System Information
Field | Value |
---|---|
Operating System | Linux - Debian GNU/Linux 12 on x86_64 |
Product | AMP ‘Phobos’ v2.6.0.6 (Mainline) |
Virtualization | Docker |
Application | The Isle (EVRIMA) |
Module | GenericModule |
Running in Container | Yes |
Current State | Failed |
Problem Description
Issue
Creating a fresh instance of The Isle (EVRIMA) will successfully update, but will crash after about 22 seconds. This crash will cause a Reconnecting pop up: “Your connection to the AMP backend was lost” and will close ALL instances of any game. After eventually reconnecting, further attempts to restart the server fails.
Reproduction Steps
- Create New Instance
- Choose The Isle (EVRIMA)
- Update and Start server
Log from attempting to restart the instance:
Log File
Shutdown handler: initialize.
5.4.3-0+UE5 1012 0
Disabling core dumps.
LogPakFile: Initializing PakPlatformFile
LogIoDispatcher: Display: Reading toc: ../../../TheIsle/Content/Paks/global.utoc
LogIoDispatcher: Display: Toc signature hash: 9C336195C7541C1246E84C593B7421A9031DB05C
LogIoDispatcher: Display: Mounting container '../../../TheIsle/Content/Paks/global.utoc' in location slot 0
LogPakFile: Display: Initialized I/O dispatcher file backend. Mounted the global container: ../../../TheIsle/Content/Paks/global.utoc
LogPakFile: Display: Found Pak file ../../../TheIsle/Content/Paks/pakchunk0-LinuxServer.pak attempting to mount.
LogPakFile: Display: Mounting pak file ../../../TheIsle/Content/Paks/pakchunk0-LinuxServer.pak.
LogIoDispatcher: Display: Reading toc: ../../../TheIsle/Content/Paks/pakchunk0-LinuxServer.utoc
LogIoDispatcher: Display: Toc signature hash: E13F7A0A1C36179E6C0F33D198DA2BCA3B1A5773
LogIoDispatcher: Display: Mounting container '../../../TheIsle/Content/Paks/pakchunk0-LinuxServer.utoc' in location slot 0
LogPakFile: Display: Mounted IoStore container "../../../TheIsle/Content/Paks/pakchunk0-LinuxServer.utoc"
LogPakFile: Display: Mounted Pak file '../../../TheIsle/Content/Paks/pakchunk0-LinuxServer.pak', mount point: '../../../'
LogSlateStyle: Warning: Unable to find Slate Widget Style 'Slider'. Using FSliderStyle defaults instead.
LogSlateStyle: Warning: Missing Resource from 'CoreStyle' Style: 'Unable to find Brush 'WhiteBrush'.'
LogPackageLocalizationCache: Processed 72 localized package path(s) for 1 prioritized culture(s) in 0.000124 seconds
LogAudio: Display: Registering Engine Module Parameter Interfaces...
LogMetasoundEngine: MetaSound Engine Initialized
LogSlateStyle: Warning: Unable to find Slate Widget Style 'SpinBox'. Using FSpinBoxStyle defaults instead.
LogSlateStyle: Warning: Unable to find Slate Widget Style 'Button'. Using FButtonStyle defaults instead.
LogSlateStyle: Warning: Unable to find Slate Widget Style 'ComboButton'. Using FComboButtonStyle defaults instead.
LogUObjectArray: 33055 objects as part of root set at end of initial load.
LogUObjectArray: 4 objects are not in the root set, but can never be destroyed because they are in the DisregardForGC set.
LogUObjectAllocator: 9130256 out of 0 bytes used by permanent object pool.
LogUObjectArray: CloseDisregardForGC: 33055/33055 objects in disregard for GC pool
LogEngine: Initializing Engine...
LogStreaming: Warning: LoadPackage: SkipPackage: /Engine/EditorMaterials/GizmoMaterial (0xF484BF0F8456078D) - The package to load does not exist on disk or in the loader
LogUObjectGlobals: Warning: Failed to find object 'Material /Engine/EditorMaterials/GizmoMaterial.GizmoMaterial'
LogEngine: ERROR: Failed to load special material 'ArrowMaterialName' from path '/Engine/EditorMaterials/GizmoMaterial.GizmoMaterial'. This will probably have bad consequences (depending on its use).
LogNetVersion: Set ProjectVersion to 0.18.116. Version Checksum will be recalculated on next use.
LogInit: Texture streaming: Disabled
LogWorldMetrics: [Initialize]
LogNiagara: UAV Float16 is not supported, compressed GPU emitters will be disabled.
LogInit: Display: Game Engine Initialized.
LogNIS: StartupModule Enter
LogNIS: StartupModule Leave
LogInit: Display: Starting Game.
LogGlobalStatus: Browse Started Browse: "/Game/TheIsle/Maps/TitleMap?Name=Player?Port=7779?QueryPort=27018?MaxPlayers=100"
LogLoad: LoadMap: /Game/TheIsle/Maps/TitleMap?Name=Player?Port=7779?QueryPort=27018?MaxPlayers=100
LogWorld: BeginTearingDown for /Temp/Untitled_0
LogWorld: UWorld::CleanupWorld for Untitled, bSessionEnded=true, bCleanupResources=true
LogWorldMetrics: [Deinitialize]
LogWorldMetrics: [Clear]
LogGarbage: Collecting garbage
LogGarbage: Verbose: 0.003614 ms for MarkObjectsAsUnreachable Phase (12 Objects To Serialize)
LogGarbage: Verbose: 0.200334 ms for Reachability Analysis
LogGarbage: GC Reachability Analysis total time: 0.24 ms (0.24 ms on reference traversal)
LogGarbage: 0.24 ms for GC - 0 refs/ms while processing 0 references from 0 objects with 0 clusters
LogGarbage: Freed 4096b from 1 GC contexts
LogGarbage: 0.002311 ms for Gather Unreachable Objects (73 objects collected / 835 scanned with 1 thread(s))
LogGarbage: 0.061808 ms for unhashing unreachable objects (73 objects unhashed)
LogGarbage: GC purged 73 objects (835 -> 762) in 2.240ms
LogUObjectHash: Compacting FUObjectHashTables data took 1.69ms
LogSkeletalMesh: Verbose: [SM_Hoplosternum] Skeletal Mesh is marked for CPU read.
LogSkeletalMesh: Verbose: [SK_Coelacanth] Skeletal Mesh is marked for CPU read.
LogSkeletalMesh: Verbose: [SK_Coelacanth] Skeletal Mesh is marked for CPU read.
LogSkeletalMesh: Verbose: [SK_Coelacanth] Skeletal Mesh is marked for CPU read.
LogSkeletalMesh: Verbose: [EuropeanRabbit] Skeletal Mesh is marked for CPU read.
LogSkeletalMesh: Verbose: [EuropeanRabbit] Skeletal Mesh is marked for CPU read.
LogSkeletalMesh: Verbose: [EuropeanRabbit] Skeletal Mesh is marked for CPU read.
LogSkeletalMesh: Verbose: [MuleDeer_F] Skeletal Mesh is marked for CPU read.
LogSkeletalMesh: Verbose: [MuleDeer_F] Skeletal Mesh is marked for CPU read.
LogSkeletalMesh: Verbose: [MuleDeer_F] Skeletal Mesh is marked for CPU read.
LogSkeletalMesh: Verbose: [MuleDeer_Y] Skeletal Mesh is marked for CPU read.
LogSkeletalMesh: Verbose: [MuleDeer_Y] Skeletal Mesh is marked for CPU read.
LogSkeletalMesh: Verbose: [MuleDeer_Y] Skeletal Mesh is marked for CPU read.
LogSkeletalMesh: Verbose: [MuleDeer_Y] Skeletal Mesh is marked for CPU read.
LogSkeletalMesh: Verbose: [MuleDeer_Y] Skeletal Mesh is marked for CPU read.
LogSkeletalMesh: Verbose: [WildBoar_M] Skeletal Mesh is marked for CPU read.
LogSkeletalMesh: Verbose: [WildBoar_M] Skeletal Mesh is marked for CPU read.
LogSkeletalMesh: Verbose: [WildBoar_M] Skeletal Mesh is marked for CPU read.
LogSkeletalMesh: Verbose: [Chamois_Y] Skeletal Mesh is marked for CPU read.
LogSkeletalMesh: Verbose: [Chamois_Y] Skeletal Mesh is marked for CPU read.
LogSkeletalMesh: Verbose: [Chamois_Y] Skeletal Mesh is marked for CPU read.
LogSkeletalMesh: Verbose: [Chamois_M] Skeletal Mesh is marked for CPU read.
LogSkeletalMesh: Verbose: [Chamois_M] Skeletal Mesh is marked for CPU read.
LogSkeletalMesh: Verbose: [Chamois_M] Skeletal Mesh is marked for CPU read.
LogSkeletalMesh: Verbose: [WildBoar_Y] Skeletal Mesh is marked for CPU read.
LogSkeletalMesh: Verbose: [WildBoar_Y] Skeletal Mesh is marked for CPU read.
LogSkeletalMesh: Verbose: [WildBoar_Y] Skeletal Mesh is marked for CPU read.
LogSkeletalMesh: Verbose: [MuleDeer_M] Skeletal Mesh is marked for CPU read.
LogSkeletalMesh: Verbose: [MuleDeer_M] Skeletal Mesh is marked for CPU read.
LogSkeletalMesh: Verbose: [MuleDeer_M] Skeletal Mesh is marked for CPU read.
LogSkeletalMesh: Verbose: [MuleDeer_M] Skeletal Mesh is marked for CPU read.
LogSkeletalMesh: Verbose: [MuleDeer_M] Skeletal Mesh is marked for CPU read.
LogSkeletalMesh: Verbose: [SK_Pterodactylus] Skeletal Mesh is marked for CPU read.
LogSkeletalMesh: Verbose: [SK_Pterodactylus] Skeletal Mesh is marked for CPU read.
LogSkeletalMesh: Verbose: [SK_Pterodactylus] Skeletal Mesh is marked for CPU read.
LogSkeletalMesh: Verbose: [SK_Pterodactylus] Skeletal Mesh is marked for CPU read.
LogSkeletalMesh: Verbose: [SK_Psittacosaurus] Skeletal Mesh is marked for CPU read.
LogSkeletalMesh: Verbose: [SK_Psittacosaurus] Skeletal Mesh is marked for CPU read.
LogSkeletalMesh: Verbose: [SK_Psittacosaurus] Skeletal Mesh is marked for CPU read.
LogSkeletalMesh: Verbose: [SK_Psittacosaurus] Skeletal Mesh is marked for CPU read.
LogWorldPartition: UWorldPartitionRuntimeSpatialHash::PostLoad : UseAlignedGridLevels = 1, SnapNonAlignedGridLevelsToLowerLevels = 1
LogWorldMetrics: [Initialize]
LogWorldPartition: ULevel::OnLevelLoaded(Gateway)(bIsOwningWorldGameWorld=1, bIsOwningWorldPartitioned=1, InitializeForMainWorld=1, InitializeForEditor=0, InitializeForGame=1)
LogWorldPartition: Display: WorldPartition initialize started...
LogWorldPartition: UWorldPartition::Initialize : World = /Game/TheIsle/Maps/Game/Gateway/Gateway.Gateway, World Type = Game, IsMainWorldPartition = 1, Location = V(0), Rotation = R(0), IsEditor = 0, IsGame = 0, IsPIEWorldTravel = 0, IsCooking = 0
LogWorldPartition: UWorldPartition::Initialize Context : World NetMode = Dedicated Server, IsServer = 1, IsDedicatedServer = 1, IsServerStreamingEnabled = 0, IsServerStreamingOutEnabled = 0, IsUsingMakingVisibleTransaction = 0, IsUsingMakingInvisibleTransaction = 0
LogContentBundle: [Gateway(Dedicated Server)] Creating new container.
LogWorldPartition: Display: WorldPartition initialize took 774 us
LogLoad: Game class is 'BP_SurvivalGameMode_C'
LogNetCore: DDoS detection status: detection enabled: 0 analytics enabled: 0
LogPushModel: PushModel HandleCreation is now enabled
LogInit: BSD IPv4/6: Socket queue. Rx: 262144 (config 131072) Tx: 262144 (config 131072)
LogRedpointEOSAntiCheat: Verbose: Dedicated server Anti-Cheat: 0x7f23278cd190: CreateSession(bIsServer: true, HostUserId: DEDICATED_SERVER, bIsDedicatedServerSession: true, ListenServerUserId: (none), ServerConnectionUrlOnClient: ): Called
LogRedpointEOSAntiCheat: Verbose: Dedicated server Anti-Cheat: 0x7f23278cd190: CreateSession(bIsServer: true, HostUserId: DEDICATED_SERVER, bIsDedicatedServerSession: true, ListenServerUserId: (none), ServerConnectionUrlOnClient: ): Started new session; current session is now D393A47F5A544BF4BCA49F4AB6C2A205.
LogTheIsleAI: Adjusted MaxAmountToSpawn for Row 'Boar' to 10
LogTheIsleAI: Adjusted MaxAmountToSpawn for Row 'BoarGroup' to 10
LogTheIsleAI: Adjusted MaxAmountToSpawn for Row 'Deer' to 10
LogTheIsleAI: Adjusted MaxAmountToSpawn for Row 'DeerGroup' to 10
LogTheIsleAI: Adjusted MaxAmountToSpawn for Row 'Goat' to 10
LogTheIsleAI: Adjusted MaxAmountToSpawn for Row 'TacoHighlands' to 10
LogTheIsleAI: Adjusted MaxAmountToSpawn for Row 'TacoCoastal' to 10
LogTheIsleAI: Adjusted MaxAmountToSpawn for Row 'TacoCoastal' to 10
LogTheIsleAI: Adjusted MaxAmountToSpawn for Row 'TacoCoastal' to 10
LogTheIsleAI: Adjusted MaxAmountToSpawn for Row 'TacoCoastal' to 10
LogTheIsleAI: Adjusted MaxAmountToSpawn for Row 'TacoPlains' to 10
LogTheIsleAI: Adjusted MaxAmountToSpawn for Row 'DeerGroup' to 10
LogTheIsleAI: Adjusted MaxAmountToSpawn for Row 'DeerGroupVeryLarge' to 10
LogTheIsleAI: Adjusted MaxAmountToSpawn for Row 'ChickenGlobal' to 10
LogTheIsleAI: Adjusted MaxAmountToSpawn for Row 'RabbitGlobal' to 10
LogTheIsleAI: Adjusted MaxAmountToSpawn for Row 'Goat' to 10
LogTheIsleAI: Adjusted MaxAmountToSpawn for Row 'Deer' to 10
LogTheIsleAI: Adjusted MaxAmountToSpawn for Row 'Boar' to 10
LogTheIsleAI: Adjusted MaxAmountToSpawn for Row 'BoarGroup' to 10
LogTheIsleAI: Adjusted MaxAmountToSpawn for Row 'Deer' to 10
LogTheIsleAI: Adjusted MaxAmountToSpawn for Row 'DeerGroup' to 10
LogTheIsleAI: Adjusted MaxAmountToSpawn for Row 'Boar' to 10
LogTheIsleAI: Adjusted MaxAmountToSpawn for Row 'BoarGroup' to 10
LogTheIsleAI: Adjusted MaxAmountToSpawn for Row 'Deer' to 10
LogTheIsleAI: Adjusted MaxAmountToSpawn for Row 'DeerGroup' to 10
LogTheIsleAI: Adjusted MaxAmountToSpawn for Row 'Goat' to 10
LogTheIsleAI: Adjusted MaxAmountToSpawn for Row 'Boar' to 10
LogTheIsleAI: Adjusted MaxAmountToSpawn for Row 'BoarGroup' to 10
LogTheIsleAI: Adjusted MaxAmountToSpawn for Row 'Deer' to 10
LogTheIsleAI: Adjusted MaxAmountToSpawn for Row 'DeerGroup' to 10
LogTheIsleAI: Adjusted MaxAmountToSpawn for Row 'Boar' to 10
LogTheIsleAI: Adjusted MaxAmountToSpawn for Row 'BoarGroup' to 10
LogTheIsleAI: Adjusted MaxAmountToSpawn for Row 'Deer' to 10
LogTheIsleAI: Adjusted MaxAmountToSpawn for Row 'DeerGroup' to 10
LogTheIsleAI: Adjusted MaxAmountToSpawn for Row 'Goat' to 10
LogTheIsleAI: Adjusted MaxAmountToSpawn for Row 'Turtle' to 10
LogTheIsleAI: Adjusted MaxAmountToSpawn for Row 'Crab' to 10
LogTheIsleAI: Adjusted MaxAmountToSpawn for Row 'DeerGroupLarge' to 10
r.SkyLight.RealTimeReflectionCapture = "0"
r.EyeAdaptation.BlackHistogramBucketInfluence = "0.5"
LogTheIsleAI: Loaded SpawnConfig 'None' from DataTable.
LogTheIsleAI: Loaded SpawnConfig 'None' from DataTable.
LogTheIsleAI: Loaded SpawnConfig 'None' from DataTable.
LogTheIsleAI: Loaded SpawnConfig 'None' from DataTable.
LogTheIsleAI: Loaded SpawnConfig 'None' from DataTable.
LogTheIsleAI: Loaded SpawnConfig 'None' from DataTable.
LogTheIsleAI: Loaded SpawnConfig 'None' from DataTable.
LogTheIsleAI: Loaded SpawnConfig 'None' from DataTable.
LogTheIsleAI: Loaded SpawnConfig 'None' from DataTable.
LogTheIsleAI: Loaded SpawnConfig 'None' from DataTable.
LogTheIsleAI: Loaded SpawnConfig 'None' from DataTable.
LogTheIsleAI: Loaded SpawnConfig 'None' from DataTable.
LogTheIsleAI: Loaded SpawnConfig 'None' from DataTable.
LogTheIsleAI: Loaded SpawnConfig 'None' from DataTable.
LogTheIsleAI: Loaded SpawnConfig 'None' from DataTable.
LogTheIsleAI: Loaded SpawnConfig 'None' from DataTable.
LogTheIsleAI: Loaded SpawnConfig 'None' from DataTable.
LogTheIsleAI: Loaded SpawnConfig 'None' from DataTable.
LogTheIsleAI: Loaded SpawnConfig 'None' from DataTable.
LogTheIsleAI: Loaded SpawnConfig 'None' from DataTable.
LogTheIsleAI: Loaded SpawnConfig 'None' from DataTable.
LogTheIsleAI: Loaded SpawnConfig 'None' from DataTable.
LogTheIsleAI: Loaded SpawnConfig 'None' from DataTable.
LogTheIsleAI: Loaded SpawnConfig 'None' from DataTable.
LogTheIsleAI: Loaded SpawnConfig 'None' from DataTable.
LogTheIsleAI: Loaded SpawnConfig 'None' from DataTable.
LogTheIsleAI: Loaded SpawnConfig 'None' from DataTable.
LogTemp: Log file successfully renamed to ../../../TheIsle/Saved/Logs/TheIsle-Shipping-backup-2025.01.09-21.52.55.txt
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogStaticMesh: Loading a staticmesh component that is flag with override vertex color buffer, but the buffer is empty after loading(serializing) it. Resave the map to fix the component override vertex color data.
LogLoad: Took 14.394561 seconds to LoadMap(/Game/TheIsle/Maps/Game/Gateway/Gateway)
LogTheIsleNetwork: Display: Already bound anti-cheat and network failure events
LogGlobalStatus: LoadMap Load map complete /Game/TheIsle/Maps/Game/Gateway/Gateway