaders. [2018.04.18-23.08.34:954][ 0]LogShaderLibrary: Display: Cooked Context: Using Shared Shader Library FortniteGame [2018.04.18-23.08.34:954][ 0]LogShaderLibrary: Display: Failed to load Shared Shader Library: FortniteGame_SC and no native library supported. [2018.04.18-23.08.34:954][ 0]LogRHI: Warning: Failed to open default shader pipeline cache for FortniteGame using shader platform 5. [2018.04.18-23.08.34:954][ 0]LogShaderLibrary: Display: Failed to load Shared Shader Library: FortniteGame and no native library supported. [2018.04.18-23.08.34:954][ 0]LogShaderLibrary: Display: Failed to load Shared Shader Library: FortniteGame_SC and no native library supported. [2018.04.18-23.08.34:954][ 0]LogRHI: Warning: Failed to open default shader pipeline cache for FortniteGame using shader platform 5. [2018.04.18-23.08.34:954][ 0]LogInit: Using OS detected language (en-US). [2018.04.18-23.08.34:954][ 0]LogInit: Using OS detected locale (en-US). [2018.04.18-23.08.34:958][ 0]LogTextLocalizationManager: No specific localization for 'en-US' exists, so the 'en' localization will be used. [2018.04.18-23.08.36:595][ 0]LogStreaming: Display: Took 1.642s to InitGameTextLocalization. [2018.04.18-23.08.38:750][ 0]LogAssetRegistry: FAssetRegistry took 2.1546 seconds to start up [2018.04.18-23.08.39:841][ 0]LogStreaming: Display: Flushing async loaders. [2018.04.18-23.08.39:892][ 0]LogPackageLocalizationCache: Processed 11 localized package path(s) for 2 prioritized culture(s) in 0.050959 seconds [2018.04.18-23.08.39:913][ 0]LogHAL: Display: Platform has ~ 8 GB [8453103616 / 8589934592 / 8], which maps to Default [LargestMinGB=32, LargerMinGB=12, DefaultMinGB=8, SmallerMinGB=6, SmallestMinGB=0) [2018.04.18-23.08.39:966][ 0]LogPakFile: New pak file ../../../FortniteGame/Content/Paks/pakchunk0_s3-WindowsClient.pak added to pak precacher. [2018.04.18-23.08.40:425][ 0]LogNetVersion: FortniteGame 1.0.0, NetCL: 3991976, EngineNetVer: 5, GameNetVer: 0 (Checksum: 2902695648) [2018.04.18-23.08.41:009][ 0]ImportText (ScriptedBehaviors): Missing closing parenthesis: (ScriptName="InvalidLoopTest", Actions=((Template="BeginLoop", Params=("1"), (Template="BeginLoop", Params=("1")), (Template="EndLoop"))) [2018.04.18-23.08.41:009][ 0]ImportText (ScriptedBehaviors): Missing closing parenthesis: (ScriptName="LogTest", Actions=((Template="Log", Params=("Info")), (Template="LogWarning", Params=("Warning")), (Template="LogError", Params=("Error"))) [2018.04.18-23.08.41:009][ 0]ImportText (ScriptedBehaviors): Missing closing parenthesis: (ScriptName="FireRifle", Actions=((Template="GiveAndEquipWeapon", Params=("Assault_Auto_Athena_R_Ore_T03")), (Template="Attack", Params=("999999999"))) [2018.04.18-23.08.41:010][ 0]ImportText (ScriptedBehaviors): Missing closing parenthesis: (ScriptName="FireRockets", Actions=((Template="GiveAndEquipWeapon", Params=("Launcher_Rocket_Athena_VR_Ore_T03")), (Template="Attack", Params=("999999999"))) [2018.04.18-23.08.41:048][ 0]LogFortSignificance: Display: Set AI budget to '8,16' [2018.04.18-23.08.41:048][ 0]LogFortSignificance: Display: Set Athena Player Pawn budget to '5,10,10,75' [2018.04.18-23.08.41:049][ 0]LogFortSignificance: Display: Set Athena Player Pawn URO rate to '0,1,2,3' [2018.04.18-23.08.41:049][ 0]LogFortSignificance: Display: Set Athena Player Pawn URO interpolation to '1,1,1,1' [2018.04.18-23.08.41:049][ 0]LogFortSignificance: Display: Set Athena Player SkelMeshMinLOD to '0,1,1,2' [2018.04.18-23.08.41:049][ 0]LogFortSignificance: Display: Set bucket distances to '50,100,250,500' [2018.04.18-23.08.41:216][ 0]LogPakFile: New pak file ../../../FortniteGame/Content/Paks/pakchunk0_s1-WindowsClient.pak added to pak precacher. [2018.04.18-23.08.41:251][ 0]LogPakFile: New pak file ../../../FortniteGame/Content/Paks/pakchunk0_s2-WindowsClient.pak added to pak precacher. [2018.04.18-23.08.42:705][ 0]LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467 [2018.04.18-23.08.42:880][ 0]LogMoviePlayer: Initializing movie player [2018.04.18-23.08.43:071][ 0]LogOnline: OSS: Using EpicApp backend 'Fortnite' with host 'fortnite-public-service-prod11.ol.epicgames.com' based on environment 'Prod' and override 'Fortnite' [2018.04.18-23.08.43:077][ 0]LogInit: Display: Build flavor: '"Western"' [2018.04.18-23.08.43:160][ 0]LogSlate: Took 0.027498 seconds to synchronously load lazily loaded font '../../../FortniteGame/Content/UI/Foundation/Fonts/BurbankBigRegular-Bold.ufont' (155K) [2018.04.18-23.08.43:160][ 0]LogOnline: Facebook Startup! [2018.04.18-23.08.43:160][ 0]LogOnline: Google Startup! [2018.04.18-23.08.43:160][ 0]LogOnline: Verbose: TWITCH: Twitch Startup! [2018.04.18-23.08.43:259][ 0]LogSIP: Display: SIP Module Initialized [2018.04.18-23.08.43:259][ 0]LogSIP: Display: Plugin Status: 1 [2018.04.18-23.08.43:259][ 0]LogUAC: UACClient initialized [2018.04.18-23.08.43:259][ 0]LogAndroidPermission: UAndroidPermissionCallbackProxy::GetInstance [2018.04.18-23.08.43:276][ 0]LogUObjectArray: 85565 objects as part of root set at end of initial load. [2018.04.18-23.08.43:276][ 0]LogUObjectArray: 3 objects are not in the root set, but can never be destroyed because they are in the DisregardForGC set. [2018.04.18-23.08.43:276][ 0]LogUObjectAllocator: 15411728 out of 0 bytes used by permanent object pool. [2018.04.18-23.08.43:276][ 0]LogUObjectArray: CloseDisregardForGC: 85565/85565 objects in disregard for GC pool [2018.04.18-23.08.43:293][ 0]LogEngine: Initializing Engine... [2018.04.18-23.08.43:326][ 0]LogInit: Display: Limiting process virtual memory size to 8388608 KB [2018.04.18-23.08.43:640][ 0]LogFortMemory: UFortAssetManager will split content preloading by submode [2018.04.18-23.08.43:640][ 0]LogFortMemory: UFortAssetManager default bundle state is (Client) [2018.04.18-23.08.43:640][ 0]LogFort: Display: Startup job "Super::StartInitialLoading()" starting [2018.04.18-23.08.45:299][ 0]LogFort: Display: Startup job "Super::StartInitialLoading()" took 1.66 seconds to complete [2018.04.18-23.08.45:299][ 0]LogFort: Display: Startup job "RegisterConstructorReferences()" starting [2018.04.18-23.08.45:299][ 0]LogFort: Display: Startup job "RegisterConstructorReferences()" took 0.00 seconds to complete [2018.04.18-23.08.45:299][ 0]LogFort: Display: Startup job "InitializeAbilitySystem()" starting [2018.04.18-23.08.46:083][ 0]LogFort: Display: Startup job "InitializeAbilitySystem()" took 0.78 seconds to complete [2018.04.18-23.08.46:083][ 0]LogFort: Display: Startup job "ScanForNavAgentCostData()" starting [2018.04.18-23.08.46:088][ 0]LogFort: Display: Startup job "ScanForNavAgentCostData()" took 0.00 seconds to complete [2018.04.18-23.08.46:088][ 0]LogFort: Display: Startup job "GetGameData()" starting [2018.04.18-23.08.46:088][ 0]LogFort: Loading GameData: /Game/Balance/DefaultGameData.DefaultGameData ... [2018.04.18-23.08.56:147][ 0]LogStreaming: Warning: FAsyncPackage::LoadImports for /Game/Effects/SplineTrails/Blueprints/BP_SplineVolumeTrail_v1b: Skipping import BoolProperty /Script/Engine.Texture:DeferCompression, depends on missing native class [2018.04.18-23.09.17:914][ 0]LogStreaming: Warning: Took 448.16ms to ProcessLoadedPackages [2018.04.18-23.09.17:914][ 0]LogStats: ... GameData loaded! - 31.827 s [2018.04.18-23.09.17:914][ 0]LogFort: Display: Startup job "GetGameData()" took 31.83 seconds to complete [2018.04.18-23.09.17:914][ 0]LogFort: Display: Startup job "LoadHandle = PreloadStartupAssets()" starting [2018.04.18-23.09.31:939][ 0]LogStreaming: Warning: Took 5976.30ms to ProcessLoadedPackages [2018.04.18-23.09.31:939][ 0]LogFort: Display: Startup job "LoadHandle = PreloadStartupAssets()" took 14.02 seconds to complete [2018.04.18-23.09.31:939][ 0]LogFort: Display: Startup job "LoadHandle = PreloadStartupSubAssets()" starting [2018.04.18-23.09.32:107][ 0]LogFort: Display: Startup job "LoadHandle = PreloadStartupSubAssets()" took 0.17 seconds to complete [2018.04.18-23.09.32:107][ 0]LogFort: Display: Startup job "UFortGlobals::Get().LoadUIStyle()" starting [2018.04.18-23.09.32:118][ 0]LogFort: Display: Startup job "UFortGlobals::Get().LoadUIStyle()" took 0.01 seconds to complete [2018.04.18-23.09.32:118][ 0]LogFort: Display: All startup jobs took 48.48 seconds to complete [2018.04.18-23.09.32:118][ 0]LogInit: Initializing FReadOnlyCVARCache [2018.04.18-23.09.32:378][ 0]LogInit: XAudio2 using 'Speakers (High Definition Audio Device)' : 2 channels at 44.1 kHz using 16 bits per sample (channel mask 0x3) [2018.04.18-23.09.32:536][ 0]LogInit: FAudioDevice initialized. [2018.04.18-23.09.32:536][ 0]LogNetVersion: Set ProjectVersion to 1.0.0. Version Checksum will be recalculated on next use. [2018.04.18-23.09.32:536][ 0]LogInit: Texture streaming: Enabled [2018.04.18-23.09.32:575][ 0]LogFortMemory: UFortAssetManager::ChangeLoadState() changing bundle state to (Client, Menu) [2018.04.18-23.09.32:643][ 0]LogConsoleResponse: Display: Apply Settings: [2018.04.18-23.09.32:761][ 0]LogScheduledEvents: Queuing calendar request to MCP [2018.04.18-23.09.32:779][ 0]LogGfeSDK: Creating GfeSDK Version 1.0.5.68c9a9f7 [2018.04.18-23.09.32:788][ 0]LogGfeSDK: Start TaskRunner thread [2018.04.18-23.09.32:788][ 0]LogGfeSDK: Creating default MessageBus wrapper [2018.04.18-23.09.32:790][ 0]LogGfeSDK: Warning: Error creating message bus interface [2018.04.18-23.09.32:797][ 0]LogGfeSDK: Warning: Failure during core::Controller constructor: NVGSDK_ERR_LOAD_LIBRARY Error creating message bus interface [2018.04.18-23.09.32:805][ 0]LogGfeSDK: Shutting down TaskRunner thread [2018.04.18-23.09.32:805][ 0]LogGfeSDK: Stopping TaskRunner thread. Flushing notifications [2018.04.18-23.09.32:805][ 0]LogGfeSDK: Stopped TaskRunner thread [2018.04.18-23.09.32:805][ 0]LogGfeSDK: Warning: Failure during NVGSDK_Create: NVGSDK_ERR_LOAD_LIBRARY Error creating message bus interface [2018.04.18-23.09.32:806][ 0]LogGfeSDK: Warning: Error: failed initializing SDK -1022 [2018.04.18-23.09.32:807][ 0]LogGfeSDK: Destroyed GfeSDK [2018.04.18-23.09.32:807][ 0]LogGfeSDK: Error: Failed to create GfeSDK: -1022 [2018.04.18-23.09.32:807][ 0]LogGfeSDK: Failed to connect to GfeSDK backend [2018.04.18-23.09.32:807][ 0]LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden [2018.04.18-23.09.32:807][ 0]LogBlueprintContext: Display: Creating blueprint contexts for Local Player ' FortLocalPlayer_0 ' of Game Instance ' FortGameInstance_0 ' [2018.04.18-23.09.32:808][ 0]LogBlueprintContext: Display: Created Blueprint Context 'CommonUIContext' for Local Player 'FortLocalPlayer_0' [2018.04.18-23.09.32:808][ 0]LogBlueprintContext: Display: Created Blueprint Context 'CommonInputContext' for Local Player 'FortLocalPlayer_0' [2018.04.18-23.09.32:835][ 0]LogPakFile: New pak file ../../../FortniteGame/Content/Paks/pakchunk1-WindowsClient.pak added to pak precacher. [2018.04.18-23.09.33:251][ 0]LogBlueprintContext: Display: Created Blueprint Context 'HomeBaseContext' for Local Player 'FortLocalPlayer_0' [2018.04.18-23.09.33:251][ 0]LogBlueprintContext: Display: Created Blueprint Context 'FortMatchmakingContext' for Local Player 'FortLocalPlayer_0' [2018.04.18-23.09.33:251][ 0]LogBlueprintContext: Display: Created Blueprint Context 'FortMcpContext' for Local Player 'FortLocalPlayer_0' [2018.04.18-23.09.33:251][ 0]LogBlueprintContext: Display: Created Blueprint Context 'FortOutpostContext' for Local Player 'FortLocalPlayer_0' [2018.04.18-23.09.33:252][ 0]LogBlueprintContext: Display: Created Blueprint Context 'FortPartyContext' for Local Player 'FortLocalPlayer_0' [2018.04.18-23.09.33:252][ 0]LogBlueprintContext: Display: Created Blueprint Context 'FortPrototypingContext' for Local Player 'FortLocalPlayer_0' [2018.04.18-23.09.33:253][ 0]LogBlueprintContext: Display: Created Blueprint Context 'FortReplayContext' for Local Player 'FortLocalPlayer_0' [2018.04.18-23.09.33:253][ 0]LogBlueprintContext: Display: Created Blueprint Context 'LocalServiceMessageContext' for Local Player 'FortLocalPlayer_0' [2018.04.18-23.09.33:253][ 0]LogBlueprintContext: Display: Created Blueprint Context 'AthenaAccountContext' for Local Player 'FortLocalPlayer_0' [2018.04.18-23.09.33:253][ 0]LogBlueprintContext: Display: Created Blueprint Context 'AthenaHUDContext' for Local Player 'FortLocalPlayer_0' [2018.04.18-23.09.33:253][ 0]LogBlueprintContext: Display: Created Blueprint Context 'CMSContext' for Local Player 'FortLocalPlayer_0' [2018.04.18-23.09.33:253][ 0]LogBlueprintContext: Display: Created Blueprint Context 'FortAbilitySystemContext' for Local Player 'FortLocalPlayer_0' [2018.04.18-23.09.33:253][ 0]LogBlueprintContext: Display: Created Blueprint Context 'FortAccountStatsContext' for Local Player 'FortLocalPlayer_0' [2018.04.18-23.09.33:253][ 0]LogBlueprintContext: Display: Created Blueprint Context 'FortFrontEndContext' for Local Player 'FortLocalPlayer_0' [2018.04.18-23.09.33:253][ 0]LogBlueprintContext: Display: Created Blueprint Context 'FortGlobalUIContext' for Local Player 'FortLocalPlayer_0' [2018.04.18-23.09.33:253][ 0]LogBlueprintContext: Display: Created Blueprint Context 'FortHeroManagementContext' for Local Player 'FortLocalPlayer_0' [2018.04.18-23.09.33:253][ 0]LogBlueprintContext: Display: Created Blueprint Context 'FortHomebaseUIContext' for Local Player 'FortLocalPlayer_0' [2018.04.18-23.09.33:253][ 0]LogBlueprintContext: Display: Created Blueprint Context 'FortHUDContext' for Local Player 'FortLocalPlayer_0' [2018.04.18-23.09.33:253][ 0]LogBlueprintContext: Display: Created Blueprint Context 'FortInventoryContext' for Local Player 'FortLocalPlayer_0' [2018.04.18-23.09.33:253][ 0]LogBlueprintContext: Display: Created Blueprint Context 'FortLeaderboardContext' for Local Player 'FortLocalPlayer_0' [2018.04.18-23.09.33:253][ 0]LogBlueprintContext: Display: Created Blueprint Context 'FortPickerContext' for Local Player 'FortLocalPlayer_0' [2018.04.18-23.09.33:253][ 0]LogBlueprintContext: Display: Created Blueprint Context 'FortStoreContext' for Local Player 'FortLocalPlayer_0' [2018.04.18-23.09.33:253][ 0]LogBlueprintContext: Display: Created Blueprint Context 'FortTooltipUIContext' for Local Player 'FortLocalPlayer_0' [2018.04.18-23.09.33:253][ 0]LogBlueprintContext: Display: Created Blueprint Context 'FortTutorialContext' for Local Player 'FortLocalPlayer_0' [2018.04.18-23.09.33:253][ 0]LogBlueprintContext: Display: Created Blueprint Context 'FortUIDataConfigurationContext' for Local Player 'FortLocalPlayer_0' [2018.04.18-23.09.33:255][ 0]LogInit: Display: Game Engine Initialized. [2018.04.18-23.09.33:255][ 0]LogGameplayTags: Display: UGameplayTagsManager::DoneAddingNativeTags. DelegateIsBound: 1 [2018.04.18-23.09.33:375][ 0]LogFortMemory: PostEngineInit - CPU:1598.42MB (Peak: 1677.58MB) [2018.04.18-23.09.33:375][ 0]LogInit: Display: Starting Game. [2018.04.18-23.09.33:375][ 0]LogHotfixManager: Display: Update State UpdateIdle -> UpdatePending [2018.04.18-23.09.33:375][ 0]LogNet: Browse: /Game/Maps/Frontend?Name=Player [2018.04.18-23.09.33:384][ 0]LogCore: Display: Setting hang detector multiplier to 3.0000s. New hang duration: 0.0000s. [2018.04.18-23.09.33:384][ 0]LogFortLoadingScreen: Showing loading screen when 'IsShowingInitialLoadingScreen()' is true. [2018.04.18-23.09.33:384][ 0]LogFortLoadingScreen: Showing LoadingScreen because bCurrentlyInLoadMap is true! [2018.04.18-23.09.33:394][ 0]LogLoad: LoadMap: /Game/Maps/Frontend?Name=Player [2018.04.18-23.09.33:402][ 0]LogGarbage: Collecting garbage (GCheckForIllegalMarkPendingKill = 0) [2018.04.18-23.09.33:480][ 0]LogGarbage: 77.778265 ms for GC [2018.04.18-23.09.33:481][ 0]LogGarbage: 1.594171 ms for unhashing unreachable objects. Clusters removed: 0. Items 985 Cluster Items 0 [2018.04.18-23.09.33:491][ 0]LogGarbage: GC purged 985 objects (289095 -> 288110) [2018.04.18-23.09.33:552][ 0]LogStreaming: Display: /Game/Maps/Frontend is prestreaming /Game/Maps/FrontEnd/Maps/FrontEndStore [2018.04.18-23.09.33:552][ 0]LogStreaming: Display: /Game/Maps/Frontend is prestreaming /Game/Maps/UI/Frontend_BG_Main [2018.04.18-23.09.33:852][ 0]LogAIModule: Creating AISystem for world Frontend [2018.04.18-23.09.33:853][ 0]LogLoad: Game class is 'FortGameModeFrontEnd' [2018.04.18-23.09.33:854][ 0]LogLevelActorContainer: Created LevelActorCluster (589) for /Game/Maps/FrontEnd/Maps/FrontEndStore.FrontEndStore:PersistentLevel with 34 objects, 12 referenced clusters and 14 mutable objects. [2018.04.18-23.09.33:855][ 0]LogLevelActorContainer: Created LevelActorCluster (590) for /Game/Maps/UI/Frontend_BG_Main.Frontend_BG_Main:PersistentLevel with 12 objects, 1 referenced clusters and 6 mutable objects. [2018.04.18-23.09.33:879][ 0]LogLevelActorContainer: Created LevelActorCluster (591) for /Game/Maps/Frontend.Frontend:PersistentLevel with 4 objects, 0 referenced clusters and 2 mutable objects. [2018.04.18-23.09.33:880][ 0]LogWorld: Bringing World /Game/Maps/Frontend.Frontend up for play (max tick rate 60) at 2018.04.18-19.09.33 [2018.04.18-23.09.33:880][ 0]LogOnlineGame: PLAYLIST: Serving ALL available playlists given to client from MCP! [2018.04.18-23.09.33:942][ 0]LogFortDayNight: AFortTimeOfDayManager::PostInitializeComponents: World is "Frontend", this is "TODM_Disabled_C_0" [2018.04.18-23.09.33:950][ 0]LogFortDayNight: Game State in World Frontend is resetting. TimeOfDayManager is None. [2018.04.18-23.09.33:952][ 0]LogWorld: Bringing up level for play took: 0.095392 [2018.04.18-23.09.33:952][ 0]LogOnlineGame: Client adding GameAccountId/AuthTicket for local player to login url. FortGameOptions=[ASID={B5136F48-4E43-9125-80A4-E897DDC0E7FE}?Platform=WIN?AnalyticsPlat=Windows?bIsFirstServerJoin=1] [2018.04.18-23.09.33:952][ 0]LogOnlineGame: Server received AuthTicket from client for player: UniqueId:[INVALID] Platform=[WIN] Analytics=[Windows] [2018.04.18-23.09.33:956][ 0]LogFort: Warning: GetOrInitializeHero called with invalid player info! [2018.04.18-23.09.33:956][ 0]LogFort: Warning: GetOrInitializeHero called with invalid player info! [2018.04.18-23.09.33:957][ 0]LogParty: Verbose: Failed to get persistent party leader [2018.04.18-23.09.33:957][ 0]LogGameMode: Display: Match State Changed from EnteringMap to WaitingToStart [2018.04.18-23.09.33:958][ 0]LogFortDayNight: Day phase actor TODM_Disabled_C_0 is setting itself as the day phase handler for the GameState on World Frontend. [2018.04.18-23.09.33:958][ 0]LogFortDayNight: SetTimeOfDayManager: World is "Frontend", Old TimeOfDayManager: "None", New TimeOfDayManager: "TODM_Disabled_C_0" [2018.04.18-23.09.33:958][ 0]LogFortDayNight: OnRep_TimeOfDayManager: World is "Frontend", FortTimeOfDayManager is "TODM_Disabled_C_0" [2018.04.18-23.09.33:958][ 0]LogFort: NO SKELETAL MESH FOR FeedbackAnnouncer_C_0 [2018.04.18-23.09.33:958][ 0]LogLevel: ActivateLevel /Game/Maps/FrontEnd/FortniteWorldMap 1 1 1 [2018.04.18-23.09.33:959][ 0]LogGameState: Match State Changed from EnteringMap to WaitingToStart [2018.04.18-23.09.33:959][ 0]LogHealthSnapshot: ======= Snapshot: Waiting to Start (FortGameStateFrontEnd) ======= [2018.04.18-23.09.33:959][ 0]LogHealthSnapshot: Games Played: 0, MeasuredPerfTime 0.00 Secs [2018.04.18-23.09.33:959][ 0]LogHealthSnapshot: CPU Memory: Used 0.00MB, Peak 0.00MB [2018.04.18-23.09.33:959][ 0]LogHealthSnapshot: Physical Memory: Used 1511.97MB, Peak 1677.58MB [2018.04.18-23.09.33:959][ 0]LogHealthSnapshot: ========================================================= [2018.04.18-23.09.33:960][ 0]LogLoad: Took 0.565973 seconds to LoadMap(/Game/Maps/Frontend) [2018.04.18-23.09.34:161][ 0]LogWindowsTextInputMethodSystem: Display: IME system now deactivated. [2018.04.18-23.09.34:911][ 0]LogFortMemory: InitComplete - CPU:1512.32MB (Peak: 1677.58MB) [2018.04.18-23.09.34:911][ 0]LogLoad: (Engine Initialization) Total time: 67.67 seconds [2018.04.18-23.09.35:361][ 0]LogContentStreaming: Texture pool size now 800 MB [2018.04.18-23.09.35:369][ 0]LogSlate: Took 0.006132 seconds to synchronously load lazily loaded font '../../../FortniteGame/Content/UI/Foundation/Fonts/NotoSans-Bold.ufont' (485K) [2018.04.18-23.09.35:372][ 0]LogSlate: Took 0.002392 seconds to synchronously load lazily loaded font '../../../FortniteGame/Content/UI/Foundation/Fonts/NotoSans-Regular.ufont' (484K) [2018.04.18-23.09.35:941][ 0]LogCore: Error: Hitch detected on gamethread (frame hasn't finished for 1000.02ms): [2018.04.18-23.09.35:941][ 0]LogCore: Error: Leaving stat scope on hitch (+ 1012.60ms) STAT_EventWait [2018.04.18-23.09.35:942][ 0]LogCore: Error: ------Stack start [2018.04.18-23.09.35:942][ 0]LogCore: Error: 0x00007ffeff610344 ntdll.dll!UnknownFunction [] [2018.04.18-23.09.35:942][ 0]LogCore: Error: 0x00007ffefc373b7f KERNELBASE.dll!UnknownFunction [] [2018.04.18-23.09.35:942][ 0]LogCore: Error: 0x00007ff64b13aac5 FortniteClient-Win64-Shipping.exe!UnknownFunction [] [2018.04.18-23.09.35:942][ 0]LogCore: Error: 0x00007ff64b9b32e4 FortniteClient-Win64-Shipping.exe!UnknownFunction [] [2018.04.18-23.09.35:942][ 0]LogCore: Error: 0x00007ff64b9b30b6 FortniteClient-Win64-Shipping.exe!UnknownFunction [] [2018.04.18-23.09.35:942][ 0]LogCore: Error: 0x00007ff64b9b5889 FortniteClient-Win64-Shipping.exe!UnknownFunction [] [2018.04.18-23.09.35:942][ 0]LogCore: Error: 0x00007ff64b9ad713 FortniteClient-Win64-Shipping.exe!UnknownFunction [] [2018.04.18-23.09.35:942][ 0]LogCore: Error: 0x00007ff64c29b6e5 FortniteClient-Win64-Shipping.exe!UnknownFunction [] [2018.04.18-23.09.35:942][ 0]LogCore: Error: 0x00007ff64c29643c FortniteClient-Win64-Shipping.exe!UnknownFunction [] [2018.04.18-23.09.35:942][ 0]LogCore: Error: 0x00007ff64c29606b FortniteClient-Win64-Shipping.exe!UnknownFunction [] [2018.04.18-23.09.35:942][ 0]LogCore: Error: 0x00007ff64bf94027 FortniteClient-Win64-Shipping.exe!UnknownFunction [] [2018.04.18-23.09.35:942][ 0]LogCore: Error: 0x00007ff64bce38af FortniteClient-Win64-Shipping.exe!UnknownFunction [] [2018.04.18-23.09.35:942][ 0]LogCore: Error: 0x00007ff64a09c988 FortniteClient-Win64-Shipping.exe!UnknownFunction [] [2018.04.18-23.09.35:942][ 0]LogCore: Error: 0x00007ff64a0a33fc FortniteClient-Win64-Shipping.exe!UnknownFunction [] [2018.04.18-23.09.35:942][ 0]LogCore: Error: 0x00007ff64a0a345a FortniteClient-Win64-Shipping.exe!UnknownFunction [] [2018.04.18-23.09.35:942][ 0]LogCore: Error: 0x00007ff64a0aa77f FortniteClient-Win64-Shipping.exe!UnknownFunction [] [2018.04.18-23.09.35:942][ 0]LogCore: Error: 0x00007ff64cdbb207 FortniteClient-Win64-Shipping.exe!UnknownFunction [] [2018.04.18-23.09.35:942][ 0]LogCore: Error: 0x00007ffefef51fe4 KERNEL32.DLL!UnknownFunction [] [2018.04.18-23.09.35:942][ 0]LogCore: Error: 0x00007ffeff5df061 ntdll.dll!UnknownFunction [] [2018.04.18-23.09.35:942][ 0]LogCore: Error: 0x00007ffeff5df061 ntdll.dll!UnknownFunction [] [2018.04.18-23.09.35:942][ 0]LogCore: Error: ------Stack end [2018.04.18-23.09.35:942][ 0]LogCore: Error: ## Stack tracing took 0.012787 seconds. [2018.04.18-23.09.35:942][ 0]LogCore: Error: Leaving hitch detector (+ 1012.84ms) [2018.04.18-23.09.37:722][ 0]LogD3D11RHI: Error: Direct3DDevice->CreateBuffer(&Desc, NULL, UniformBufferResource.GetInitReference()) failed at D:\Build++Fortnite+Release-3.5+Full\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11UniformBuffer.cpp:159 with error DXGI_ERROR_DEVICE_REMOVED DXGI_ERROR_DEVICE_HUNG [2018.04.18-23.09.37:722][ 0]LogD3D11RHI: [Aftermath] GDynamicRHI=00000247437E0000, GDX11NVAfterMathEnabled=0, Result=0xFFFFFFFF, bDeviceActive=0 [2018.04.18-23.09.37:722][ 0]LogWindows: Windows GetLastError: The operation completed successfully. (0)

Hello, thank you for reporting your issues with Fortnite. Although the crash reporter window directs you here, Answerhub is meant for issues relating directly to Unreal Engine 4 rather than our game titles. For assistance with Fortnite, please visit the following link:

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screening - astec

screening - astec

The site navigation utilizes arrow, enter, escape, and space bar key commands. Left and right arrows move across top level links and expand / close menus in sub levels. Up and Down arrows will open main level menus and toggle through sub tier links. Enter and space open menus and escape closes them as well. Tab will move on to the next part of the site rather than go through menu items.

does too much screen time really cause adhd? | psychology today

does too much screen time really cause adhd? | psychology today

Posted September 6, 2018

JAMA, the Journal of the American Medical Association, recently published the first-ever longitudinal cohort study investigating whether use of new technologies by adolescents leads, over time, to an increase in symptoms of ADHD. The study found that teens who reported not engaging in media use at a high frequency had a lower rate of developing ADHD symptoms (4.6 percent) than did teens who had engaged in at least seven activities (9.5 percent). In other words, the risk of developing ADHD symptoms more than doubled with high use of screens. (Kids who already had high levels of ADHD symptoms at enrollment were excluded from the study.)

But maybe the most interesting finding is that not all screen activities had equal effects. For example: Playing video games with family had no significant association with the development of ADHD symptoms, while playing video games alone (even if playing with other people online) had a strong association with subsequent ADHD symptoms.

One of several reasons this study is so important is that it was a longitudinal cohort study, in which researchers followed the same group of kids over time. Thats a much more powerful tool than a cross-sectional study, in which researchers just ask kids at one point in time what theyre doing, and then make correlations with other characteristics of those kids. In a cross-sectional study, its hard to say which came first: Did ADHD symptoms come first and cause kids to look at screens more, or were certain kids already looking at screens more and then develop ADHD? A longitudinal cohort study allows researchers to make better inferences about cause-and-effect, because you can at least determineas these researchers didwhich came first, the chicken or the egg. Or in this case, the screen time or the ADHD symptoms.

Bottom line: This study is additional evidence that excessive use of some new technologies may indeed increase symptoms of ADHD. In which case, we parents need to know: What is excessive use? And which technologies pose the greatest risk?

change screen refresh rate in windows 10

change screen refresh rate in windows 10

In this article, I have described how to change the screen refresh rate in Windows 10. The Screen refresh rate in Windows 10 is the number of times during a second that a device reconstructs its buffer.

Introduction The Screen refresh rate is the number of times during a second that a device reconstructs its buffer. It means that your monitor will show the range of frames per second. Hertz frequency is used as the measurement at which the screen is redrawn. 1Hz suggests that it will draw 1 image per second. If you want to get more clear visibility and less strain on your eyes then manage the refresh rate in high frequency for each display connected to your laptop or computer. When the monitor screen refresh rate is higher, then the display is smoother and sharper. You can change the screen refresh rate in Windows 10. A combination of the monitorn and graphics card you have got connected to your computer or laptop offers a range of display resolutions, most of those enable adjusting the screen refresh rate. Then, refresh rates for a display can depend upon the monitor, its driver, and also the set screen resolution. Generally, a refresh rate of 60Hz is considered to be the best screen refresh rate. For human eyes this refresh rate is optimum and if you want to get a more sharp and smooth viewing experience, many modern displays are available at a higher screen refresh rate with 144Hz and 240Hz for gamers and professionals. This tutorial will show you various steps on how to change the screen refresh rate in Windows 10. Step 1 From the Start Menu, select Settings. Step 2 Select System Step 3 Click on "Display" option and then select "Advanced display settings". Step 4 Select "Display adapter properties for Display 1" link. Step 5 Click on the Monitor tab, and then use the drop-down menu to select the refresh rate you wish. Step 6 Alternatively, you can choose the refresh rate by clicking on the "List All Modes" button in the "Adapter Tab". Step 7 Choose a suitable display mode, that has the screen refresh rate you want for the selected display and then click on "OK" button. Conclusion By following the above steps, you can change the screen refresh rate in Windows 10. I hope you enjoyed this article. Follow C# Corner to learn more new and amazing things about Windows 10. Thanks for reading this article.

2016 tci 6'x18' double deck high frequency screen

2016 tci 6'x18' double deck high frequency screen

General: - Manufacture: TCI - Screen type: High Frequency, also known as PEP screen. - Aggressive vibration (3600 RPM) applied directly to the screen media for optimal separation. - Support structure with stairs and walkway.

how to minimize probe loading with low capacitance probes | tektronix

how to minimize probe loading with low capacitance probes | tektronix

Probing a circuit always has some impact on signals. Probe loading changes the signal being probed and can cause measurement problems or can even cause a circuit to perform differently. Reducing capacitive loading can help minimize these effects. In this application note, youll learn how low capacitance probes can improve your measurements.

Below we outline some of the major advantages and disadvantages of traditional passive probes and how Tektronix products such as the TPP1000, TPP0500B, & TPP0250 can overcome many of the challenges associated with traditional passive probes.

This application note describes how the high-bandwidth, low-capacitance passive voltage probes from Tektronix reduce the oscilloscope user's total cost of ownership, improve performance and measurement accuracy, and save setup time. Passive voltage probes that ship standard with most oscilloscopes provide a low cost, general purpose probing solution. Generally, these probes lack the performance of an active voltage probe but provide the ruggedness and wide dynamic range suitable for visualizing signals. Table 1 describes the advantages and disadvantages of traditional passive probe solutions.

The TPP1000, TPP0500B, and TPP0250 redefine performance in the passive probe category, with specifications previously unrealized in this class. These probes are designed for use with Tektronix 4, 5 and 6 Series MSO, 3 Series MDO, MDO3000, MDO4000, and MSO/DPO5000 Series oscilloscopes.

This level of performance is obtained through the combination of circuitry within the oscilloscope and the probe. The improvements in bandwidth, input capacitance and automated probe compensation turn traditional passive probing disadvantages into advantages as shown in Table 2.

The limitations of standard passive probes, especially on 1 GHz systems, force the user to purchase active probes which significantly increases the overall investment cost. TPP1000, TPP0500B, and TPP0250 probes bridge the gap between traditional passive probes and higher performance, higher cost active probes. With industry leading passive probe specifications and automated low and high frequency compensation, the TPP1000, TPP0500B, and TPP0250 reduce the user's total cost of ownership and make the oscilloscope investment even more valuable.

General purpose passive probes favor ruggedness over performance. This trade-off has long sufficed because these probes have been mainly used to visualize low-speed signals. This trade-off has also been made because of the significant design challenges in creating a probe that is rugged, high performance, and capable of measuring hundreds of volts.

Active probes typically start at 1 GHz bandwidth, measure less than 10 V (though some Tektronix probes go up to 40 V), and lack the robustness of a passive probe. Passive probes are typically 500 MHz or less, measure hundreds of volts, and are rugged. The TPP1000, TPP0500B, and TPP0250 are the only probes that offer performance, wide dynamic range and the ruggedness required for daily use.

The banner performance specification for oscilloscopes and probes is bandwidth. Bandwidth is a measure of frequency response, and oscilloscopes are primarily time-domain instruments. The data displayed on an oscilloscope is a graph of amplitude versus time and differences that look small in the frequency domain can have a big impact in the time domain.

Most oscilloscope users need an oscilloscope and probe with excellent step response because it is a better indication of what the output of the probe will look like on the oscilloscope display. To properly show the system step response, a fast, clean step signal is injected into the measurement system. Probe rise time evaluation requires a signal with a faster edge rate than the probe is capable of. Consider the screen shots in Figure 1 which compare the rise time of the TPP1000 probe from Tektronix and passive probes that ship standard from LeCroy and Agilent.

Each probe was attached to the same test fixture utilizing the probe's short ground spring for optimum performance. As shown in the screen shots above, a fast, clean step signal with a 240 ps rise time was established as the reference to compare the probe's step response against. The reference signal is identified as R1 and is the white trace.

The TPP1000 from Tektronix has the fastest rise time (443.6 ps), has a waveform with the same amplitude and shape as the reference with minor overshoot. The TPP1000 is the passive probe most capable of capturing signals with fast edge rates.

Because standard passive probes are primarily used to visualize signals, most users attach a long probe ground lead to a ground connection. A long ground lead makes it easier to move the probe around the board to various test points without having to attach and re-attach the ground connection.

Short ground springs provide the best performance but ground may not always be within the spring's range. Long ground leads, those that are 6" or longer, make obtaining a ground connection easier, but long ground leads reduce performance due to the added inductance.

As the length of the ground lead increases, the inductance added into the measurement increases. Inductance and capacitance are related to frequency and as the probe's inductance and capacitance increases, the probe's performance decreases. For example, a probe with a 6" ground lead attached is capable of greater performance and accuracy than the same probe with a 12" ground lead attached.

To address the performance issues caused by ground leads, the options are to reduce the inductance by using shorter ground leads or to find a probe with lower input capacitance. The TPP1000, TPP0500B, and TPP0250 offer < 4 pF input capacitance at the probe tip compared to 9.5 pF input capacitance offered in other standard passive probe offerings.

With these Tektronix passive probes, users can attach longer ground leads without suffering the signal degradation from probes with higher input capacitance. Figure 2 shows the step responses of Tektronix, LeCroy and Agilent standard passive probes with a long probe ground lead attached.

The performance impact of adding long probe ground leads is substantial. The probe's rise time decreases and the output signal has ringing, increased overshoot, and greater amplitude inaccuracy. The TPP1000, TPP0500B, and TPP0250 offer users the convenience of using longer probe grounds when visualizing signals without suffering significant loss in performance and accuracy.

A passive probe's input capacitance and input resistance at the probe tip specification is important because it affects the circuit under test. When an external device, such as a probe is attached to a test point, it will appear as an additional load on the signal source drawing current from the circuit. This loading, or signal current draw, changes the operation of the circuitry behind the test point and changes the signal seen at the test point.

The ideal probe would have infinite impedance, but this is not possible because a probe must draw some small amount of signal current in order to develop a signal voltage at the oscilloscope input. A probe will always induce some signal source loading; the challenge is to keep this as low as possible.

The loading of greatest concern is caused by the capacitance at the probe tip. For low frequencies, this capacitance has a reactance that is very high and has little or no effect on the circuit under test. As frequency increases, the capacitive reactance decreases and at higher frequencies, the capacitive loading is higher.

Capacitive loading affects the bandwidth and rise time characteristics of the measurement system by reducing bandwidth and increasing rise time. The TPP1000, TPP0500B, and TPP0250 offer significantly lower input capacitance than any existing high impedance general purpose passive probe. The input capacitance at the probe tip for these probes is < 4 pF, notably lower than the ≥ 9.5 pF offered in non-Tektronix probes. Figure 3 shows the probe loading of the Tektronix TPP1000 to standard offerings from LeCroy and Agilent.

The white trace is the input signal waveform and the other traces show how the reference waveform changes when probes are attached to the test point. It is important to remember that the waveforms shown in this image are not the output of the probe, but they show how the probe affects the signal at the test point.

The blue trace shows the minimal loading impact of the TPP1000 on the source signal as it closely matches the reference waveform and has minimal impact on rise time. The effects of the additional input capacitance of the non-Tektronix probes have an impact on performance and accuracy. As stated above, capacitance reactance decreases at higher frequencies, and the capacitive loading has a greater impact as frequency increases.

A higher capacitance probe will have greater loading at higher frequencies which explains the rounded front corner on the LeCroy and Agilent loading signals; the front edge is where the high frequency content of the square wave is located. When probing faster signals, non-Tektronix probes will more significantly distort the source signal and create measurement inaccuracy.

Due to variations in the probe and oscilloscope input characteristics, general purpose passive probes require low frequency compensation. The user may not be aware that low frequency compensation is required, may forget about this procedure, or may forgo low frequency compensation to save time. As shown in Figure 4, the probe output has to be compensated using an adjustment tool until the response is flat as shown in the "Properly compensated" example below.

While low frequency compensation is a necessary and a common user adjustment on all passive probes, high frequency compensation typically requires the adjustment to be performed by the manufacturer's service department.

outer labels on the compensation box to obtain access. This compensation may also require special equipment such as a calibration generator and special probe adapters to make the necessary adjustments. High frequency compensation corrects aberrations to leading edge and long term flatness as shown in Figure 5.

The TPP1000, TPP0500B, and TPP0250 when connected to a compatible Tektronix oscilloscope are capable of automated low frequency and high frequency compensation. It takes less time to compensate a TPP1000, TPP0500B, and TPP0250 for both high and low frequency compensation than the time required to manually adjust a standard passive probe for low frequency compensation.

With a TPP1000, TPP0500B, and TPP0250, the probes may be easily compensated when first attaching a probe to a channel by holding the probe tip and ground to the oscilloscope's PROBE COMP pins and selecting "Compensate Probe for ". Example selections are shown in Figure 6. The procedure takes less than five seconds and the compensation results are stored in the oscilloscope in case the probe is removed and re-attached. The oscilloscope is capable of storing results for multiple probes for each channel.

The TPP1000, TPP0500B, and TPP0250 ship standard with replaceable rigid tip and pogo pin cartridges. The pogo pin tip is spring loaded and it takes less compression on the pin to establish good electrical contact which means that the user does not have to press down as hard on the probe tip. The force required to make good contact is an important aspect for a couple of reasons. First, the user does not have to focus on keeping his hand in the right position while operating the oscilloscope.

With the pogo pin installed, the probe maintains constant pressure and provides the user some give in the pressure required to make good contact and is more comfortable when the probe is being used to visualize signals. Also, users have a tendency to push down harder on the probe when good contact is not made or if the signal does not appear on the oscilloscope as expected.This increase in force may cause the probe to inadvertently slip off the test point and make inadvertent contact with adjacent signals which could damage the test equipment or the device under test.

All of these benefits are delivered through an industry standard RF connector called MMCX. MMCX is a cheap, readily available, industry standard connector commonly used in RF applications. The MMCX cartridges screw into the TPP1000 or TPP0500B probe head.

The TPP1000, TPP0500B, and TPP0250 redefine performance in the passive probe product category, with specifications previously unrealized in this product class, turning traditional passive probing disadvantages into advantages. These probes bridge the gap between general purpose passive probes and higher cost active probes by providing the best of both technologies: high performance; low cost; capable of measuring dynamic range in the hundreds of volts; low input capacitance; and the ruggedness required for daily use.

With industry leading passive probe specifications and automated compensation, the TPP1000, TPP0500B, and TPP0250 reduce the user's total cost of ownership and add tremendous value to the oscilloscope investment.

Copyright Tektronix. All rights reserved. Tektronix products are covered by U.S. and foreign patents, issued and pending. Information in this publication supersedes that in all previously published material. Specification and price change privileges reserved. TEKTRONIX and TEK are registered trademarks of Tektronix, Inc. All other trade names referenced are the service marks, trademarks or registered trademarks of their respective companies. 06/19 EA 51W-26294-6

We are the measurement insight company committed to performance, and compelled by possibilities. Tektronix designs and manufactures test and measurement solutions to break through the walls of complexity, and accelerate global innovation.

do you need a high-refresh gaming monitor? | digital trends

do you need a high-refresh gaming monitor? | digital trends

Although a high refresh rate can indeed do wonders for gamers, a higher number isnt better for everyone. Depending on what you use your computer for, it might be a better idea to look at screen resolution, the panel type, and color accuracy. To help you know what to look for, weve broken down what a high refresh rate does, what it doesnt do, and why its important.

Hz stands for hertz, which is a unit of frequency. Regardless of the context, 1Hz equals one cycle per second. So, you may see a computer processor that runs at 4GHz, meaning it completes 4,000,000,000 instruction cycles per second. The same thing is true for monitors, except Hz measures something known as the refresh rate.

Refresh rate is the number of times per second a display refreshes its image. Since movement is displayed by the difference between frames, the refresh rate effectively places a hard cap on the framerate thats visible. That said, refresh rate is not the same as framerate. Refresh rate is an attribute of the monitor, while framerate is an attribute of the information being sent to it. They have to agree on just what is being shown on screen.

If you can run a game at 100 frames per second, you may see a tangible benefit from playing it on a monitor that can refresh that many times per second. But if youre watching a movie at a classic 24 fps, a higher refresh rate monitor wont make any difference.

If your computer can play a game at a high enough framerate to match a 120Hz or 240Hz monitor, youll see a noticeable change in the perceived sharpness of a moving image. Blurring occurs because of how the human brain processes the set of individual frames a monitor displays. The brain blurs together the series of frames to create a sensible moving picture, but some detail is lost along the way.

A higher refresh rate helps to decrease the blur by giving our brains more information to act on, in turn reducing perceived blur. However, unlike computer hardware, our brains arent all made to the same specification. Some people notice the difference between a 60Hz and 120Hz display immediately, while others cant see what everyone is all worked up about. The difference between 120Hz and 240Hz is even more subtle.

Again, it is very much dependent on what youre doing on your system. Gamers will notice sharper visuals during fast action, and moving a mouse can feel smoother compared to a more typical 60Hz display. Web browsing when fast scrolling down a page can look a little smoother, too, but in watching online videos and answering emails, you wont see any advantage.

Because refresh rates and framerates are very different things, they can often mismatch. Thats when something called screen tearing can occur. It tends to happen when a computers video card is spitting out frames at a rate well beyond the refresh rate of the monitor connected to it. Because more frames are being rendered than the monitor can handle, half-frames are sometimes shown together on the screen, manifesting as an obvious split between two portions of it, neither of which appears to line up correctly with the other. Its a distracting problem that even the least sensitive viewer will usually notice.

In games that arent particularly taxing, framerates can often exceed 100 fps. However, a 60Hz display only refreshes 60 times per second. This means gamers are not fully benefiting from the enhanced responsiveness of the higher framerate and may notice tearing as the display fails to keep up with the data fed to it. A 120Hz display refreshes twice as quickly as a 60Hz display, so it can display up to 120 fps, and a 240Hz display can handle up to 240 fps. This will eliminate tearing in most games.

Although you always run the risk of screen tearing with a framerate above your refresh rate, its only to a certain point. In games like Counter-Strike: Global Offensive, where framerates are often well about 100 fps, there are more, smaller tears. A single tear is easy to notice, but several minor ones dont register for most people.

Frame syncing technologies like V-Sync, Freesync, and G-Syncalso help prevent screen tearing, but they have their own drawbacks. V-Sync will cap performance. Freesync and G-Sync, meanwhile, require specific combinations of video card and monitor hardware. These technologies are getting better, but they still require some key choices about GPUs and displays.

Syncing technologies are designed to work with GPUs to help solve issues like screen tearing, but thats far from the only role GPUs play in display performance. If you want 120 to 144Hz or higher performance, you also need a GPU that can keep up with your gaming.

Theres no perfect choice for getting a GPU that can output 120 or more frames per second, but more processing power and a greater amount of faster memory are always good signs. The latest generation of Nvidias RTX 3000 series GPUsare excellent candidates, but theyre not the only ones.

The refresh rate of a monitor has an impact on input lag. A 60Hz display, for example, will never have a visible lag below 16.67 milliseconds, because thats the amount of time that passes from one refresh to the next. A 120Hz display halves that time to 8.33ms, and a 240Hz display further reduces it to 4.16ms.

Decreasing lag by less than 10ms may not seem important, and for many people even gamers its not. However, lag can be worth eliminating for ultra-competitive gaming or for those who like games to feel as smooth as possible. This is, once again, an issue some people will notice more readily than others.

Its important to note here that the refresh rate has nothing to do with input lag. Whenever you click your mouse or input a keystroke, your PC still receives and processes it at the same rate. The refresh rate just has to do with how quickly you see the result of your action on screen, compromising the entire input chain.

We think that gamers will see a more significant benefit in switching to a high refresh rate monitor than they will in upgrading to 4K since doing both can be quite expensive as well as taxing on your hardware. 120Hz or 144Hz displays deliver smoother, tear-free gaming with less input lag. This improved performance is especially beneficial in games where fast inputs are vital to winning and in games with competitive fighters or shooters, including Fortnite, Overwatch, Mortal Kombat, and others in these genres.

The best way to get an understanding of how this feature works is by physically witnessing motion demos on screens in an actual store. Thus, you will be able to make a more informed decision on whether to upgrade.

If youre a non-gamer, higher refresh rates supply an almost unnoticeable change in your systems overall performance. It will make your desktop appear smoother when surfing the web, but you wont see much improvement beyond that. Televisions with 120Hz or 240Hz panels further improve motion quality with image processors that change their input. Some can even add frames, which increases the framerate of content. In contrast, monitors dont usually have a processor, which minimizes the panels benefit when watching video content. An improved refresh rate also does not guarantee to eliminate ghosting.

Ultimately, we think that dedicated gamers will definitely benefit from upgrading their systems with high refresh rate displays. If you arent an avid gamer, there are plenty of features that will better fulfill your non-gamer desires.

Upgrade your lifestyleDigital Trends helps readers keep tabs on the fast-paced world of tech with all the latest news, fun product reviews, insightful editorials, and one-of-a-kind sneak peeks.Digital Trends may earn a commission when you buy through links on our site.

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