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[2015.08.17-15.23.05:354][ 0]Log file open, 08/17/15 17:23:05
[2015.08.17-15.23.05:354][ 0]LogInit:Display: Running engine for game: CarCarCar
[2015.08.17-15.23.05:354][ 0]LogInit:Display: RandInit(-1402824683) SRandInit(-1402824649).
[2015.08.17-15.23.05:354][ 0]LogTaskGraph: Started task graph with 4 named threads and 5 total threads.
[2015.08.17-15.23.05:354][ 0]LogStats: Stats thread started
[2015.08.17-15.23.05:354][ 0]LogInit:Warning: Incompatible or missing module: UE4Editor-CarCarCar.dll
[2015.08.17-15.23.37:066][ 0]Running C:/Program Files/Epic Games/4.8/Engine/Binaries/DotNET/UnrealBuildTool.exe CarCarCar Development Win64 -project="C:/Users/xxx/Downloads/spaceBerz3rks/CarCarCar.uproject" -rocket -editorrecompile -progress -noubtmakefiles
[2015.08.17-15.23.57:586][ 0]Performing 1 actions (2 in parallel)
[2015.08.17-15.23.57:586][ 0][1/1] Link UE4Editor-CarCarCar.dll
[2015.08.17-15.23.57:687][ 0] Creating library C:\Users\xxx\Downloads\spaceBerz3rks\Intermediate/Build/Win64\UE4Editor\Deve
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using System.Collections.Generic;
public class logicWindow : MonoBehaviour {
public GameObject cloneBasis;
public Sprite deductionTexture;
using UnityEngine;
using System.Collections;
[RequireComponent(typeof(Camera))]
public class CameraTargeting : MonoBehaviour
{
// Which layers targeting ray must hit (-1 = everything)
public LayerMask targetingLayerMask = -1;
// Targeting ray length
using UnityEngine;
using System.Collections;
[RequireComponent(typeof(Camera))]
public class CameraTargeting : MonoBehaviour
{
// Which layers targeting ray must hit (-1 = everything)
public LayerMask targetingLayerMask = -1;
// Targeting ray length
using UnityEngine;
using System.Collections;
public class asdasd : MonoBehaviour {
public Animation test;
void Start(){
test["open"].wrapMode = WrapMode.Once;
test["close"].wrapMode = WrapMode.Once;
using UnityEngine;
using System.Collections;
public class dooropenclose : MonoBehaviour {
public bool open = false;
public bool locked = false;
// Use this for initialization
void Start () {
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class LogicFraDia{
public LogicFraDia ()
{
Start();
}
MachineId:94724652419672D199F277B54D9509A3
EpicAccountId:596cbe7e1d6f466c92cf7033ddd51c50
Access violation - code c0000005 (first/second chance not available)
UE4Editor_CarCarCar!TArray<FOnlineKeyValuePairs<FName,FOnlineSessionSetting>::FKeyValuePairInternal,FDefaultAllocator>::CopyToEmpty<FOnlineKeyValuePairs<FName,FOnlineSessionSetting>::FKeyValuePairInternal,FDefaultAllocator>() + 95 bytes [c:\program files\epic games\4.7\engine\source\runtime\core\public\containers\array.h:2210]
UE4Editor_CarCarCar!UUBP_FuncLib::SessionSettingsToString() + 524 bytes [c:\users\xxx\desktop\spaceberz3rks\source\carcarcar\ubp_funclib.cpp:54]
UE4Editor_CarCarCar!UUBP_FuncLib::execSessionSettingsToString() + 52 bytes [c:\users\xxx\desktop\spaceberz3rks\source\carcarcar\ubp_funclib.h:16]
TArray<FString> UUBP_FuncLib::SessionSettingsToString()
{
auto SessionsS = IOnlineSubsystem::Get()->GetSessionInterface();
TArray<FString> SessionSettings = TArray<FString>();
UE_LOG(LogTemp, Error, TEXT("PRELOOP"));
SessionSettings.Add("FirstTESTNOTWORKINGENTRY");
FOnlineSessionSettings * stuffSettings = SessionsS->GetSessionSettings(GameSessionName);
FSessionSettings stuffSettingsDeeper = stuffSettings->Settings;
for (FSessionSettings::TConstIterator It(stuffSettingsDeeper); It; ++It)
{
// Fill out your copyright notice in the Description page of Project Settings.
#include "CarCarCar.h"
#include "UBP_FuncLib.h"
#include "OnlineSubsystem.h"
#include "Runtime/Engine/Classes/Engine/GameInstance.h"
FString UUBP_FuncLib::GetSessionResultKeyValue(const FBlueprintSessionResult& Result, FName keyName)
{
FString keyValue;