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    Noob question about UT Editor.

    hi, i'm very noob at UT Modding and want to create my own map, but when i try to share/package level, it always fail, I'm on a Win8.1 and latest Ut editor and wishing to get help by the community. Here's the my error log:

    Code:
    LogInit: Version: 4.7.0-2471015+++depot+UE4-UTLogInit: API Version: 2471015
    LogInit: Compiled (64-bit): Mar  6 2015 01:29:57
    LogInit: Compiled with Visual C++: 18.00.21005.01
    LogInit: Build Configuration: Development
    LogInit: Branch Name: ++depot+UE4-UT
    AUTH_TYPE=exchangecode  
    LogInit: Base directory: G:/Program Files/Epic Games/UnrealTournamentEditor/Engine/Binaries/Win64/
    LogInit: Rocket: 0
    LogTaskGraph: Started task graph with 3 named threads and 5 total threads.
    LogVoice:Warning: Failed to initialize voice interface
    LogInit: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
    LogInit: Object subsystem initialized
    LogConsoleResponse:Warning: Skipping Unknown console variable: 'UIScaleRule = ShortestSide'
    LogConsoleResponse:Warning:   Found in ini file 'C:/Users/Fatih/Documents/UnrealTournament/Saved/Config/Windows/Engine.ini', in section '[/Script/Engine.RendererSettings]'
    LogConsoleResponse:Warning: Skipping Unknown console variable: 'UIScaleCurve = (EditorCurveData=(Keys=),ExternalCurve=None)'
    LogConsoleResponse:Warning:   Found in ini file 'C:/Users/Fatih/Documents/UnrealTournament/Saved/Config/Windows/Engine.ini', in section '[/Script/Engine.RendererSettings]'
    LogInit: Selected Device Profile: [Windows]
    LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
    LogInit: Computer: FATIH64
    LogInit: User: Fatih
    LogInit: CPU Page size=4096, Cores=3
    LogInit: High frequency timer resolution =14.318180 MHz
    LogMemory: Memory total: Physical=4.0GB (4GB approx) Virtual=131072.0GB
    LogMemory: Platform Memory Stats for Windows
    LogMemory: Process Physical Memory: 46.52 MB used, 46.52 MB peak
    LogMemory: Process Virtual Memory: 24.20 MB used, 24.20 MB peak
    LogMemory: Physical Memory: 2696.77 MB used, 4077.19 MB total
    LogMemory: Virtual Memory: 281.02 MB used, 134217728.00 MB total
    LogD3D11RHI: Found D3D11 adapter 0: AMD Radeon HD 6700 Series (Feature Level 11_0)
    LogD3D11RHI: Adapter has 1015MB of dedicated video memory, 0MB of dedicated system memory, and 1792MB of shared system memory, 1 output[s]
    LogD3D11RHI: Found D3D11 adapter 1: Microsoft Basic Render Driver (Feature Level 11_0)
    LogD3D11RHI: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 256MB of shared system memory, 0 output[s]
    LogD3D11RHI: Chosen D3D11 Adapter Id = 0
    LogRHI: Texture pool is 710 MB (70% of 1015 MB)
    LogD3D11RHI: Async texture creation disabled: no driver support
    LogTextLocalizationManager: The requested culture ('tr_TR') has no localization data; falling back to 'en' for localization and internationalization data.
    LogContentStreaming: Texture pool size is 0.000000MB
    LogTargetPlatformManager:Display: Building Assets For Windows
    LogTargetPlatformManager:Display: Building Assets For Windows
    LogDerivedDataCache:Display: Max Cache Size: 512 MB
    LogDerivedDataCache: Loaded boot cache 1.54s 81MB C:/Users/Fatih/AppData/Local/UnrealEngine/4.7/DerivedDataCache/Boot.ddc.
    LogDerivedDataCache:Display: Loaded Boot cache: C:/Users/Fatih/AppData/Local/UnrealEngine/4.7/DerivedDataCache/Boot.ddc
    LogDerivedDataCache: FDerivedDataBackendGraph:  Pak pak cache file ../../../UnrealTournament/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
    LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
    LogDerivedDataCache:Display: Pak cache opened for reading ../../../Engine/DerivedDataCache/Compressed.ddp.
    LogDerivedDataCache: Using Local data cache path C:/Users/Fatih/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable
    LogMeshUtilities: No automatic mesh reduction module available
    LogMeshUtilities: No automatic mesh merging module available
    LogExec:Warning: Cannot perform text import on property 'NavigationDataClass' here: NavigationDataClass=Class'/Script/UnrealTournament.UTRecastNavMesh',NavigationDataClassName=UnrealTournament.UTRecastNavMesh,AgentRadius=46.000000,AgentHeight=128.000000,AgentStepHeight=51.000000,bCanCrouch=False,bCanJump=False,bCanWalk=False,bCanSwim=False,bCanFly=False)
    LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
    LogSlate:Warning: Failed to load font data from '../../../Engine/Content/Slate/Fonts/Roboto-Italic.ttf'
    LogLinker:Warning: Asset '../../../Engine/Content/Functions/Engine_MaterialFunctions02/Utility/CustomReflectionVector.uasset' has been saved with empty engine version. The asset will be loaded but may be incompatible.
    LogObj: 115472 objects as part of root set at end of initial load.
    LogUObjectAllocator: 36596496 out of 0 bytes used by permanent object pool.
    LogEngine: Initializing Engine...
    LogInit: XAudio2 using 'Hoparlör (High Definition Audio Aygıtı)' : 2 channels at 44.1 kHz using 16 bits per sample (channel mask 0x3)
    LogInit: FAudioDevice initialized.
    LogAIModule: Creating AISystem for world NewWorld
    LogDerivedDataCache: Saved boot cache 0.18s 81MB C:/Users/Fatih/AppData/Local/UnrealEngine/4.7/DerivedDataCache/Boot.ddc.
    LogInit: Texture streaming: Enabled
    LogAnalytics: Creating configured Analytics provider AnalyticsET
    LogAnalytics: ET APIKey = UTEditor.Binary.Release. APIServer = http://et2.epicgames.com/ET2/. AppVersion = 4.7.0-2471015+++depot+UE4-UT
    LogAnalytics: ET APIKey = UTEditor.Binary.Release. DataRouterUploadURL = https://datarouter-public-service-gamedev.ol.epicgames.net/datarouter/api/v1/public/data. AppVersion = 4.7.0-2471015+++depot+UE4-UT
    LogAnalytics: SetUserId 0eb9ea644f671e868d645997ac7a5feb|1a0244b273884bda8ba05b0ea3412a88|1aeede72-0409-4f13-ad01-1045f9e894ad
    LogAnalytics: AnalyticsET::StartSession [UTEditor.Binary.Release]
    LogInit: Transaction tracking system initialized
    SourceControl: Info Source control is disabled
    BlueprintLog: New page: Editor Load
    LogAssetRegistry: FAssetRegistry took 0.0114 seconds to start up
    LogTargetPlatformManager:Display: Building Assets For Windows
    LogTargetPlatformManager:Display: Building Assets For Windows
    LogModuleManager:Warning: ModuleManager: Unable to load module 'AndroidRuntimeSettings' because the file 'G:/Program Files/Epic Games/UnrealTournamentEditor/Engine/Binaries/Win64/' was not found.
    LogModuleManager:Warning: ModuleManager: Unable to load module 'AndroidPlatformEditor' because the file 'G:/Program Files/Epic Games/UnrealTournamentEditor/Engine/Binaries/Win64/' was not found.
    LogModuleManager:Warning: ModuleManager: Unable to load module 'IOSRuntimeSettings' because the file 'G:/Program Files/Epic Games/UnrealTournamentEditor/Engine/Binaries/Win64/' was not found.
    LogModuleManager:Warning: ModuleManager: Unable to load module 'IOSPlatformEditor' because the file 'G:/Program Files/Epic Games/UnrealTournamentEditor/Engine/Binaries/Win64/' was not found.
    LogSlate:Warning: Failed to load font data from '../../../Engine/Content/Editor/Slate/Fonts/Roboto-Regular.ttf'
    LogSlate:Warning: Failed to load font data from '../../../Engine/Content/Editor/Slate/Fonts/Roboto-Bold.ttf'
    LogCook:Display: Done creating registry. It took  0.00s.
    SourceControl: Info Source control is disabled
    Cmd: MAP LOAD FILE="../../../UnrealTournament/Content/RestrictedAssets/Maps/Example_Map.umap" TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3
    LightingResults: New page: Lighting Build
    MapCheck: New page: Map Check
    LightingResults: New page: Lighting Build
    LogParticles: Destroying 0 GPU particle simulations for FXSystem 0x000000E8532BA2A0
    LogEditorServer: Finished looking for orphan Actors (0.000 secs)
    LogAIModule: Creating AISystem for world Example_Map
    Cmd: MAP CHECKDEP
    MapCheck: New page: Example_Map - Mar 12, 2015, 8:31:32 PM
    MapCheck: Info Map check complete: 0 Error(s), 0 Warning(s), took 1,066.151ms to complete.
    LogFileHelpers: Loading map 'Example_Map' took 39.212
    LogCrashTracker: Crashtracker disabled due to settings.
    LogSlate:Warning: Failed to load font data from 'Veranda'
    LogUObjectGlobals:Warning: Failed to find object 'Class None.'
    LogLoad: Full Startup: 89.94 seconds (BP compile: 4.11 seconds)
    LogRenderer:Warning: Reallocating scene render targets to support 32x32 (Frame:2).
    LogRenderer:Warning: Reallocating scene render targets to support 1216x904 (Frame:3).
    LogAssetRegistry: Asset discovery search completed in 51.9013 seconds
    LogRenderer:Warning: Reallocating scene render targets to support 1224x928 (Frame:650).
    LogEditorViewport: Clicking on Actor (LMB): LightmassImportanceVolume (LightmassImportanceVolume)
    Cmd: DELETE
    Cmd: ACTOR DELETE
    LogEditorActor: Deleted Actor: LightmassImportanceVolume
    LogActorComponent: UnregisterComponent: (/Engine/Transient.RotatingMovementComponent_0) Not registered. Aborting.
    LogActorComponent: UnregisterComponent: (/Engine/Transient.RotatingMovementComponent_68) Not registered. Aborting.
    LogEditorActor: Deleted 1 Actors (1.030 secs)
    Cmd: TRANSACTION UNDO
    LogEditorTransaction: Undo Delete Actors
    Cmd: TRANSACTION UNDO
    LogEditorTransaction: Undo Move Actors
    LogEditorViewport: Clicking Background
    Cmd: UpdateLandscapeSetup
    Cmd: UpdateLandscapeSetup
    LogContentBrowser: Native class hierarchy populated in 0.0377 seconds. Added 1899 classes and 236 folders.
    LogCollectionManager: Loaded 3 collections in 0.020212 seconds
    Cmd: OBJ SAVEPACKAGE PACKAGE="/Game/RestrictedAssets/Maps/dm-sample-map" FILE="../../../UnrealTournament/Content/RestrictedAssets/Maps/dm-sample-map.umap" SILENT=true AUTOSAVING=false KEEPDIRTY=false
    LogSavePackage: Save=3823.083252ms
    LogSavePackage: Moving 'C:/Users/Fatih/Documents/UnrealTournament/Saved/dm-sample-map7161FF95489D18D4D9CE6B89765A75C8.tmp' to '../../../UnrealTournament/Content/RestrictedAssets/Maps/dm-sample-map.umap'
    LogFileHelpers: Saving map 'dm-sample-map' took 93.459
    Cmd: OBJ SAVEPACKAGE PACKAGE="/Game/RestrictedAssets/Maps/dm-sample-map" FILE="../../../UnrealTournament/Content/RestrictedAssets/Maps/dm-sample-map.umap" SILENT=true AUTOSAVING=false KEEPDIRTY=false
    LogSavePackage: Save=1373.190796ms
    LogSavePackage: Moving 'C:/Users/Fatih/Documents/UnrealTournament/Saved/dm-sample-mapC3B75BC4491B20110B0AA5A634EFA106.tmp' to '../../../UnrealTournament/Content/RestrictedAssets/Maps/dm-sample-map.umap'
    Cmd: OBJ SAVEPACKAGE PACKAGE="/Game/RestrictedAssets/Maps/DM-SampleMap" FILE="../../../UnrealTournament/Content/RestrictedAssets/Maps/DM-SampleMap.umap" SILENT=true AUTOSAVING=false KEEPDIRTY=false
    LogSavePackage: Save=1610.243774ms
    LogSavePackage: Moving 'C:/Users/Fatih/Documents/UnrealTournament/Saved/DM-SampleMapD6ABFDA84AE1A0BE7EBC46A1D8518F5A.tmp' to '../../../UnrealTournament/Content/RestrictedAssets/Maps/DM-SampleMap.umap'
    LogFileHelpers: Saving map 'DM-SampleMap' took 34.163
    Cmd: OBJ SAVEPACKAGE PACKAGE="/Game/RestrictedAssets/Maps/DM-SampleMap" FILE="../../../UnrealTournament/Content/RestrictedAssets/Maps/DM-SampleMap.umap" SILENT=true AUTOSAVING=false KEEPDIRTY=false
    LogSavePackage: Save=1206.211304ms
    LogSavePackage: Moving 'C:/Users/Fatih/Documents/UnrealTournament/Saved/DM-SampleMap52291AB84E3ADA9E4B70A1868FA97553.tmp' to '../../../UnrealTournament/Content/RestrictedAssets/Maps/DM-SampleMap.umap'
    LogPackageContent: Starting to publish this level!
    LogPackageContent: Starting UAT Task: /c ""G:/Program Files/Epic Games/UnrealTournamentEditor/Engine/Build/BatchFiles/RunUAT.bat" makeUTDLC -DLCName=DM-SampleMap -Maps=DM-SampleMap -platform=Win64"
    LogPackageContent: Publishing: Running AutomationTool...
    LogPackageContent: Publishing: Program.Main: Running on WindowsHostPlatform
    LogPackageContent: Publishing: Program.Main: CWD=G:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Binaries\DotNET
    LogPackageContent: Publishing: Automation.ParseCommandLine: Parsing command line: makeUTDLC -DLCName=DM-SampleMap -Maps=DM-SampleMap -platform=Win64 -NoCompile
    LogPackageContent: Publishing: Automation.Process: IsBuildMachine=False
    LogPackageContent: Publishing: Automation.Process: ShouldKillProcesses=True
    LogPackageContent: Publishing: Automation.Process: Setting up command environment.
    LogPackageContent: Publishing: InternalUtils.SafeFileExists: SafeFileExists G:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Binaries\DotNET\AutomationTool.exe=True
    LogPackageContent: Publishing: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=
    LogPackageContent: Publishing: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=G:/Program Files/Epic Games/UnrealTournamentEditor
    LogPackageContent: Publishing: CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=G:/Program Files/Epic Games/UnrealTournamentEditor/Engine/Programs/AutomationTool/Saved
    LogPackageContent: Publishing: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LogFolder=
    LogPackageContent: Publishing: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_EngineSavedFolder=G:/Program Files/Epic Games/UnrealTournamentEditor/Engine/Programs/AutomationTool/Saved
    LogPackageContent: Publishing: CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(G:/Program Files/Epic Games/UnrealTournamentEditor/Engine/Programs/AutomationTool/Saved/Logs)
    LogPackageContent: Publishing: InternalUtils.SafeDeleteFile: SafeDeleteFile G:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Programs\AutomationTool\Saved\Logs\Cook.txt
    LogPackageContent: Publishing: InternalUtils.SafeDeleteFile: SafeDeleteFile G:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt
    LogPackageContent: Publishing: InternalUtils.SafeFileExists: SafeFileExists G:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Binaries\DotNET\AutomationTool.exe=True
    LogPackageContent: Publishing: CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_LOCAL_ROOT=G:/Program Files/Epic Games/UnrealTournamentEditor
    LogPackageContent: Publishing: CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_EngineSavedFolder=G:/Program Files/Epic Games/UnrealTournamentEditor/Engine/Programs/AutomationTool/Saved
    LogPackageContent: Publishing: CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_EngineSavedFolder=G:/Program Files/Epic Games/UnrealTournamentEditor/Engine/Programs/AutomationTool/Saved
    LogPackageContent: Publishing: CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_LogFolder=G:/Program Files/Epic Games/UnrealTournamentEditor/Engine/Programs/AutomationTool/Saved/Logs
    LogPackageContent: Publishing: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkDir=
    LogPackageContent: Publishing: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkVersion=
    LogPackageContent: Publishing: WindowsHostPlatform.SetFrameworkVars: Setting .Net Framework environment variables.
    LogPackageContent: Publishing: WindowsHostPlatform.SetFrameworkVars: Supports64bitExecutables=True
    LogPackageContent: Publishing: WindowsHostPlatform.SetFrameworkVars: WindowsPlatform.CompilerVisualStudio2013
    LogPackageContent: Publishing: CommandEnvironment.SetupBuildEnvironment: SetFrameworkVars failed. Assuming no compilation capability.
    LogPackageContent: Publishing: CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.HasCapabilityToCompile=False
    LogPackageContent: Publishing: CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.MsBuildExe=
    LogPackageContent: Publishing: CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.MsDevExe=
    LogPackageContent: Publishing: CommandEnvironment.LogSettings: Command Environment settings:
    LogPackageContent: Publishing: CommandEnvironment.LogSettings: CmdExe=C:\Windows\system32\cmd.exe
    LogPackageContent: Publishing: CommandEnvironment.LogSettings: EngineSavedFolder=G:/Program Files/Epic Games/UnrealTournamentEditor/Engine/Programs/AutomationTool/Saved
    LogPackageContent: Publishing: CommandEnvironment.LogSettings: HasCapabilityToCompile=False
    LogPackageContent: Publishing: CommandEnvironment.LogSettings: LocalRoot=G:/Program Files/Epic Games/UnrealTournamentEditor
    LogPackageContent: Publishing: CommandEnvironment.LogSettings: LogFolder=G:/Program Files/Epic Games/UnrealTournamentEditor/Engine/Programs/AutomationTool/Saved/Logs
    LogPackageContent: Publishing: CommandEnvironment.LogSettings: MountExe=C:\Windows\system32\mount.exe
    LogPackageContent: Publishing: CommandEnvironment.LogSettings: MsBuildExe=
    LogPackageContent: Publishing: CommandEnvironment.LogSettings: MsDevExe=
    LogPackageContent: Publishing: CommandEnvironment.LogSettings: RobocopyExe=C:\Windows\system32\robocopy.exe
    LogPackageContent: Publishing: CommandEnvironment.LogSettings: TimestampAsString=2015-03-12_18.39.46
    LogPackageContent: Publishing: CommandEnvironment.LogSettings: UATExe=G:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Binaries\DotNET\AutomationTool.exe
    LogPackageContent: Publishing: ProjectUtils.CleanupFolders: Cleaning up project rules folder
    LogPackageContent: Publishing: Automation.Process: Compiling scripts.
    LogPackageContent: Publishing: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading precompiled script DLLs
    LogPackageContent: Publishing: ScriptCompiler.LoadPreCompiledScriptAssemblies: Found 3 script DLL(s).
    LogPackageContent: Publishing: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: G:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll
    LogPackageContent: Publishing: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: G:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll
    LogPackageContent: Publishing: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: G:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Binaries\DotNET\AutomationScripts\NoRedist\UnrealTournament.Automation.dll
    LogPackageContent: Publishing: Platform.CreatePlatformsFromAssembly: Looking for platforms in G:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll
    LogPackageContent: Publishing: Platform.CreatePlatformsFromAssembly: Looking for platforms in G:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll
    LogPackageContent: Publishing: Platform.CreatePlatformsFromAssembly: Creating platform Win64Platform from G:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll.
    LogPackageContent: Publishing: Platform.CreatePlatformsFromAssembly: Creating platform Win32Platform from G:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll.
    LogPackageContent: Publishing: Platform.CreatePlatformsFromAssembly: Looking for platforms in G:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Binaries\DotNET\AutomationScripts\NoRedist\UnrealTournament.Automation.dll
    LogPackageContent: Publishing: Platform.InitializePlatforms: Creating placeholder platform for target: Unknown
    LogPackageContent: Publishing: Platform.InitializePlatforms: Creating placeholder platform for target: Mac
    LogPackageContent: Publishing: Platform.InitializePlatforms: Creating placeholder platform for target: XboxOne
    LogPackageContent: Publishing: Platform.InitializePlatforms: Creating placeholder platform for target: PS4
    LogPackageContent: Publishing: Platform.InitializePlatforms: Creating placeholder platform for target: IOS
    LogPackageContent: Publishing: Platform.InitializePlatforms: Creating placeholder platform for target: Android
    LogPackageContent: Publishing: Platform.InitializePlatforms: Creating placeholder platform for target: WinRT
    LogPackageContent: Publishing: Platform.InitializePlatforms: Creating placeholder platform for target: WinRT_ARM
    LogPackageContent: Publishing: Platform.InitializePlatforms: Creating placeholder platform for target: HTML5
    LogPackageContent: Publishing: Platform.InitializePlatforms: Creating placeholder platform for target: Linux
    LogPackageContent: Publishing: CommandUtils.InitP4Support: Initializing AllowSubmit.
    LogPackageContent: Publishing: CommandUtils.InitP4Support: AllowSubmit=False
    LogPackageContent: Publishing: CommandUtils.InitP4Support: Initializing P4Enabled.
    LogPackageContent: Publishing: CommandUtils.InitP4Support: P4Enabled=False
    LogPackageContent: Publishing: CommandUtils.InitP4Support: P4CLRequired=False
    LogPackageContent: Publishing: ProjectUtils.DetectProjectProperties: Loading ini files for G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\UnrealTournament.uproject
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: Project Params **************
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: AdditionalServerMapParams=
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: Archive=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: ArchiveMetaData=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: BaseArchiveDirectory=G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\ArchivedBuilds
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: BaseStageDirectory=G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\Saved\StagedBuilds\DM-SampleMap
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: Build=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: Cook=True
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: Clean=
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: Client=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: ClientConfigsToBuild=Development
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: ClientCookedTargets=UnrealTournament
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: ClientTargetPlatform=Win64
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: Compressed=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: UseDebugParamForEditorExe=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: CookFlavor=
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: CookOnTheFly=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: CookOnTheFlyStreaming=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: CreateReleaseVersion=
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: BasedOnReleaseVersion=
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: DLCName=DM-SampleMap
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: AdditionalCookerOptions=
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: DedicatedServer=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: DirectoriesToCook=
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: CulturesToCook=
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: EditorTargets=
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: Foreign=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: IsCodeBasedProject=True
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: IsProgramTarget=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: IterativeCooking=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: Deploy=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: IterativeDeploy=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: LogWindow=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: Manifests=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: MapToRun=
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: NoClient=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: NumClients=0
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: NoDebugInfo=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: NoCleanStage=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: NoXGE=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: MapsToCook=
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: Pak=True
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: Package=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: NullRHI=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: FakeClient=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: EditorTest=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: RunAutomationTests=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: RunAutomationTest=
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: RunTimeoutSeconds=0
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: CrashIndex=0
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: ProgramTargets=
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: ProjectBinariesFolder=G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\Binaries\Win64
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: ProjectBinariesPath=G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\Binaries\Win64
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: ProjectGameExeFilename=G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\Binaries\Win64\UnrealTournament.exe
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: ProjectGameExePath=G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\Binaries\Win64\UnrealTournament.exe
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: Distribution=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: Prebuilt=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: Prereqs=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: NoBootstrapExe=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: RawProjectPath=G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\UnrealTournament.uproject
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: Rocket=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: Run=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: ServerConfigsToBuild=Development
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: ServerCookedTargets=
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: ServerTargetPlatform=Win64
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: ShortProjectName=UnrealTournament
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: SignedPak=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: SignPak=
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: SkipCook=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: SkipCookOnTheFly=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: SkipPak=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: SkipStage=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: Stage=True
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: bUsesSteam=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: bUsesSlate=True
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: bDebugBuildsActuallyUseDebugCRT=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: Project Params **************
    LogPackageContent: Publishing: InternalUtils.SafeFileExists: SafeFileExists G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\UnrealTournament.uproject=True
    LogPackageContent: Publishing: InternalUtils.SafeFileExists: SafeFileExists G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\UnrealTournament.uproject=True
    LogPackageContent: Publishing: InternalUtils.SafeFileExists: SafeFileExists G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\UnrealTournament.uproject=True
    LogPackageContent: Publishing: InternalUtils.SafeCreateDirectory: SafeCreateDirectory G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\Saved\StagedBuilds\DM-SampleMap\WindowsNoEditor
    LogPackageContent: Publishing: Project.LogDeploymentContext: Deployment Context **************
    LogPackageContent: Publishing: Project.LogDeploymentContext: ArchiveDirectory = WindowsNoEditor
    LogPackageContent: Publishing: Project.LogDeploymentContext: RawProjectPath = G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\UnrealTournament.uproject
    LogPackageContent: Publishing: Project.LogDeploymentContext: IsCodeBasedUprojectFile = True
    LogPackageContent: Publishing: Project.LogDeploymentContext: DedicatedServer = False
    LogPackageContent: Publishing: Project.LogDeploymentContext: Stage = True
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    LogPackageContent: Publishing: Project.LogDeploymentContext: LocalRoot = G:\Program Files\Epic Games\UnrealTournamentEditor
    LogPackageContent: Publishing: Project.LogDeploymentContext: ProjectRoot = G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament
    LogPackageContent: Publishing: Project.LogDeploymentContext: PlatformDir = Win64
    LogPackageContent: Publishing: Project.LogDeploymentContext: StageProjectRoot = G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\Saved\StagedBuilds\DM-SampleMap\WindowsNoEditor\UnrealTournament
    LogPackageContent: Publishing: Project.LogDeploymentContext: ShortProjectName = UnrealTournament
    LogPackageContent: Publishing: Project.LogDeploymentContext: StageDirectory = G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\Saved\StagedBuilds\DM-SampleMap\WindowsNoEditor
    LogPackageContent: Publishing: Project.LogDeploymentContext: SourceRelativeProjectRoot = UnrealTournament
    LogPackageContent: Publishing: Project.LogDeploymentContext: RelativeProjectRootForStage = UnrealTournament
    LogPackageContent: Publishing: Project.LogDeploymentContext: RelativeProjectRootForUnrealPak = UnrealTournament
    LogPackageContent: Publishing: Project.LogDeploymentContext: ProjectArgForCommandLines = ../../../UnrealTournament/UnrealTournament.uproject
    LogPackageContent: Publishing: Project.LogDeploymentContext: RuntimeRootDir = G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\Saved\StagedBuilds\DM-SampleMap\WindowsNoEditor
    LogPackageContent: Publishing: Project.LogDeploymentContext: RuntimeProjectRootDir = G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\Saved\StagedBuilds\DM-SampleMap\WindowsNoEditor\UnrealTournament
    LogPackageContent: Publishing: Project.LogDeploymentContext: UProjectCommandLineArgInternalRoot = ../../../
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    LogPackageContent: Publishing: Project.LogDeploymentContext: UnrealFileServerInternalRoot = ../../../
    LogPackageContent: Publishing: Project.LogDeploymentContext: End Deployment Context **************
    LogPackageContent: Publishing: CommandUtils.RunCommandlet: Running UE4Editor Cook for project UnrealTournament
    LogPackageContent: Publishing: CommandUtils.RunCommandlet: Commandlet log file is G:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Programs\AutomationTool\Saved\Logs\Cook.txt
    LogPackageContent: Publishing: InternalUtils.SafeFileExists: SafeFileExists G:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Binaries\Win64\UE4Editor-Cmd.exe=True
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    LogPackageContent: Publishing: UE4Editor-Cmd: 
    LogPackageContent: Publishing: UE4Editor-Cmd: LogInit:Display: Running engine for game: UnrealTournament
    LogPackageContent: Publishing: UE4Editor-Cmd: LogInit: Version: 4.7.0-2471015+++depot+UE4-UT
    LogPackageContent: Publishing: UE4Editor-Cmd: LogInit: API Version: 2471015
    LogPackageContent: Publishing: UE4Editor-Cmd: LogInit: Compiled (64-bit): Mar  6 2015 01:29:57
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    LogPackageContent: Publishing: UE4Editor-Cmd: LogInit: Branch Name: ++depot+UE4-UT
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    LogPackageContent: Publishing: UE4Editor-Cmd: LogInit: Base directory: G:/Program Files/Epic Games/UnrealTournamentEditor/Engine/Binaries/Win64/
    LogPackageContent: Publishing: UE4Editor-Cmd: LogInit: Rocket: 0
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.39.50:381][  0]LogTaskGraph: Started task graph with 3 named threads and 5 total threads.
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.39.50:448][  0]LogVoice:Warning: Failed to initialize voice interface
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.39.50:460][  0]LogInit: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.39.50:474][  0]LogInit: Object subsystem initialized
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.39.50:476][  0]LogConsoleResponse:Warning: Skipping Unknown console variable: 'UIScaleRule = ShortestSide'
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.39.50:476][  0]LogConsoleResponse:Warning:   Found in ini file '../../../UnrealTournament/Saved/Config/Windows/Engine.ini', in section '[/Script/Engine.RendererSettings]'
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.39.50:476][  0]LogConsoleResponse:Warning: Skipping Unknown console variable: 'UIScaleCurve = (EditorCurveData=(Keys=),ExternalCurve=None)'
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.39.50:476][  0]LogConsoleResponse:Warning:   Found in ini file '../../../UnrealTournament/Saved/Config/Windows/Engine.ini', in section '[/Script/Engine.RendererSettings]'
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.39.50:477][  0]LogInit: Selected Device Profile: [Windows]
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.39.50:477][  0]LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.39.50:485][  0]LogInit: Computer: FATIH64
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.39.50:485][  0]LogInit: User: Fatih
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.39.50:485][  0]LogInit: CPU Page size=4096, Cores=3
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.39.50:485][  0]LogInit: High frequency timer resolution =14.318180 MHz
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.39.50:485][  0]LogMemory: Memory total: Physical=4.0GB (4GB approx) Virtual=131072.0GB
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.39.50:485][  0]LogMemory: Platform Memory Stats for Windows
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.39.50:485][  0]LogMemory: Process Physical Memory: 46.15 MB used, 46.15 MB peak
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.39.50:485][  0]LogMemory: Process Virtual Memory: 22.16 MB used, 22.16 MB peak
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.39.50:485][  0]LogMemory: Physical Memory: 3759.16 MB used, 4077.19 MB total
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.39.50:485][  0]LogMemory: Virtual Memory: 278.95 MB used, 134217728.00 MB total
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.39.50:607][  0]LogTextLocalizationManager: The requested culture ('tr_TR') has no localization data; falling back to 'en' for localization and internationalization data.
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.40.00:477][  0]LogTargetPlatformManager:Display: Building Assets For WindowsNoEditor
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.40.02:985][  0]LogTargetPlatformManager:Display: Building Assets For WindowsNoEditor
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.40.03:094][  0]LogDerivedDataCache:Display: Max Cache Size: 512 MB
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.40.12:568][  0]LogDerivedDataCache: Loaded boot cache 9.46s 217MB ../../../UnrealTournament/DerivedDataCache/Boot.ddc.
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.40.12:568][  0]LogDerivedDataCache:Display: Loaded Boot cache: ../../../UnrealTournament/DerivedDataCache/Boot.ddc
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.40.12:568][  0]LogDerivedDataCache: FDerivedDataBackendGraph:  Pak pak cache file ../../../UnrealTournament/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.40.12:568][  0]LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.40.12:644][  0]LogDerivedDataCache: FDerivedDataBackendGraph:  EnginePak pak cache file ../../../Engine/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.40.12:644][  0]LogDerivedDataCache: Unable to find inner node EnginePak for hierarchical cache Hierarchy.
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.40.12:664][  0]LogDerivedDataCache: Using Local data cache path ../../../Engine/DerivedDataCache: Writable
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.40.12:664][  0]LogDerivedDataCache: Shared data cache path not found in *engine.ini, will not use an Shared cache.
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.40.12:664][  0]LogDerivedDataCache: Unable to find inner node Shared for hierarchical cache Hierarchy.
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.40.38:972][  0]LogMaterial: Missing cached shader map for material Widget3DPassThrough, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.40.40:123][  0]LogMaterial: Missing cached shader map for material Widget3DPassThrough, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.40.40:693][  0]LogMaterial: Missing cached shader map for material Widget3DPassThrough, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.40.40:772][  0]LogMaterial: Missing cached shader map for material Widget3DPassThrough, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.40.41:065][  0]LogMaterial: Missing cached shader map for material Widget3DPassThrough, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.40.41:076][  0]LogMaterial: Missing cached shader map for material Widget3DPassThrough, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.40.41:134][  0]LogMaterial: Missing cached shader map for material Widget3DPassThrough, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.40.41:159][  0]LogMaterial: Missing cached shader map for material Widget3DPassThrough, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.40.42:403][  0]LogMeshUtilities: No automatic mesh reduction module available
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.40.42:403][  0]LogMeshUtilities: No automatic mesh merging module available
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.40.42:719][  0]LogMaterial: Missing cached shader map for material DefaultTextMaterialOpaque, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.40.42:839][  0]LogMaterial: Missing cached shader map for material DefaultTextMaterialOpaque, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.40.42:975][  0]LogExec:Warning: Cannot perform text import on property 'NavigationDataClass' here: NavigationDataClass=Class'/Script/UnrealTournament.UTRecastNavMesh',NavigationDataClassName=UnrealTournament.UTRecastNavMesh,AgentRadius=46.000000,AgentHeight=128.000000,AgentStepHeight=51.000000,bCanCrouch=False,bCanJump=False,bCanWalk=False,bCanSwim=False,bCanFly=False)
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.40.43:625][  0]LogMaterial: Missing cached shader map for material DefaultMaterial, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.40.43:756][  0]LogMaterial: Missing cached shader map for material DefaultMaterial, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.40.44:087][  0]LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.40.44:807][  0]LogSlate:Warning: Failed to load font data from '../../../Engine/Content/Slate/Fonts/Roboto-Italic.ttf'
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.40.48:227][  0]LogMaterial: Missing cached shader map for material DefaultSpriteMaterial, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.40.48:236][  0]LogMaterial: Missing cached shader map for material DefaultSpriteMaterial, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.40.49:018][  0]LogMaterial: Missing cached shader map for material DefaultSpriteMaterial, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.40.49:064][  0]LogMaterial: Missing cached shader map for material DefaultSpriteMaterial, compiling. 
    LogD3D11RHI: Timed out while waiting for GPU to catch up. (0.5 s)
    LogD3D11RHI: Timed out while waiting for GPU to catch up. (0.5 s)
    LogPackageContent: Starting to publish this level!
    LogPackageContent: Starting UAT Task: /c ""G:/Program Files/Epic Games/UnrealTournamentEditor/Engine/Build/BatchFiles/RunUAT.bat" makeUTDLC -DLCName=DM-SampleMap -Maps=DM-SampleMap -platform=Win64"
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    LogPackageContent: Publishing: Program.Main: Running on WindowsHostPlatform
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    LogPackageContent: Publishing: Automation.Process: Setting up command environment.
    LogPackageContent: Publishing: InternalUtils.SafeFileExists: SafeFileExists G:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Binaries\DotNET\AutomationTool.exe=True
    LogPackageContent: Publishing: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=
    LogPackageContent: Publishing: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=G:/Program Files/Epic Games/UnrealTournamentEditor
    LogPackageContent: Publishing: CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=G:/Program Files/Epic Games/UnrealTournamentEditor/Engine/Programs/AutomationTool/Saved
    LogPackageContent: Publishing: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LogFolder=
    LogPackageContent: Publishing: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_EngineSavedFolder=G:/Program Files/Epic Games/UnrealTournamentEditor/Engine/Programs/AutomationTool/Saved
    LogPackageContent: Publishing: CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(G:/Program Files/Epic Games/UnrealTournamentEditor/Engine/Programs/AutomationTool/Saved/Logs)
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    LogPackageContent: Publishing: CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_LOCAL_ROOT=G:/Program Files/Epic Games/UnrealTournamentEditor
    LogPackageContent: Publishing: CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_EngineSavedFolder=G:/Program Files/Epic Games/UnrealTournamentEditor/Engine/Programs/AutomationTool/Saved
    LogPackageContent: Publishing: CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_EngineSavedFolder=G:/Program Files/Epic Games/UnrealTournamentEditor/Engine/Programs/AutomationTool/Saved
    LogPackageContent: Publishing: CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_LogFolder=G:/Program Files/Epic Games/UnrealTournamentEditor/Engine/Programs/AutomationTool/Saved/Logs
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    LogPackageContent: Publishing: WindowsHostPlatform.SetFrameworkVars: Setting .Net Framework environment variables.
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    LogPackageContent: Publishing: WindowsHostPlatform.SetFrameworkVars: WindowsPlatform.CompilerVisualStudio2013
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    LogPackageContent: Publishing: CommandEnvironment.LogSettings: EngineSavedFolder=G:/Program Files/Epic Games/UnrealTournamentEditor/Engine/Programs/AutomationTool/Saved
    LogPackageContent: Publishing: CommandEnvironment.LogSettings: HasCapabilityToCompile=False
    LogPackageContent: Publishing: CommandEnvironment.LogSettings: LocalRoot=G:/Program Files/Epic Games/UnrealTournamentEditor
    LogPackageContent: Publishing: CommandEnvironment.LogSettings: LogFolder=G:/Program Files/Epic Games/UnrealTournamentEditor/Engine/Programs/AutomationTool/Saved/Logs
    LogPackageContent: Publishing: CommandEnvironment.LogSettings: MountExe=C:\Windows\system32\mount.exe
    LogPackageContent: Publishing: CommandEnvironment.LogSettings: MsBuildExe=
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    LogPackageContent: Publishing: CommandEnvironment.LogSettings: RobocopyExe=C:\Windows\system32\robocopy.exe
    LogPackageContent: Publishing: CommandEnvironment.LogSettings: TimestampAsString=2015-03-12_18.46.21
    LogPackageContent: Publishing: CommandEnvironment.LogSettings: UATExe=G:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Binaries\DotNET\AutomationTool.exe
    LogPackageContent: Publishing: ProjectUtils.CleanupFolders: Cleaning up project rules folder
    LogPackageContent: Publishing: Automation.Process: Compiling scripts.
    LogPackageContent: Publishing: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading precompiled script DLLs
    LogPackageContent: Publishing: ScriptCompiler.LoadPreCompiledScriptAssemblies: Found 3 script DLL(s).
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    LogPackageContent: Publishing: Platform.CreatePlatformsFromAssembly: Looking for platforms in G:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll
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    LogPackageContent: Publishing: Platform.InitializePlatforms: Creating placeholder platform for target: Unknown
    LogPackageContent: Publishing: Platform.InitializePlatforms: Creating placeholder platform for target: Mac
    LogPackageContent: Publishing: Platform.InitializePlatforms: Creating placeholder platform for target: XboxOne
    LogPackageContent: Publishing: Platform.InitializePlatforms: Creating placeholder platform for target: PS4
    LogPackageContent: Publishing: Platform.InitializePlatforms: Creating placeholder platform for target: IOS
    LogPackageContent: Publishing: Platform.InitializePlatforms: Creating placeholder platform for target: Android
    LogPackageContent: Publishing: Platform.InitializePlatforms: Creating placeholder platform for target: WinRT
    LogPackageContent: Publishing: Platform.InitializePlatforms: Creating placeholder platform for target: WinRT_ARM
    LogPackageContent: Publishing: Platform.InitializePlatforms: Creating placeholder platform for target: HTML5
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    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: CookOnTheFlyStreaming=False
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    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: NullRHI=False
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    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: EditorTest=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: RunAutomationTests=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: RunAutomationTest=
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    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: ProgramTargets=
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    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: ProjectBinariesPath=G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\Binaries\Win64
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: ProjectGameExeFilename=G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\Binaries\Win64\UnrealTournament.exe
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: ProjectGameExePath=G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\Binaries\Win64\UnrealTournament.exe
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: Distribution=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: Prebuilt=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: Prereqs=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: NoBootstrapExe=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: RawProjectPath=G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\UnrealTournament.uproject
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: Rocket=False
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    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: ShortProjectName=UnrealTournament
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: SignedPak=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: SignPak=
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    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: SkipCookOnTheFly=False
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    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: bUsesSlate=True
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: bDebugBuildsActuallyUseDebugCRT=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: Project Params **************
    LogPackageContent: Publishing: InternalUtils.SafeFileExists: SafeFileExists G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\UnrealTournament.uproject=True
    LogPackageContent: Publishing: InternalUtils.SafeFileExists: SafeFileExists G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\UnrealTournament.uproject=True
    LogPackageContent: Publishing: InternalUtils.SafeFileExists: SafeFileExists G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\UnrealTournament.uproject=True
    LogPackageContent: Publishing: InternalUtils.SafeCreateDirectory: SafeCreateDirectory G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\Saved\StagedBuilds\DM-SampleMap\WindowsNoEditor
    LogPackageContent: Publishing: Project.LogDeploymentContext: Deployment Context **************
    LogPackageContent: Publishing: Project.LogDeploymentContext: ArchiveDirectory = WindowsNoEditor
    LogPackageContent: Publishing: Project.LogDeploymentContext: RawProjectPath = G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\UnrealTournament.uproject
    LogPackageContent: Publishing: Project.LogDeploymentContext: IsCodeBasedUprojectFile = True
    LogPackageContent: Publishing: Project.LogDeploymentContext: DedicatedServer = False
    LogPackageContent: Publishing: Project.LogDeploymentContext: Stage = True
    LogPackageContent: Publishing: Project.LogDeploymentContext: StageTargetPlatform = Win64
    LogPackageContent: Publishing: Project.LogDeploymentContext: LocalRoot = G:\Program Files\Epic Games\UnrealTournamentEditor
    LogPackageContent: Publishing: Project.LogDeploymentContext: ProjectRoot = G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament
    LogPackageContent: Publishing: Project.LogDeploymentContext: PlatformDir = Win64
    LogPackageContent: Publishing: Project.LogDeploymentContext: StageProjectRoot = G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\Saved\StagedBuilds\DM-SampleMap\WindowsNoEditor\UnrealTournament
    LogPackageContent: Publishing: Project.LogDeploymentContext: ShortProjectName = UnrealTournament
    LogPackageContent: Publishing: Project.LogDeploymentContext: StageDirectory = G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\Saved\StagedBuilds\DM-SampleMap\WindowsNoEditor
    LogPackageContent: Publishing: Project.LogDeploymentContext: SourceRelativeProjectRoot = UnrealTournament
    LogPackageContent: Publishing: Project.LogDeploymentContext: RelativeProjectRootForStage = UnrealTournament
    LogPackageContent: Publishing: Project.LogDeploymentContext: RelativeProjectRootForUnrealPak = UnrealTournament
    LogPackageContent: Publishing: Project.LogDeploymentContext: ProjectArgForCommandLines = ../../../UnrealTournament/UnrealTournament.uproject
    LogPackageContent: Publishing: Project.LogDeploymentContext: RuntimeRootDir = G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\Saved\StagedBuilds\DM-SampleMap\WindowsNoEditor
    LogPackageContent: Publishing: Project.LogDeploymentContext: RuntimeProjectRootDir = G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\Saved\StagedBuilds\DM-SampleMap\WindowsNoEditor\UnrealTournament
    LogPackageContent: Publishing: Project.LogDeploymentContext: UProjectCommandLineArgInternalRoot = ../../../
    LogPackageContent: Publishing: Project.LogDeploymentContext: PakFileInternalRoot = ../../../
    LogPackageContent: Publishing: Project.LogDeploymentContext: UnrealFileServerInternalRoot = ../../../
    LogPackageContent: Publishing: Project.LogDeploymentContext: End Deployment Context **************
    LogPackageContent: Publishing: CommandUtils.RunCommandlet: Running UE4Editor Cook for project UnrealTournament
    LogPackageContent: Publishing: CommandUtils.RunCommandlet: Commandlet log file is G:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Programs\AutomationTool\Saved\Logs\Cook.txt
    LogPackageContent: Publishing: InternalUtils.SafeFileExists: SafeFileExists G:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Binaries\Win64\UE4Editor-Cmd.exe=True
    LogPackageContent: Publishing: CommandUtils.Run: Run: G:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Binaries\Win64\UE4Editor-Cmd.exe UnrealTournament -run=Cook -CookDir=G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\Plugins\DM-SampleMap\Content -TargetPl
    LogPackageContent: Publishing: atform=WindowsNoEditor -newcook -BasedOnReleaseVersion=UTVersion0 -Compressed -map=DM-SampleMap -DLCName=DM-SampleMap -abslog="G:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Programs\AutomationTool\Saved\Logs\Cook.txt" -stdout -FORCELOGFLUSH -CrashForUAT -unattended -AllowStdOutLogVerbosity 
    LogPackageContent: Publishing: UE4Editor-Cmd: 
    LogPackageContent: Publishing: UE4Editor-Cmd: LogInit:Display: Running engine for game: UnrealTournament
    LogPackageContent: Publishing: UE4Editor-Cmd: LogInit: Version: 4.7.0-2471015+++depot+UE4-UT
    LogPackageContent: Publishing: UE4Editor-Cmd: LogInit: API Version: 2471015
    LogPackageContent: Publishing: UE4Editor-Cmd: LogInit: Compiled (64-bit): Mar  6 2015 01:29:57
    LogPackageContent: Publishing: UE4Editor-Cmd: LogInit: Compiled with Visual C++: 18.00.21005.01
    LogPackageContent: Publishing: UE4Editor-Cmd: LogInit: Build Configuration: Development
    LogPackageContent: Publishing: UE4Editor-Cmd: LogInit: Branch Name: ++depot+UE4-UT
    LogPackageContent: Publishing: UE4Editor-Cmd: LogInit: Command line: UnrealTournament -run=Cook -CookDir=G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\Plugins\DM-SampleMap\Content -TargetPlatform=WindowsNoEditor -newcook -BasedOnReleaseVersion=UTVersion0 -Compressed -map=DM-SampleMap -DLCName=DM-SampleMap -abslog="G:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Programs\AutomationTool\Saved\Logs\Cook.txt" -stdout -FORCELOGFLUSH -CrashForUAT -unattended -AllowStdOutLogVerbosity 
    LogPackageContent: Publishing: UE4Editor-Cmd: LogInit: Base directory: G:/Program Files/Epic Games/UnrealTournamentEditor/Engine/Binaries/Win64/
    LogPackageContent: Publishing: UE4Editor-Cmd: LogInit: Rocket: 0
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.26:527][  0]LogTaskGraph: Started task graph with 3 named threads and 5 total threads.
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.26:629][  0]LogVoice:Warning: Failed to initialize voice interface
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.26:642][  0]LogInit: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.26:658][  0]LogInit: Object subsystem initialized
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.26:660][  0]LogConsoleResponse:Warning: Skipping Unknown console variable: 'UIScaleRule = ShortestSide'
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.26:661][  0]LogConsoleResponse:Warning:   Found in ini file '../../../UnrealTournament/Saved/Config/Windows/Engine.ini', in section '[/Script/Engine.RendererSettings]'
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.26:661][  0]LogConsoleResponse:Warning: Skipping Unknown console variable: 'UIScaleCurve = (EditorCurveData=(Keys=),ExternalCurve=None)'
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.26:661][  0]LogConsoleResponse:Warning:   Found in ini file '../../../UnrealTournament/Saved/Config/Windows/Engine.ini', in section '[/Script/Engine.RendererSettings]'
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.26:662][  0]LogInit: Selected Device Profile: [Windows]
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.26:662][  0]LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.26:671][  0]LogInit: Computer: FATIH64
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.26:671][  0]LogInit: User: Fatih
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.26:672][  0]LogInit: CPU Page size=4096, Cores=3
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.26:672][  0]LogInit: High frequency timer resolution =14.318180 MHz
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.26:672][  0]LogMemory: Memory total: Physical=4.0GB (4GB approx) Virtual=131072.0GB
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.26:672][  0]LogMemory: Platform Memory Stats for Windows
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.26:672][  0]LogMemory: Process Physical Memory: 46.18 MB used, 46.18 MB peak
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.26:673][  0]LogMemory: Process Virtual Memory: 22.15 MB used, 22.15 MB peak
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.26:673][  0]LogMemory: Physical Memory: 2528.48 MB used, 4077.19 MB total
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.26:673][  0]LogMemory: Virtual Memory: 278.95 MB used, 134217728.00 MB total
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.27:000][  0]LogTextLocalizationManager: The requested culture ('tr_TR') has no localization data; falling back to 'en' for localization and internationalization data.
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.31:405][  0]LogTargetPlatformManager:Display: Building Assets For WindowsNoEditor
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.32:488][  0]LogTargetPlatformManager:Display: Building Assets For WindowsNoEditor
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.32:592][  0]LogDerivedDataCache:Display: Max Cache Size: 512 MB
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.35:277][  0]LogDerivedDataCache: Loaded boot cache 2.68s 217MB ../../../UnrealTournament/DerivedDataCache/Boot.ddc.
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.35:278][  0]LogDerivedDataCache:Display: Loaded Boot cache: ../../../UnrealTournament/DerivedDataCache/Boot.ddc
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.35:278][  0]LogDerivedDataCache: FDerivedDataBackendGraph:  Pak pak cache file ../../../UnrealTournament/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.35:278][  0]LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.35:278][  0]LogDerivedDataCache: FDerivedDataBackendGraph:  EnginePak pak cache file ../../../Engine/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.35:278][  0]LogDerivedDataCache: Unable to find inner node EnginePak for hierarchical cache Hierarchy.
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.35:306][  0]LogDerivedDataCache: Using Local data cache path ../../../Engine/DerivedDataCache: Writable
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.35:306][  0]LogDerivedDataCache: Shared data cache path not found in *engine.ini, will not use an Shared cache.
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.35:306][  0]LogDerivedDataCache: Unable to find inner node Shared for hierarchical cache Hierarchy.
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.44:273][  0]LogMaterial: Missing cached shader map for material Widget3DPassThrough, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.44:342][  0]LogMaterial: Missing cached shader map for material Widget3DPassThrough, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.44:451][  0]LogMaterial: Missing cached shader map for material Widget3DPassThrough, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.44:457][  0]LogMaterial: Missing cached shader map for material Widget3DPassThrough, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.44:487][  0]LogMaterial: Missing cached shader map for material Widget3DPassThrough, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.44:497][  0]LogMaterial: Missing cached shader map for material Widget3DPassThrough, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.44:527][  0]LogMaterial: Missing cached shader map for material Widget3DPassThrough, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.44:531][  0]LogMaterial: Missing cached shader map for material Widget3DPassThrough, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.44:819][  0]LogMeshUtilities: No automatic mesh reduction module available
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.44:819][  0]LogMeshUtilities: No automatic mesh merging module available
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.45:034][  0]LogMaterial: Missing cached shader map for material DefaultTextMaterialOpaque, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.45:148][  0]LogMaterial: Missing cached shader map for material DefaultTextMaterialOpaque, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.45:250][  0]LogExec:Warning: Cannot perform text import on property 'NavigationDataClass' here: NavigationDataClass=Class'/Script/UnrealTournament.UTRecastNavMesh',NavigationDataClassName=UnrealTournament.UTRecastNavMesh,AgentRadius=46.000000,AgentHeight=128.000000,AgentStepHeight=51.000000,bCanCrouch=False,bCanJump=False,bCanWalk=False,bCanSwim=False,bCanFly=False)
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.45:683][  0]LogMaterial: Missing cached shader map for material DefaultMaterial, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.45:849][  0]LogMaterial: Missing cached shader map for material DefaultMaterial, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.46:060][  0]LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.46:430][  0]LogSlate:Warning: Failed to load font data from '../../../Engine/Content/Slate/Fonts/Roboto-Italic.ttf'
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.47:691][  0]LogMaterial: Missing cached shader map for material DefaultSpriteMaterial, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.47:698][  0]LogMaterial: Missing cached shader map for material DefaultSpriteMaterial, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.47:711][  0]LogMaterial: Missing cached shader map for material DefaultSpriteMaterial, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.47:721][  0]LogMaterial: Missing cached shader map for material DefaultSpriteMaterial, compiling. 
    LogD3D11RHI: Timed out while waiting for GPU to catch up. (0.5 s)
    LogD3D11RHI: Timed out while waiting for GPU to catch up. (0.5 s)
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.46.56:416][  0]LogLinker:Warning: Asset '../../../Engine/Content/Functions/Engine_MaterialFunctions02/Utility/CustomReflectionVector.uasset' has been saved with empty engine version. The asset will be loaded but may be incompa
    LogPackageContent: Publishing: tible.
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.50.19:431][  0]LogWindows:Error: Windows GetLastError: 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.50.19:494][  0]LogTexture:Display: Building textures: T_Enforcer_M (AutoDXT)
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.50.19:494][  0]LogMaterial: Missing cached shader map for material M_Gibs, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.50.21:958][  0]LogExit: Executing StaticShutdownAfterError
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.50.21:958][  0]LogMaterial: Missing cached shader map for material M_Gibs, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.50.22:802][  0]LogMaterial: Missing cached shader map for material M_blood_cloud_01, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.50.23:016][  0]LogMaterial: Missing cached shader map for material M_blood_cloud_01, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.50.23:352][  0]LogMaterial: Missing cached shader map for material M_Blood_Drop_01_Cheap, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.50.23:438][  0]LogMaterial: Missing cached shader map for material M_Blood_Drop_01_Cheap, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.50.23:491][  0]LogMaterial: Missing cached shader map for material M_Blood_splash_05_Cheap, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.50.23:549][  0]LogMaterial: Missing cached shader map for material M_Blood_splash_05_Cheap, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: begin: stack for UAT
    LogPackageContent: Publishing: UE4Editor-Cmd: KERNELBASE.dll!UnknownFunction (0x00007ffd33c6606c) + 0 bytes [UnknownFile:0]
    LogPackageContent: Publishing: UE4Editor-Cmd: 
    LogPackageContent: Publishing: UE4Editor-Cmd: UE4Editor-Core.dll!UnknownFunction (0x00007ffd080b81a4) + 0 bytes [UnknownFile:0]
    LogPackageContent: Publishing: UE4Editor-Cmd: 
    LogPackageContent: Publishing: UE4Editor-Cmd: UE4Editor-Core.dll!UnknownFunction (0x00007ffd07f377df) + 0 bytes [UnknownFile:0]
    LogPackageContent: Publishing: UE4Editor-Cmd: 
    LogPackageContent: Publishing: UE4Editor-Cmd: UE4Editor-Core.dll!UnknownFunction (0x00007ffd07e4e5d7) + 0 bytes [UnknownFile:0]
    LogPackageContent: Publishing: UE4Editor-Cmd: 
    LogPackageContent: Publishing: UE4Editor-Cmd: UE4Editor-Core.dll!UnknownFunction (0x00007ffd07e57a32) + 0 bytes [UnknownFile:0]
    LogPackageContent: Publishing: UE4Editor-Cmd: 
    LogPackageContent: Publishing: UE4Editor-Cmd: UE4Editor-Core.dll!UnknownFunction (0x00007ffd07dd5495) + 0 bytes [UnknownFile:0]
    LogPackageContent: Publishing: UE4Editor-Cmd: 
    LogPackageContent: Publishing: UE4Editor-Cmd: UE4Editor-ImageCore.dll!UnknownFunction (0x00007ffd2b7a2d2c) + 0 bytes [UnknownFile:0]
    LogPackageContent: Publishing: UE4Editor-Cmd: 
    LogPackageContent: Publishing: UE4Editor-Cmd: UE4Editor-ImageCore.dll!UnknownFunction (0x00007ffd2b7a2b42) + 0 bytes [UnknownFile:0]
    LogPackageContent: Publishing: UE4Editor-Cmd: 
    LogPackageContent: Publishing: UE4Editor-Cmd: UE4Editor-TextureCompressor.dll!UnknownFunction (0x00007ffd1c668dfe) + 0 bytes [UnknownFile:0]
    LogPackageContent: Publishing: UE4Editor-Cmd: 
    LogPackageContent: Publishing: UE4Editor-Cmd: UE4Editor-TextureCompressor.dll!UnknownFunction (0x00007ffd1c668296) + 0 bytes [UnknownFile:0]
    LogPackageContent: Publishing: UE4Editor-Cmd: 
    LogPackageContent: Publishing: UE4Editor-Cmd: UE4Editor-Engine.dll!UnknownFunction (0x00007ffd05dea2cc) + 0 bytes [UnknownFile:0]
    LogPackageContent: Publishing: UE4Editor-Cmd: 
    LogPackageContent: Publishing: UE4Editor-Cmd: UE4Editor-Engine.dll!UnknownFunction (0x00007ffd05df449a) + 0 bytes [UnknownFile:0]
    LogPackageContent: Publishing: UE4Editor-Cmd: 
    LogPackageContent: Publishing: UE4Editor-Cmd: UE4Editor-Engine.dll!UnknownFunction (0x00007ffd05df3f52) + 0 bytes [UnknownFile:0]
    LogPackageContent: Publishing: UE4Editor-Cmd: 
    LogPackageContent: Publishing: UE4Editor-Cmd: UE4Editor-Core.dll!UnknownFunction (0x00007ffd07e6399b) + 0 bytes [UnknownFile:0]
    LogPackageContent: Publishing: UE4Editor-Cmd: 
    LogPackageContent: Publishing: UE4Editor-Cmd: UE4Editor-Core.dll!UnknownFunction (0x00007ffd080b7476) + 0 bytes [UnknownFile:0]
    LogPackageContent: Publishing: UE4Editor-Cmd: 
    LogPackageContent: Publishing: UE4Editor-Cmd: UE4Editor-Core.dll!UnknownFunction (0x00007ffd080ac45d) + 0 bytes [UnknownFile:0]
    LogPackageContent: Publishing: UE4Editor-Cmd: 
    LogPackageContent: Publishing: UE4Editor-Cmd: KERNEL32.DLL!UnknownFunction (0x00007ffd364216ad) + 0 bytes [UnknownFile:0]
    LogPackageContent: Publishing: UE4Editor-Cmd: 
    LogPackageContent: Publishing: UE4Editor-Cmd: ntdll.dll!UnknownFunction (0x00007ffd3683eb64) + 0 bytes [UnknownFile:0]
    LogPackageContent: Publishing: UE4Editor-Cmd: 
    LogPackageContent: Publishing: UE4Editor-Cmd: ntdll.dll!UnknownFunction (0x00007ffd3683eb64) + 0 bytes [UnknownFile:0]
    LogPackageContent: Publishing: UE4Editor-Cmd: 
    LogPackageContent: Publishing: UE4Editor-Cmd: 
    LogPackageContent: Publishing: UE4Editor-Cmd: end: stack for UAT
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.50.31:131][  0]LogMaterial: Missing cached shader map for material M_Blood_splash_05, compiling. 
    LogPackageContent: Publishing: ProcessResult.WaitForExit: Waited for a long time for output of G:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Binaries\Win64\UE4Editor-Cmd.exe, some output may be missing; we gave up.
    LogPackageContent: Publishing: CommandUtils.Run: Run: Took 371,4552734s to run UE4Editor-Cmd.exe, ExitCode=3
    LogPackageContent: Publishing: BuildCommand.Execute: ERROR: BUILD FAILED
    LogPackageContent: Publishing: Program.Main: ERROR: AutomationTool terminated with exception:
    LogPackageContent: Publishing: Program.Main: ERROR: Exception in AutomationTool: BUILD FAILED: Failed while running Cook for UnrealTournament; see log G:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Programs\AutomationTool\Saved\Logs\Cook.txt
    LogPackageContent: Publishing: Stacktrace:    konum: AutomationTool.CommandUtils.RunCommandlet(String ProjectName, String UE4Exe, String Commandlet, String Parameters)
    LogPackageContent: Publishing:    konum: MakeUTDLC.ExecuteBuild()
    LogPackageContent: Publishing:    konum: BuildCommand.Execute()
    LogPackageContent: Publishing:    konum: AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDic
    LogPackageContent: Publishing: tionary`1 Commands)
    LogPackageContent: Publishing:    konum: AutomationTool.Automation.Process(String[] CommandLine)
    LogPackageContent: Publishing:    konum: AutomationTool.Program.MainProc(Object Param)
    LogPackageContent: Publishing:    konum: AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param)
    LogPackageContent: Publishing:    konum: AutomationTool.Program.Main()
    LogPackageContent: Publishing: Program.Main: ERROR: BUILD FAILED: Failed while running Cook for UnrealTournament; see log G:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Programs\AutomationTool\Saved\Logs\Cook.txt
    LogPackageContent: Publishing: ProcessManager.KillAll: Trying to kill 0 spawned processes.
    LogPackageContent: Publishing: Program.Main: AutomationTool exiting with ExitCode=1
    LogPackageContent: Publishing: Domain_ProcessExit
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    LogPackageContent: Publishing: Platform.InitializePlatforms: Creating placeholder platform for target: IOS
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    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: Project Params **************
    LogPackageContent: Publishing: InternalUtils.SafeFileExists: SafeFileExists G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\UnrealTournament.uproject=True
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    LogPackageContent: Publishing: Project.LogDeploymentContext: End Deployment Context **************
    LogPackageContent: Publishing: CommandUtils.RunCommandlet: Running UE4Editor Cook for project UnrealTournament
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    LogPackageContent: Publishing: UE4Editor-Cmd: LogInit: Base directory: G:/Program Files/Epic Games/UnrealTournamentEditor/Engine/Binaries/Win64/
    LogPackageContent: Publishing: UE4Editor-Cmd: LogInit: Rocket: 0
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.55.51:856][  0]LogTaskGraph: Started task graph with 3 named threads and 5 total threads.
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.55.51:925][  0]LogVoice:Warning: Failed to initialize voice interface
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.55.51:941][  0]LogInit: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.55.51:959][  0]LogInit: Object subsystem initialized
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.55.51:961][  0]LogConsoleResponse:Warning: Skipping Unknown console variable: 'UIScaleRule = ShortestSide'
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.55.51:961][  0]LogConsoleResponse:Warning:   Found in ini file '../../../UnrealTournament/Saved/Config/Windows/Engine.ini', in section '[/Script/Engine.RendererSettings]'
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.55.51:961][  0]LogConsoleResponse:Warning: Skipping Unknown console variable: 'UIScaleCurve = (EditorCurveData=(Keys=),ExternalCurve=None)'
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.55.51:961][  0]LogConsoleResponse:Warning:   Found in ini file '../../../UnrealTournament/Saved/Config/Windows/Engine.ini', in section '[/Script/Engine.RendererSettings]'
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.55.51:962][  0]LogInit: Selected Device Profile: [Windows]
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.55.51:963][  0]LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.55.51:973][  0]LogInit: Computer: FATIH64
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.55.51:973][  0]LogInit: User: Fatih
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.55.51:973][  0]LogInit: CPU Page size=4096, Cores=3
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.55.51:973][  0]LogInit: High frequency timer resolution =14.318180 MHz
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.55.51:973][  0]LogMemory: Memory total: Physical=4.0GB (4GB approx) Virtual=131072.0GB
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.55.51:973][  0]LogMemory: Platform Memory Stats for Windows
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.55.51:974][  0]LogMemory: Process Physical Memory: 46.17 MB used, 46.17 MB peak
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.55.51:974][  0]LogMemory: Process Virtual Memory: 22.16 MB used, 22.16 MB peak
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.55.51:974][  0]LogMemory: Physical Memory: 2806.04 MB used, 4077.19 MB total
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.55.51:974][  0]LogMemory: Virtual Memory: 278.95 MB used, 134217728.00 MB total
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.55.52:139][  0]LogTextLocalizationManager: The requested culture ('tr_TR') has no localization data; falling back to 'en' for localization and internationalization data.
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.55.55:936][  0]LogTargetPlatformManager:Display: Building Assets For WindowsNoEditor
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.55.56:806][  0]LogTargetPlatformManager:Display: Building Assets For WindowsNoEditor
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.55.56:863][  0]LogDerivedDataCache:Display: Max Cache Size: 512 MB
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.55.59:577][  0]LogDerivedDataCache: Loaded boot cache 2.70s 217MB ../../../UnrealTournament/DerivedDataCache/Boot.ddc.
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.55.59:577][  0]LogDerivedDataCache:Display: Loaded Boot cache: ../../../UnrealTournament/DerivedDataCache/Boot.ddc
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.55.59:577][  0]LogDerivedDataCache: FDerivedDataBackendGraph:  Pak pak cache file ../../../UnrealTournament/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.55.59:577][  0]LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.55.59:577][  0]LogDerivedDataCache: FDerivedDataBackendGraph:  EnginePak pak cache file ../../../Engine/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.55.59:577][  0]LogDerivedDataCache: Unable to find inner node EnginePak for hierarchical cache Hierarchy.
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.55.59:589][  0]LogDerivedDataCache: Using Local data cache path ../../../Engine/DerivedDataCache: Writable
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.55.59:589][  0]LogDerivedDataCache: Shared data cache path not found in *engine.ini, will not use an Shared cache.
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.55.59:589][  0]LogDerivedDataCache: Unable to find inner node Shared for hierarchical cache Hierarchy.
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.56.06:578][  0]LogMaterial: Missing cached shader map for material Widget3DPassThrough, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.56.06:595][  0]LogMaterial: Missing cached shader map for material Widget3DPassThrough, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.56.06:640][  0]LogMaterial: Missing cached shader map for material Widget3DPassThrough, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.56.06:646][  0]LogMaterial: Missing cached shader map for material Widget3DPassThrough, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.56.06:666][  0]LogMaterial: Missing cached shader map for material Widget3DPassThrough, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.56.06:675][  0]LogMaterial: Missing cached shader map for material Widget3DPassThrough, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.56.06:700][  0]LogMaterial: Missing cached shader map for material Widget3DPassThrough, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.56.06:715][  0]LogMaterial: Missing cached shader map for material Widget3DPassThrough, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.56.07:031][  0]LogMeshUtilities: No automatic mesh reduction module available
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.56.07:031][  0]LogMeshUtilities: No automatic mesh merging module available
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.56.07:130][  0]LogMaterial: Missing cached shader map for material DefaultTextMaterialOpaque, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.56.07:228][  0]LogMaterial: Missing cached shader map for material DefaultTextMaterialOpaque, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.56.07:338][  0]LogExec:Warning: Cannot perform text import on property 'NavigationDataClass' here: NavigationDataClass=Class'/Script/UnrealTournament.UTRecastNavMesh',NavigationDataClassName=UnrealTournament.UTRecastNavMesh,AgentRadius=46.000000,AgentHeight=128.000000,AgentStepHeight=51.000000,bCanCrouch=False,bCanJump=False,bCanWalk=False,bCanSwim=False,bCanFly=False)
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.56.07:914][  0]LogMaterial: Missing cached shader map for material DefaultMaterial, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.56.08:001][  0]LogMaterial: Missing cached shader map for material DefaultMaterial, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.56.08:207][  0]LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.56.08:452][  0]LogSlate:Warning: Failed to load font data from '../../../Engine/Content/Slate/Fonts/Roboto-Italic.ttf'
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.56.11:079][  0]LogMaterial: Missing cached shader map for material DefaultSpriteMaterial, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.56.11:087][  0]LogMaterial: Missing cached shader map for material DefaultSpriteMaterial, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.56.11:155][  0]LogMaterial: Missing cached shader map for material DefaultSpriteMaterial, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.56.11:161][  0]LogMaterial: Missing cached shader map for material DefaultSpriteMaterial, compiling. 
    LogD3D11RHI: Timed out while waiting for GPU to catch up. (0.5 s)
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.56.23:603][  0]LogLinker:Warning: Asset '../../../Engine/Content/Functions/Engine_MaterialFunctions02/Utility/CustomReflectionVector.uasset' has been saved with empty engine version. The asset will be loaded but may be incompatible.
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.59.30:450][  0]LogExit: Executing StaticShutdownAfterError
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-16.59.30:533][  0]LogMaterial: Missing cached shader map for material M_Gibs, compiling. 
    LogPackageContent: Publishing: CommandUtils.Run: Run: Took 256,5816942s to run UE4Editor-Cmd.exe, ExitCode=3
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    LogPackageContent: Publishing: Stacktrace:    konum: AutomationTool.CommandUtils.RunCommandlet(String ProjectName, String UE4Exe, String Commandlet, String Parameters)
    LogPackageContent: Publishing:    konum: MakeUTDLC.ExecuteBuild()
    LogPackageContent: Publishing:    konum: BuildCommand.Execute()
    LogPackageContent: Publishing:    konum: AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDic
    LogPackageContent: Publishing: tionary`1 Commands)
    LogPackageContent: Publishing:    konum: AutomationTool.Automation.Process(String[] CommandLine)
    LogPackageContent: Publishing:    konum: AutomationTool.Program.MainProc(Object Param)
    LogPackageContent: Publishing:    konum: AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param)
    LogPackageContent: Publishing:    konum: AutomationTool.Program.Main()
    LogPackageContent: Publishing: Program.Main: ERROR: BUILD FAILED: Failed while running Cook for UnrealTournament; see log G:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Programs\AutomationTool\Saved\Logs\Cook.txt
    LogPackageContent: Publishing: ProcessManager.KillAll: Trying to kill 0 spawned processes.
    LogPackageContent: Publishing: Program.Main: AutomationTool exiting with ExitCode=1
    LogPackageContent: Publishing: Domain_ProcessExit
    LogPackageContent: Publishing: ProcessManager.KillAll: Trying to kill 0 spawned processes.
    LogPackageContent: Publishing: copying UAT log files...
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    LogPackageContent: Starting to publish this level!
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    LogPackageContent: Publishing: Program.Main: Running on WindowsHostPlatform
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    LogPackageContent: Publishing: Automation.Process: ShouldKillProcesses=True
    LogPackageContent: Publishing: Automation.Process: Setting up command environment.
    LogPackageContent: Publishing: InternalUtils.SafeFileExists: SafeFileExists G:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Binaries\DotNET\AutomationTool.exe=True
    LogPackageContent: Publishing: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=
    LogPackageContent: Publishing: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LOCAL_ROOT=G:/Program Files/Epic Games/UnrealTournamentEditor
    LogPackageContent: Publishing: CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=G:/Program Files/Epic Games/UnrealTournamentEditor/Engine/Programs/AutomationTool/Saved
    LogPackageContent: Publishing: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_LogFolder=
    LogPackageContent: Publishing: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable uebp_EngineSavedFolder=G:/Program Files/Epic Games/UnrealTournamentEditor/Engine/Programs/AutomationTool/Saved
    LogPackageContent: Publishing: CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(G:/Program Files/Epic Games/UnrealTournamentEditor/Engine/Programs/AutomationTool/Saved/Logs)
    LogPackageContent: Publishing: InternalUtils.SafeDeleteFile: SafeDeleteFile G:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Programs\AutomationTool\Saved\Logs\Cook.txt
    LogPackageContent: Publishing: InternalUtils.SafeDeleteFile: SafeDeleteFile G:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt
    LogPackageContent: Publishing: InternalUtils.SafeFileExists: SafeFileExists G:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Binaries\DotNET\AutomationTool.exe=True
    LogPackageContent: Publishing: CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_LOCAL_ROOT=G:/Program Files/Epic Games/UnrealTournamentEditor
    LogPackageContent: Publishing: CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_EngineSavedFolder=G:/Program Files/Epic Games/UnrealTournamentEditor/Engine/Programs/AutomationTool/Saved
    LogPackageContent: Publishing: CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_EngineSavedFolder=G:/Program Files/Epic Games/UnrealTournamentEditor/Engine/Programs/AutomationTool/Saved
    LogPackageContent: Publishing: CommandUtils.GetEnvVar: GetEnvironmentVariable uebp_LogFolder=G:/Program Files/Epic Games/UnrealTournamentEditor/Engine/Programs/AutomationTool/Saved/Logs
    LogPackageContent: Publishing: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkDir=
    LogPackageContent: Publishing: InternalUtils.GetEnvironmentVariable: GetEnvironmentVariable FrameworkVersion=
    LogPackageContent: Publishing: WindowsHostPlatform.SetFrameworkVars: Setting .Net Framework environment variables.
    LogPackageContent: Publishing: WindowsHostPlatform.SetFrameworkVars: Supports64bitExecutables=True
    LogPackageContent: Publishing: WindowsHostPlatform.SetFrameworkVars: WindowsPlatform.CompilerVisualStudio2013
    LogPackageContent: Publishing: CommandEnvironment.SetupBuildEnvironment: SetFrameworkVars failed. Assuming no compilation capability.
    LogPackageContent: Publishing: CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.HasCapabilityToCompile=False
    LogPackageContent: Publishing: CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.MsBuildExe=
    LogPackageContent: Publishing: CommandEnvironment.SetupBuildEnvironment: CompilationEvironment.MsDevExe=
    LogPackageContent: Publishing: CommandEnvironment.LogSettings: Command Environment settings:
    LogPackageContent: Publishing: CommandEnvironment.LogSettings: CmdExe=C:\Windows\system32\cmd.exe
    LogPackageContent: Publishing: CommandEnvironment.LogSettings: EngineSavedFolder=G:/Program Files/Epic Games/UnrealTournamentEditor/Engine/Programs/AutomationTool/Saved
    LogPackageContent: Publishing: CommandEnvironment.LogSettings: HasCapabilityToCompile=False
    LogPackageContent: Publishing: CommandEnvironment.LogSettings: LocalRoot=G:/Program Files/Epic Games/UnrealTournamentEditor
    LogPackageContent: Publishing: CommandEnvironment.LogSettings: LogFolder=G:/Program Files/Epic Games/UnrealTournamentEditor/Engine/Programs/AutomationTool/Saved/Logs
    LogPackageContent: Publishing: CommandEnvironment.LogSettings: MountExe=C:\Windows\system32\mount.exe
    LogPackageContent: Publishing: CommandEnvironment.LogSettings: MsBuildExe=
    LogPackageContent: Publishing: CommandEnvironment.LogSettings: MsDevExe=
    LogPackageContent: Publishing: CommandEnvironment.LogSettings: RobocopyExe=C:\Windows\system32\robocopy.exe
    LogPackageContent: Publishing: CommandEnvironment.LogSettings: TimestampAsString=2015-03-12_19.02.14
    LogPackageContent: Publishing: CommandEnvironment.LogSettings: UATExe=G:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Binaries\DotNET\AutomationTool.exe
    LogPackageContent: Publishing: ProjectUtils.CleanupFolders: Cleaning up project rules folder
    LogPackageContent: Publishing: Automation.Process: Compiling scripts.
    LogPackageContent: Publishing: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading precompiled script DLLs
    LogPackageContent: Publishing: ScriptCompiler.LoadPreCompiledScriptAssemblies: Found 3 script DLL(s).
    LogPackageContent: Publishing: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: G:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll
    LogPackageContent: Publishing: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: G:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll
    LogPackageContent: Publishing: ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading script DLL: G:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Binaries\DotNET\AutomationScripts\NoRedist\UnrealTournament.Automation.dll
    LogPackageContent: Publishing: Platform.CreatePlatformsFromAssembly: Looking for platforms in G:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Binaries\DotNET\AutomationScripts\AutomationScripts.Automation.dll
    LogPackageContent: Publishing: Platform.CreatePlatformsFromAssembly: Looking for platforms in G:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll
    LogPackageContent: Publishing: Platform.CreatePlatformsFromAssembly: Creating platform Win64Platform from G:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll.
    LogPackageContent: Publishing: Platform.CreatePlatformsFromAssembly: Creating platform Win32Platform from G:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Binaries\DotNET\AutomationScripts\Win.Automation.dll.
    LogPackageContent: Publishing: Platform.CreatePlatformsFromAssembly: Looking for platforms in G:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Binaries\DotNET\AutomationScripts\NoRedist\UnrealTournament.Automation.dll
    LogPackageContent: Publishing: Platform.InitializePlatforms: Creating placeholder platform for target: Unknown
    LogPackageContent: Publishing: Platform.InitializePlatforms: Creating placeholder platform for target: Mac
    LogPackageContent: Publishing: Platform.InitializePlatforms: Creating placeholder platform for target: XboxOne
    LogPackageContent: Publishing: Platform.InitializePlatforms: Creating placeholder platform for target: PS4
    LogPackageContent: Publishing: Platform.InitializePlatforms: Creating placeholder platform for target: IOS
    LogPackageContent: Publishing: Platform.InitializePlatforms: Creating placeholder platform for target: Android
    LogPackageContent: Publishing: Platform.InitializePlatforms: Creating placeholder platform for target: WinRT
    LogPackageContent: Publishing: Platform.InitializePlatforms: Creating placeholder platform for target: WinRT_ARM
    LogPackageContent: Publishing: Platform.InitializePlatforms: Creating placeholder platform for target: HTML5
    LogPackageContent: Publishing: Platform.InitializePlatforms: Creating placeholder platform for target: Linux
    LogPackageContent: Publishing: CommandUtils.InitP4Support: Initializing AllowSubmit.
    LogPackageContent: Publishing: CommandUtils.InitP4Support: AllowSubmit=False
    LogPackageContent: Publishing: CommandUtils.InitP4Support: Initializing P4Enabled.
    LogPackageContent: Publishing: CommandUtils.InitP4Support: P4Enabled=False
    LogPackageContent: Publishing: CommandUtils.InitP4Support: P4CLRequired=False
    LogPackageContent: Publishing: ProjectUtils.DetectProjectProperties: Loading ini files for G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\UnrealTournament.uproject
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: Project Params **************
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: AdditionalServerMapParams=
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: Archive=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: ArchiveMetaData=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: BaseArchiveDirectory=G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\ArchivedBuilds
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: BaseStageDirectory=G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\Saved\StagedBuilds\DM-SampleMap
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: Build=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: Cook=True
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: Clean=
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: Client=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: ClientConfigsToBuild=Development
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: ClientCookedTargets=UnrealTournament
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: ClientTargetPlatform=Win64
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: Compressed=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: UseDebugParamForEditorExe=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: CookFlavor=
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: CookOnTheFly=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: CookOnTheFlyStreaming=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: CreateReleaseVersion=
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: BasedOnReleaseVersion=
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: DLCName=DM-SampleMap
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: AdditionalCookerOptions=
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: DedicatedServer=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: DirectoriesToCook=
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: CulturesToCook=
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: EditorTargets=
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: Foreign=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: IsCodeBasedProject=True
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: IsProgramTarget=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: IterativeCooking=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: Deploy=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: IterativeDeploy=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: LogWindow=False
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    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: MapToRun=
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    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: NoCleanStage=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: NoXGE=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: MapsToCook=
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: Pak=True
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    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: FakeClient=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: EditorTest=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: RunAutomationTests=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: RunAutomationTest=
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    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: ProgramTargets=
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: ProjectBinariesFolder=G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\Binaries\Win64
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: ProjectBinariesPath=G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\Binaries\Win64
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: ProjectGameExeFilename=G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\Binaries\Win64\UnrealTournament.exe
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: ProjectGameExePath=G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\Binaries\Win64\UnrealTournament.exe
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: Distribution=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: Prebuilt=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: Prereqs=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: NoBootstrapExe=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: RawProjectPath=G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\UnrealTournament.uproject
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: Rocket=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: Run=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: ServerConfigsToBuild=Development
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: ServerCookedTargets=
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: ServerTargetPlatform=Win64
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: ShortProjectName=UnrealTournament
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: SignedPak=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: SignPak=
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: SkipCook=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: SkipCookOnTheFly=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: SkipPak=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: SkipStage=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: Stage=True
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: bUsesSteam=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: bUsesSlate=True
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: bDebugBuildsActuallyUseDebugCRT=False
    LogPackageContent: Publishing: ProjectParams.ValidateAndLog: Project Params **************
    LogPackageContent: Publishing: InternalUtils.SafeFileExists: SafeFileExists G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\UnrealTournament.uproject=True
    LogPackageContent: Publishing: InternalUtils.SafeFileExists: SafeFileExists G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\UnrealTournament.uproject=True
    LogPackageContent: Publishing: InternalUtils.SafeFileExists: SafeFileExists G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\UnrealTournament.uproject=True
    LogPackageContent: Publishing: InternalUtils.SafeCreateDirectory: SafeCreateDirectory G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\Saved\StagedBuilds\DM-SampleMap\WindowsNoEditor
    LogPackageContent: Publishing: Project.LogDeploymentContext: Deployment Context **************
    LogPackageContent: Publishing: Project.LogDeploymentContext: ArchiveDirectory = WindowsNoEditor
    LogPackageContent: Publishing: Project.LogDeploymentContext: RawProjectPath = G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\UnrealTournament.uproject
    LogPackageContent: Publishing: Project.LogDeploymentContext: IsCodeBasedUprojectFile = True
    LogPackageContent: Publishing: Project.LogDeploymentContext: DedicatedServer = False
    LogPackageContent: Publishing: Project.LogDeploymentContext: Stage = True
    LogPackageContent: Publishing: Project.LogDeploymentContext: StageTargetPlatform = Win64
    LogPackageContent: Publishing: Project.LogDeploymentContext: LocalRoot = G:\Program Files\Epic Games\UnrealTournamentEditor
    LogPackageContent: Publishing: Project.LogDeploymentContext: ProjectRoot = G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament
    LogPackageContent: Publishing: Project.LogDeploymentContext: PlatformDir = Win64
    LogPackageContent: Publishing: Project.LogDeploymentContext: StageProjectRoot = G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\Saved\StagedBuilds\DM-SampleMap\WindowsNoEditor\UnrealTournament
    LogPackageContent: Publishing: Project.LogDeploymentContext: ShortProjectName = UnrealTournament
    LogPackageContent: Publishing: Project.LogDeploymentContext: StageDirectory = G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\Saved\StagedBuilds\DM-SampleMap\WindowsNoEditor
    LogPackageContent: Publishing: Project.LogDeploymentContext: SourceRelativeProjectRoot = UnrealTournament
    LogPackageContent: Publishing: Project.LogDeploymentContext: RelativeProjectRootForStage = UnrealTournament
    LogPackageContent: Publishing: Project.LogDeploymentContext: RelativeProjectRootForUnrealPak = UnrealTournament
    LogPackageContent: Publishing: Project.LogDeploymentContext: ProjectArgForCommandLines = ../../../UnrealTournament/UnrealTournament.uproject
    LogPackageContent: Publishing: Project.LogDeploymentContext: RuntimeRootDir = G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\Saved\StagedBuilds\DM-SampleMap\WindowsNoEditor
    LogPackageContent: Publishing: Project.LogDeploymentContext: RuntimeProjectRootDir = G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\Saved\StagedBuilds\DM-SampleMap\WindowsNoEditor\UnrealTournament
    LogPackageContent: Publishing: Project.LogDeploymentContext: UProjectCommandLineArgInternalRoot = ../../../
    LogPackageContent: Publishing: Project.LogDeploymentContext: PakFileInternalRoot = ../../../
    LogPackageContent: Publishing: Project.LogDeploymentContext: UnrealFileServerInternalRoot = ../../../
    LogPackageContent: Publishing: Project.LogDeploymentContext: End Deployment Context **************
    LogPackageContent: Publishing: CommandUtils.RunCommandlet: Running UE4Editor Cook for project UnrealTournament
    LogPackageContent: Publishing: CommandUtils.RunCommandlet: Commandlet log file is G:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Programs\AutomationTool\Saved\Logs\Cook.txt
    LogPackageContent: Publishing: InternalUtils.SafeFileExists: SafeFileExists G:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Binaries\Win64\UE4Editor-Cmd.exe=True
    LogPackageContent: Publishing: CommandUtils.Run: Run: G:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Binaries\Win64\UE4Editor-Cmd.exe UnrealTournament -run=Cook -CookDir=G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\Plugins\DM-SampleMap\Content -TargetPlatform=WindowsNoEditor -newcook -BasedOnReleaseVersion=UTVersion0 -Compressed -map=DM-SampleMap -DLCName=DM-SampleMap -abslog="G:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Programs\AutomationTool\Saved\Logs\Cook.txt" -stdout -FORCELOGFLUSH -CrashForUAT -unattended -AllowStdOutLogVerbosity 
    LogPackageContent: Publishing: UE4Editor-Cmd: 
    LogPackageContent: Publishing: UE4Editor-Cmd: LogInit:Display: Running engine for game: UnrealTournament
    LogPackageContent: Publishing: UE4Editor-Cmd: LogInit: Version: 4.7.0-2471015+++depot+UE4-UT
    LogPackageContent: Publishing: UE4Editor-Cmd: LogInit: API Version: 2471015
    LogPackageContent: Publishing: UE4Editor-Cmd: LogInit: Compiled (64-bit): Mar  6 2015 01:29:57
    LogPackageContent: Publishing: UE4Editor-Cmd: LogInit: Compiled with Visual C++: 18.00.21005.01
    LogPackageContent: Publishing: UE4Editor-Cmd: LogInit: Build Configuration: Development
    LogPackageContent: Publishing: UE4Editor-Cmd: LogInit: Branch Name: ++depot+UE4-UT
    LogPackageContent: Publishing: UE4Editor-Cmd: LogInit: Command line: UnrealTournament -run=Cook -CookDir=G:\Program Files\Epic Games\UnrealTournamentEditor\UnrealTournament\Plugins\DM-SampleMap\Content -TargetPlatform=WindowsNoEditor -newcook -BasedOnReleaseVersion=UTVersion0 -Compresse
    LogPackageContent: Publishing: d -map=DM-SampleMap -DLCName=DM-SampleMap -abslog="G:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Programs\AutomationTool\Saved\Logs\Cook.txt" -stdout -FORCELOGFLUSH -CrashForUAT -unattended -AllowStdOutLogVerbosity 
    LogPackageContent: Publishing: UE4Editor-Cmd: LogInit: Base directory: G:/Program Files/Epic Games/UnrealTournamentEditor/Engine/Binaries/Win64/
    LogPackageContent: Publishing: UE4Editor-Cmd: LogInit: Rocket: 0
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.02.18:544][  0]LogTaskGraph: Started task graph with 3 named threads and 5 total threads.
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.02.18:617][  0]LogVoice:Warning: Failed to initialize voice interface
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.02.18:630][  0]LogInit: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
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    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.02.23:717][  0]LogTargetPlatformManager:Display: Building Assets For WindowsNoEditor
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    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.02.26:514][  0]LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.02.26:537][  0]LogDerivedDataCache: FDerivedDataBackendGraph:  EnginePak pak cache file ../../../Engine/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.02.26:537][  0]LogDerivedDataCache: Unable to find inner node EnginePak for hierarchical cache Hierarchy.
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.02.26:550][  0]LogDerivedDataCache: Using Local data cache path ../../../Engine/DerivedDataCache: Writable
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.02.26:550][  0]LogDerivedDataCache: Shared data cache path not found in *engine.ini, will not use an Shared cache.
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.02.26:550][  0]LogDerivedDataCache: Unable to find inner node Shared for hierarchical cache Hierarchy.
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.02.34:188][  0]LogMaterial: Missing cached shader map for material Widget3DPassThrough, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.02.34:220][  0]LogMaterial: Missing cached shader map for material Widget3DPassThrough, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.02.34:283][  0]LogMaterial: Missing cached shader map for material Widget3DPassThrough, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.02.34:290][  0]LogMaterial: Missing cached shader map for material Widget3DPassThrough, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.02.34:315][  0]LogMaterial: Missing cached shader map for material Widget3DPassThrough, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.02.34:324][  0]LogMaterial: Missing cached shader map for material Widget3DPassThrough, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.02.34:355][  0]LogMaterial: Missing cached shader map for material Widget3DPassThrough, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.02.34:363][  0]LogMaterial: Missing cached shader map for material Widget3DPassThrough, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.02.34:956][  0]LogMeshUtilities: No automatic mesh reduction module available
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.02.34:956][  0]LogMeshUtilities: No automatic mesh merging module available
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.02.35:254][  0]LogMaterial: Missing cached shader map for material DefaultTextMaterialOpaque, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.02.35:351][  0]LogMaterial: Missing cached shader map for material DefaultTextMaterialOpaque, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.02.35:463][  0]LogExec:Warning: Cannot perform text import on property 'NavigationDataClass' here: NavigationDataClass=Class'/Script/UnrealTournament.UTRecastNavMesh',NavigationDataClassName=UnrealTournament.UTRecastNavMesh,AgentRadius=46.000000,AgentHeight=128.000000,AgentStepHeight=51.000000,bCanCrouch=False,bCanJump=False,bCanWalk=False,bCanSwim=False,bCanFly=False)
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.02.35:944][  0]LogMaterial: Missing cached shader map for material DefaultMaterial, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.02.36:051][  0]LogMaterial: Missing cached shader map for material DefaultMaterial, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.02.36:239][  0]LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.02.36:768][  0]LogSlate:Warning: Failed to load font data from '../../../Engine/Content/Slate/Fonts/Roboto-Italic.ttf'
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.02.37:969][  0]LogMaterial: Missing cached shader map for material DefaultSpriteMaterial, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.02.37:977][  0]LogMaterial: Missing cached shader map for material DefaultSpriteMaterial, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.02.37:989][  0]LogMaterial: Missing cached shader map for material DefaultSpriteMaterial, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.02.37:995][  0]LogMaterial: Missing cached shader map for material DefaultSpriteMaterial, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.02.46:109][  0]LogLinker:Warning: Asset '../../../Engine/Content/Functions/Engine_MaterialFunctions02/Utility/CustomReflectionVector.uasset' has been saved with empty engine version. The asset will be loaded but may be incompa
    LogPackageContent: Publishing: tible.
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.03.58:563][  0]LogTexture:Display: Building textures: T_Malcolm_Head_D_2 (AutoDXT)
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.03.58:598][  0]LogTexture:Display: Building textures: T_Malcolm_Head_T_2 (AutoDXT)
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.03.58:598][  0]LogTexture:Display: Building textures: T_CH_Imm_MalcolmEye_D (AutoDXT)
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.03.58:598][  0]LogTexture:Display: Building textures: Malcom_Head_AO (AutoDXT)
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.03.58:598][  0]LogTexture:Display: Building textures: T_CH_Imm_MalcolmHead_D (AutoDXT)
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.03.58:598][  0]LogTexture:Display: Building textures: T_CH_Imm_MalcolmHead_M1 (AutoDXT)
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.03.58:598][  0]LogMaterial: Missing cached shader map for material M_Gibs, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.03.58:656][  0]LogMaterial: Missing cached shader map for material M_Gibs, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.03.58:684][  0]LogMaterial: Missing cached shader map for material M_blood_cloud_01, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.03.58:717][  0]LogMaterial: Missing cached shader map for material M_blood_cloud_01, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.03.58:748][  0]LogMaterial: Missing cached shader map for material M_Blood_Drop_01_Cheap, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.03.58:762][  0]LogMaterial: Missing cached shader map for material M_Blood_Drop_01_Cheap, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.03.58:798][  0]LogMaterial: Missing cached shader map for material M_Blood_splash_05_Cheap, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.03.58:823][  0]LogMaterial: Missing cached shader map for material M_Blood_splash_05_Cheap, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.03.58:933][  0]LogMaterial: Missing cached shader map for material M_Blood_splash_05, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.03.58:949][  0]LogMaterial: Missing cached shader map for material M_Blood_splash_05, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.03.59:436][  0]LogMaterial: Missing cached shader map for material Sparks_Mat, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.03.59:468][  0]LogMaterial: Missing cached shader map for material Sparks_Mat, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.03.59:537][  0]LogTexture:Display: Building textures: T_CH_Imm_MalcolmHead_N (BC5)
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.03.59:537][  0]LogMaterial: Missing cached shader map for material M_Malcom_Body, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.03.59:768][  0]LogMaterial: Missing cached shader map for material M_Malcom_Body, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.03.59:925][  0]LogMaterial: Missing cached shader map for material M_Malcom_Body, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.00:127][  0]LogMaterial: Missing cached shader map for material M_Malcom_Body, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.00:265][  0]LogMaterial: Missing cached shader map for material M_Malcom_Body, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.00:824][  0]LogMaterial: Missing cached shader map for material M_Malcom_Body, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.01:084][  0]LogMaterial: Missing cached shader map for material M_Malcom_Eye2, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.01:117][  0]LogMaterial: Missing cached shader map for material M_Malcom_Eye2, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.01:162][  0]LogMaterial: Missing cached shader map for material M_Malcom_head3, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.01:204][  0]LogMaterial: Missing cached shader map for material M_Malcom_head3, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.01:278][  0]LogMaterial: Missing cached shader map for material M_Malcom_Eye, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.01:648][  0]LogMaterial: Missing cached shader map for material M_Malcom_Eye, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.01:682][  0]LogTexture:Display: Building textures: T_CH_Imm_MalcolmHead_R (AutoDXT)
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.01:683][  0]LogMaterial: Missing cached shader map for material M_Malcom_head, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.01:717][  0]LogMaterial: Missing cached shader map for material M_Malcom_head, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.01:767][  0]LogMaterial: Missing cached shader map for material M_MalcolmBody_Opti, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.01:822][  0]LogMaterial: Missing cached shader map for material M_MalcolmBody_Opti, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.01:886][  0]LogMaterial: Missing cached shader map for material M_World_Grid, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.01:913][  0]LogMaterial: Missing cached shader map for material M_World_Grid, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.02:025][  0]LogStaticMesh: Building static mesh Shape_Cylinder...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.02:095][  0]LogStaticMesh: Built static mesh [132.968018ms] /Game/RestrictedAssets/Environments/ShellResources/Meshes/Generic/Shape_Cylinder.Shape_Cylinder
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.02:169][  0]LogMaterial: Missing cached shader map for material M_Robust_BlobShadow, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.02:189][  0]LogMaterial: Missing cached shader map for material M_Robust_BlobShadow, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.02:232][  0]LogAudioDerivedData:Display: Building compressed audio format OGG wave A_Weapon_Enforcer_Raise01...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.02:415][  0]LogAudioDerivedData:Display: Building compressed audio format OGG wave A_Weapon_Enforcer_Lower01...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.02:461][  0]LogMaterial: Missing cached shader map for material M_shock_rifle_bullethole_decal_01, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.02:480][  0]LogMaterial: Missing cached shader map for material M_shock_rifle_bullethole_decal_01, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.02:491][  0]LogMaterial: Missing cached shader map for material M_flare_01, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.02:501][  0]LogMaterial: Missing cached shader map for material M_flare_01, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.02:515][  0]LogMaterial: Missing cached shader map for material M_impact_hole_mesh_01, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.02:529][  0]LogMaterial: Missing cached shader map for material M_impact_hole_mesh_01, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.02:545][  0]LogMaterial: Missing cached shader map for material M_impact_hole_mesh_03simple, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.02:586][  0]LogMaterial: Missing cached shader map for material M_impact_hole_mesh_03simple, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.02:602][  0]LogMaterial: Missing cached shader map for material M_impact_mesh_02, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.02:611][  0]LogMaterial: Missing cached shader map for material M_impact_mesh_02, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.02:622][  0]LogMaterial: Missing cached shader map for material M_muzzle_flash_02, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.02:633][  0]LogMaterial: Missing cached shader map for material M_muzzle_flash_02, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.02:665][  0]LogMaterial: Missing cached shader map for material M_refraction_particle_01b, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.02:687][  0]LogMaterial: Missing cached shader map for material M_refraction_particle_01b, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.03:007][  0]LogMaterial: Missing cached shader map for material M_rock_bit_01, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.03:105][  0]LogTexture:Display: Building textures: carbonfiberpattern01 (AutoDXT)
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.03:105][  0]LogMaterial: Missing cached shader map for material M_rock_bit_01, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.03:122][  0]LogMaterial: Missing cached shader map for material M_smoke_flipbook_01, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.03:192][  0]LogMaterial: Missing cached shader map for material M_smoke_flipbook_01, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.03:234][  0]LogMaterial: Missing cached shader map for material M_spark_01, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.03:280][  0]LogMaterial: Missing cached shader map for material M_spark_01, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.03:403][  0]LogMaterial: Missing cached shader map for material M_spark_02, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.03:415][  0]LogMaterial: Missing cached shader map for material M_spark_02, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.03:425][  0]LogStaticMesh: Building static mesh SM_impact_hole_mesh_01...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.03:454][  0]LogStaticMesh: Built static mesh [29.140715ms] /Game/RestrictedAssets/Weapons/Weapon_Effects/Meshes/SM_impact_hole_mesh_01.SM_impact_hole_mesh_01
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.03:480][  0]LogMaterial: Missing cached shader map for material M_impact_mesh_01, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.03:489][  0]LogMaterial: Missing cached shader map for material M_impact_mesh_01, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.03:497][  0]LogStaticMesh: Building static mesh SM_impact_mesh_03...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.03:511][  0]LogStaticMesh: Built static mesh [14.577202ms] /Game/RestrictedAssets/Weapons/Weapon_Effects/Meshes/SM_impact_mesh_03.SM_impact_mesh_03
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.03:511][  0]LogStaticMesh: Building static mesh SM_Rock_01...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.03:521][  0]LogStaticMesh: Built static mesh [9.501556ms] /Game/RestrictedAssets/Weapons/Weapon_Effects/Meshes/SM_Rock_01.SM_Rock_01
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.03:524][  0]LogMaterial: Missing cached shader map for material M_muzzle_flash_01, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.03:622][  0]LogTexture:Display: Building textures: T_Metal_Tiling_01_N (BC5)
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.03:622][  0]LogMaterial: Missing cached shader map for material M_muzzle_flash_01, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.03:631][  0]LogStaticMesh: Building static mesh SM_muzzle_flash_1...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.03:652][  0]LogStaticMesh: Built static mesh [21.408936ms] /Game/RestrictedAssets/Weapons/Weapon_Effects/Meshes/SM_muzzle_flash_1.SM_muzzle_flash_1
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.03:776][  0]LogAudioDerivedData:Display: Building compressed audio format OGG wave A_Weapon_Enforcer_AmmoWhip03...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.03:940][  0]LogAudioDerivedData:Display: Building compressed audio format OGG wave A_Weapon_Enforcer_AmmoWhip04...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.03:961][  0]LogMaterial: Missing cached shader map for material M_EnforcerProto_Med, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.04:061][  0]LogMaterial: Missing cached shader map for material M_EnforcerProto_Med, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.05:548][  0]LogAudioDerivedData:Display: Building compressed audio format OGG wave A_Weapon_ImpactHammer_Raise01...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.05:617][  0]LogMaterial: Missing cached shader map for material MasterWeaponShader, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.05:732][  0]LogMaterial: Missing cached shader map for material MasterWeaponShader, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.05:838][  0]LogMaterial: Missing cached shader map for material MasterWeaponShader, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.05:958][  0]LogMaterial: Missing cached shader map for material MasterWeaponShader, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.06:092][  0]LogMaterial: Missing cached shader map for material M_Enforcer_Bullet_01, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.06:141][  0]LogMaterial: Missing cached shader map for material M_Enforcer_Bullet_01, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.06:170][  0]LogMaterial: Missing cached shader map for material M_Enforcer_MF_wave_01, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.06:186][  0]LogMaterial: Missing cached shader map for material M_Enforcer_MF_wave_01, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.06:218][  0]LogMaterial: Missing cached shader map for material M_Enforcer_muzzle_flash_01, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.06:234][  0]LogMaterial: Missing cached shader map for material M_Enforcer_muzzle_flash_01, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.06:261][  0]LogMaterial: Missing cached shader map for material M_LinkGun_MF_wave_01, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.06:280][  0]LogMaterial: Missing cached shader map for material M_LinkGun_MF_wave_01, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.06:300][  0]LogMaterial: Missing cached shader map for material mat_explosion_base_04, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.06:311][  0]LogMaterial: Missing cached shader map for material mat_explosion_base_04, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.06:322][  0]LogStaticMesh: Building static mesh S_WP_Enforcer_Bullet_Casing...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.06:324][  0]LogStaticMesh: Built static mesh [2.388711ms] /Game/RestrictedAssets/Weapons/Weapon_Effects/Meshes/S_WP_Enforcer_Bullet_Casing.S_WP_Enforcer_Bullet_Casing
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.06:340][  0]LogMaterial: Missing cached shader map for material M_Enforcer_muzzle_flash_02, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.06:354][  0]LogMaterial: Missing cached shader map for material M_Enforcer_muzzle_flash_02, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.06:574][  0]LogStaticMesh: Building static mesh SM_LinkGun_MF_wave_01...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.06:603][  0]LogStaticMesh: Built static mesh [234.585541ms] /Game/RestrictedAssets/Weapons/Weapon_Effects/Meshes/SM_LinkGun_MF_wave_01.SM_LinkGun_MF_wave_01
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.06:605][  0]LogStaticMesh: Building static mesh SM_Enforcer_MF_02...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.06:653][  0]LogStaticMesh: Built static mesh [48.516361ms] /Game/RestrictedAssets/Weapons/Weapon_Effects/Meshes/SM_Enforcer_MF_02.SM_Enforcer_MF_02
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.06:819][  0]LogStaticMesh: Building static mesh SM_muzzle_flash_2...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.06:831][  0]LogStaticMesh: Built static mesh [12.433912ms] /Game/RestrictedAssets/Weapons/Weapon_Effects/Meshes/SM_muzzle_flash_2.SM_muzzle_flash_2
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.06:872][  0]LogMaterial: Missing cached shader map for material M_SniperRifle_beam_01, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.06:935][  0]LogMaterial: Missing cached shader map for material M_SniperRifle_beam_01, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.07:013][  0]LogMaterial: Missing cached shader map for material M_WP_Enforcers_Tracer_Beam, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.07:027][  0]LogMaterial: Missing cached shader map for material M_WP_Enforcers_Tracer_Beam, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.07:046][  0]LogAudioDerivedData:Display: Building compressed audio format OGG wave A_Pickup_Weapons_Enforcer01...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.07:076][  0]LogAudioDerivedData:Display: Building compressed audio format OGG wave A_Weapon_Enforcer_Fire01a...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.07:167][  0]LogTexture:Display: Building textures: T_Cloth02_D (AutoDXT)
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.07:167][  0]LogAudioDerivedData:Display: Building compressed audio format OGG wave A_Weapon_Enforcer_Fire01b...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.07:251][  0]LogTexture:Display: Building textures: Sportsmesh01_D (AutoDXT)
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.07:251][  0]LogAudioDerivedData:Display: Building compressed audio format OGG wave A_Weapon_Enforcer_FireLayer02...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.07:403][  0]LogAudioDerivedData:Display: Building compressed audio format OGG wave A_Male01_Hit01...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.07:442][  0]LogAudioDerivedData:Display: Building compressed audio format OGG wave A_Weapon_ImpactHammer_Lower01...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.07:482][  0]LogMaterial: Missing cached shader map for material M_ImpactHammer, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.07:515][  0]LogMaterial: Missing cached shader map for material M_ImpactHammer, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.07:539][  0]LogMaterial: Missing cached shader map for material M_GlowyDust, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.07:572][  0]LogMaterial: Missing cached shader map for material M_GlowyDust, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.07:602][  0]LogMaterial: Missing cached shader map for material EmissiveTexturedMaterial, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.07:607][  0]LogMaterial: Missing cached shader map for material EmissiveTexturedMaterial, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.07:628][  0]LogStaticMesh: Building static mesh ParticleCube...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.07:629][  0]LogStaticMesh: Built static mesh [16.884758ms] /Engine/EngineMeshes/ParticleCube.ParticleCube
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.07:631][  0]LogMaterial: Missing cached shader map for material M_ImpactSmoke, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.07:645][  0]LogMaterial: Missing cached shader map for material M_ImpactSmoke, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.07:691][  0]LogMaterial: Missing cached shader map for material M_WP_Enforcer_ImpactSmoke, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.07:705][  0]LogMaterial: Missing cached shader map for material M_WP_Enforcer_ImpactSmoke, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.07:723][  0]LogMaterial: Missing cached shader map for material M_PulseDistortSphere, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.07:819][  0]LogMaterial: Missing cached shader map for material M_PulseDistortSphere, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.07:833][  0]LogStaticMesh: Building static mesh DistortionSphere...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.07:863][  0]LogStaticMesh: Built static mesh [30.660671ms] /Game/RestrictedAssets/Blueprints/WIP/Nick/PulseShot/DistortionSphere.DistortionSphere
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.07:918][  0]LogAudioDerivedData:Display: Building compressed audio format OGG wave A_Weapon_ImpactHammer_AltFire01...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.07:951][  0]LogAudioDerivedData:Display: Building compressed audio format OGG wave A_Weapon_ImpactHammer_AltFire02...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.07:996][  0]LogAudioDerivedData:Display: Building compressed audio format OGG wave A_Weapon_ImpactHammer_AltImpact02...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.08:050][  0]LogAudioDerivedData:Display: Building compressed audio format OGG wave A_Weapon_ImpactHammer_AltImpact03...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.08:082][  0]LogAudioDerivedData:Display: Building compressed audio format OGG wave A_Weapon_ImpactHammer_BodyLaunch01...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.08:102][  0]LogAudioDerivedData:Display: Building compressed audio format OGG wave A_Weapon_ImpactHammer_Engage...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.08:133][  0]LogAudioDerivedData:Display: Building compressed audio format OGG wave A_Weapon_ImpactHammer_FireLoop01...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.08:195][  0]LogAudioDerivedData:Display: Building compressed audio format OGG wave A_Weapon_ImpactHammer_FireStart02...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.08:254][  0]LogMaterial: Missing cached shader map for material M_ImpactHammer, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.08:283][  0]LogMaterial: Missing cached shader map for material M_ImpactHammer, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.08:311][  0]LogMaterial: Missing cached shader map for material M_BloodDecal, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.08:318][  0]LogMaterial: Missing cached shader map for material M_BloodDecal, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.08:325][  0]LogAudioDerivedData:Display: Building compressed audio format OGG wave A_Character_Fall01...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.08:445][  0]LogAudioDerivedData:Display: Building compressed audio format OGG wave A_Character_LowHealth01...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.08:517][  0]LogAudioDerivedData:Display: Building compressed audio format OGG wave A_Male01_Sprint01...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.08:813][  0]LogAudioDerivedData:Display: Building compressed audio format OGG wave DodgeRoll02...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.08:867][  0]LogAudioDerivedData:Display: Building compressed audio format OGG wave A_Male01_Drown01...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.08:908][  0]LogAudioDerivedData:Display: Building compressed audio format OGG wave A_Male01_Gasp01...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.08:957][  0]LogAudioDerivedData:Display: Building compressed audio format OGG wave A_Male01_Gasp02...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.09:121][  0]LogAudioDerivedData:Display: Building compressed audio format OGG wave A_Male01_Hit02...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.09:259][  0]LogAudioDerivedData:Display: Building compressed audio format OGG wave A_Male01_Hit03...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.09:293][  0]LogAudioDerivedData:Display: Building compressed audio format OGG wave A_Male01_Hit04...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.09:311][  0]LogAudioDerivedData:Display: Building compressed audio format OGG wave FoleyBody_BodyMove03...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.09:384][  0]LogAudioDerivedData:Display: Building compressed audio format OGG wave A_Male01_Jump01...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.09:395][  0]LogAudioDerivedData:Display: Building compressed audio format OGG wave A_Male01_Jump02...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.09:419][  0]LogAudioDerivedData:Display: Building compressed audio format OGG wave FoleyBody_BodyMove01...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.09:454][  0]LogAudioDerivedData:Display: Building compressed audio format OGG wave A_Male01_Land01...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.09:497][  0]LogAudioDerivedData:Display: Building compressed audio format OGG wave A_Male01_SlimeEnter01...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.09:534][  0]LogAudioDerivedData:Display: Building compressed audio format OGG wave A_Male01_Splash01...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.09:566][  0]LogAudioDerivedData:Display: Building compressed audio format OGG wave A_Male01_WaterEnter01...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.09:592][  0]LogAudioDerivedData:Display: Building compressed audio format OGG wave A_Male01_WaterExit01...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.09:617][  0]LogAudioDerivedData:Display: Building compressed audio format OGG wave WallImpact02...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.09:634][  0]LogMaterial: Missing cached shader map for material M_Blood_splash_01, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.09:648][  0]LogMaterial: Missing cached shader map for material M_Blood_splash_01, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.09:671][  0]LogStaticMesh: Building static mesh SM_Blood_mesh_03...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.09:709][  0]LogStaticMesh: Built static mesh [43.251026ms] /Game/RestrictedAssets/Effects/Gore_Effects/Meshes/SM_Blood_mesh_03.SM_Blood_mesh_03
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.09:716][  0]LogMaterial: Missing cached shader map for material M_ShockRifle_ColorBall, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.09:737][  0]LogMaterial: Missing cached shader map for material M_ShockRifle_ColorBall, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.09:751][  0]LogAudioDerivedData:Display: Building compressed audio format OGG wave A_Pickups_Armor_HelmetHeadshot01...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.09:855][  0]LogStaticMesh: Building static mesh S_Sphere_Good...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.09:911][  0]LogStaticMesh: Built static mesh [69.625610ms] /Game/RestrictedAssets/Proto/UT3_Weapons/WP_ShockRifle/Meshes/S_Sphere_Good.S_Sphere_Good
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.09:913][  0]LogAudioDerivedData:Display: Building compressed audio format OGG wave A_Character_Footstep_Default02...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.09:932][  0]LogAudioDerivedData:Display: Building compressed audio format OGG wave A_Character_Footstep_Default01...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.09:963][  0]LogAudioDerivedData:Display: Building compressed audio format OGG wave A_Character_Footstep_Dirt01...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.13:034][  0]LogTexture:Display: Building textures: Sportsmesh01_N (AutoDXT)
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.13:034][  0]LogMaterial: Missing cached shader map for material M_CTF_Flag, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.13:081][  0]LogMaterial: Missing cached shader map for material M_CTF_Flag, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.13:121][  0]LogMaterial: Missing cached shader map for material M_CTF_FlagStand, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.13:151][  0]LogMaterial: Missing cached shader map for material M_CTF_FlagStand, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.13:696][  0]LogMaterial: Missing cached shader map for material M_CTF_FlagBase, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.13:709][  0]LogMaterial: Missing cached shader map for material M_CTF_FlagBase, compiling. 
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.13:720][  0]LogStaticMesh: Building static mesh S_Pickups_Base_Flag...
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.13:753][  0]LogStaticMesh: Built static mesh [33.151558ms] /Game/RestrictedAssets/Proto/UT3_Pickups/Flag/S_Pickups_Base_Flag.S_Pickups_Base_Flag
    LogPackageContent: Publishing: UE4Editor-Cmd: [2015.03.12-17.04.17:248][  0]LogWindows:Error: Windows GetLastError: 
    LogPackageContent: Publishing: UE4Editor-Cmd: begin: stack for UAT
    LogPackageContent: Publishing: UE4Editor-Cmd: KERNELBASE.dll!UnknownFunction (0x00007ffd33c6606c) + 0 bytes [UnknownFile:0]
    LogPackageContent: Publishing: UE4Editor-Cmd: 
    LogPackageContent: Publishing: UE4Editor-Cmd: UE4Editor-Core.dll!UnknownFunction (0x00007ffd080b81a4) + 0 bytes [UnknownFile:0]
    LogPackageContent: Publishing: UE4Editor-Cmd: 
    LogPackageContent: Publishing: UE4Editor-Cmd: UE4Editor-Core.dll!UnknownFunction (0x00007ffd07f377df) + 0 bytes [UnknownFile:0]
    LogPackageContent: Publishing: UE4Editor-Cmd: 
    LogPackageContent: Publishing: UE4Editor-Cmd: UE4Editor-Core.dll!UnknownFunction (0x00007ffd07e4e5d7) + 0 bytes [UnknownFile:0]
    LogPackageContent: Publishing: UE4Editor-Cmd: 
    LogPackageContent: Publishing: UE4Editor-Cmd: UE4Editor-Core.dll!UnknownFunction (0x00007ffd07e57a32) + 0 bytes [UnknownFile:0]
    LogPackageContent: Publishing: UE4Editor-Cmd: 
    LogPackageContent: Publishing: UE4Editor-Cmd: UE4Editor-Core.dll!UnknownFunction (0x00007ffd07dd5495) + 0 bytes [UnknownFile:0]
    LogPackageContent: Publishing: UE4Editor-Cmd: 
    LogPackageContent: Publishing: UE4Editor-Cmd: UE4Editor-ImageCore.dll!UnknownFunction (0x00007ffd2b7a2d2c) + 0 bytes [UnknownFile:0]
    LogPackageContent: Publishing: UE4Editor-Cmd: 
    LogPackageContent: Publishing: UE4Editor-Cmd: UE4Editor-ImageCore.dll!UnknownFunction (0x00007ffd2b7a2b42) + 0 bytes [UnknownFile:0]
    LogPackageContent: Publishing: UE4Editor-Cmd: 
    LogPackageContent: Publishing: UE4Editor-Cmd: UE4Editor-TextureCompressor.dll!UnknownFunction (0x00007ffd1c668dfe) + 0 bytes [UnknownFile:0]
    LogPackageContent: Publishing: UE4Editor-Cmd: 
    LogPackageContent: Publishing: UE4Editor-Cmd: UE4Editor-TextureCompressor.dll!UnknownFunction (0x00007ffd1c668296) + 0 bytes [UnknownFile:0]
    LogPackageContent: Publishing: UE4Editor-Cmd: 
    LogPackageContent: Publishing: UE4Editor-Cmd: UE4Editor-Engine.dll!UnknownFunction (0x00007ffd05dea2cc) + 0 bytes [UnknownFile:0]
    LogPackageContent: Publishing: UE4Editor-Cmd: 
    LogPackageContent: Publishing: UE4Editor-Cmd: UE4Editor-Engine.dll!UnknownFunction (0x00007ffd05df449a) + 0 bytes [UnknownFile:0]
    LogPackageContent: Publishing: UE4Editor-Cmd: 
    LogPackageContent: Publishing: UE4Editor-Cmd: UE4Editor-Engine.dll!UnknownFunction (0x00007ffd05df3f52) + 0 bytes [UnknownFile:0]
    LogPackageContent: Publishing: UE4Editor-Cmd: 
    LogPackageContent: Publishing: UE4Editor-Cmd: UE4Editor-Core.dll!UnknownFunction (0x00007ffd07e6399b) + 0 bytes [UnknownFile:0]
    LogPackageContent: Publishing: UE4Editor-Cmd: 
    LogPackageContent: Publishing: UE4Editor-Cmd: UE4Editor-Core.dll!UnknownFunction (0x00007ffd080b7476) + 0 bytes [UnknownFile:0]
    LogPackageContent: Publishing: UE4Editor-Cmd: 
    LogPackageContent: Publishing: UE4Editor-Cmd: UE4Editor-Core.dll!UnknownFunction (0x00007ffd080ac45d) + 0 bytes [UnknownFile:0]
    LogPackageContent: Publishing: UE4Editor-Cmd: 
    LogPackageContent: Publishing: UE4Editor-Cmd: KERNEL32.DLL!UnknownFunction (0x00007ffd364216ad) + 0 bytes [UnknownFile:0]
    LogPackageContent: Publishing: UE4Editor-Cmd: 
    LogPackageContent: Publishing: UE4Editor-Cmd: ntdll.dll!UnknownFunction (0x00007ffd3683eb64) + 0 bytes [UnknownFile:0]
    LogPackageContent: Publishing: UE4Editor-Cmd: 
    LogPackageContent: Publishing: UE4Editor-Cmd: ntdll.dll!UnknownFunction (0x00007ffd3683eb64) + 0 bytes [UnknownFile:0]
    LogPackageContent: Publishing: UE4Editor-Cmd: 
    LogPackageContent: Publishing: UE4Editor-Cmd: 
    LogPackageContent: Publishing: UE4Editor-Cmd: end: stack for UAT
    LogPackageContent: Publishing: CommandUtils.Run: Run: Took 179,2072629s to run UE4Editor-Cmd.exe, ExitCode=3
    LogPackageContent: Publishing: BuildCommand.Execute: ERROR: BUILD FAILED
    LogPackageContent: Publishing: Program.Main: ERROR: AutomationTool terminated with exception:
    LogPackageContent: Publishing: Program.Main: ERROR: Exception in AutomationTool: BUILD FAILED: Failed while running Cook for UnrealTournament; see log G:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Programs\AutomationTool\Saved\Logs\Cook.txt
    LogPackageContent: Publishing: Stacktrace:    konum: AutomationT
    LogPackageContent: Publishing: ool.CommandUtils.RunCommandlet(String ProjectName, String UE4Exe, String Commandlet, String Parameters)
    LogPackageContent: Publishing:    konum: MakeUTDLC.ExecuteBuild()
    LogPackageContent: Publishing:    konum: BuildCommand.Execute()
    LogPackageContent: Publishing:    konum: AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
    LogPackageContent: Publishing:    konum: AutomationTool.Automation.Process(String[] CommandLine)
    LogPackageContent: Publishing:    konum: AutomationTool.Program.MainProc(Object Param)
    LogPackageContent: Publishing:    konum: AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param)
    LogPackageContent: Publishing:    konum: AutomationTool.Program.Main()
    LogPackageContent: Publishing: Program.Main: ERROR: BUILD FAILED: Failed while running Cook for UnrealTournament; see log G:\Program Files\Epic Games\UnrealTournamentEditor\Engine\Programs\AutomationTool\Saved\Logs\Cook.txt
    LogPackageContent: Publishing: ProcessManager.KillAll: Trying to kill 0 spawned processes.
    LogPackageContent: Publishing: Program.Main: AutomationTool exiting with ExitCode=1
    LogPackageContent: Publishing: Domain_ProcessExit
    LogPackageContent: Publishing: ProcessManager.KillAll: Trying to kill 0 spawned processes.
    LogPackageContent: Publishing: copying UAT log files...
    LogPackageContent: Publishing: RunUAT.bat ERROR: AutomationTool was unable to run successfully.
    LogPackageContent: Publishing: BUILD FAILED
Working...
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