Free Live Binary Options Charts

The state of cross platform GUI frameworks in mid 2020

I don't really know what I want to achieve with this post, I guess a healthy discussion and (less likely) enlightenment about a GUI framework that I've missed.
I want to build a cross platform native application, I really do, but the current state of cross platform GUI libraries lives me disappointed.
Lets do a quick recap of what we have:
  1. QT - C++ based with many binding (the popular one is Python) with a very ambiguous license model (IMNAL, partly LGPL that requires you to link dynamically to Qt and forbids you to change it, partly GPL [like the charts sub module] that requires you to open source you app) - with an absurdly high license fee of almost $4k which is way bigger than a wallet of a solo developer that is doing something for a hobby. On top of that it uses C++ (which I dislike).
  2. JavaFX - Half baked (missing lots of modules that are available as third party), java based with very confusing versioning (was part of JDK, now its not. Third party modules are not supported by newer Java versions).
    1. There is TornadoFX that makes Java go away and replaces it with a way nicer language like Kotlin, but it has the same issues as JavaFX - half baked, officially supports Java 8 (which is coming close to End of Free public updates by Oracle)
  3. Swing / AWT - Probably already dead except for companies that are heavily invested into it and have manpower to maintain the code
  4. wxWidgets - Half baked, C++
  5. GTK - Looks good only in Linux, also C++
  6. Electron - Web based, a lot of available web components (graphs, auto complete, DnD and etc), no single framework that has extensive components so you are left with building your own Frankenstein of gazzilion npm packages, big binary size, memory eater
  7. And a lot more that are not ready for production.
So. What options are left to a solo dev who want to build cross platform applications?
submitted by skwee357 to AskProgramming [link] [comments]

Problem with Unreal Engine's Nativization feature + Visual Studio 2017

Im using UE4.25.1 by the way.
I don't know why it won't allow me to package my game after enabling nativization. I also did add the assets to nativize in the array by manually setting up my blueprint for nativization via Class settings.
It packages and runs smoothly afterwards when nativization is disabled.

I'm getting the ff errors from my output log:
Took 184.0273603s to run UnrealBuildTool.exe, ExitCode=6
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool failed. See log for more details. (C:\Users\Zelijah\AppData\Roaming\Unreal Engine\AutomationTool\Logs\Z+[GAMES]+Epic+Games+UE_4.25\UBT-InMyHead-Win64-Development.txt)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error


Here's my full log text file:
AndroidPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.AndroidPlatformSDK has no valid SDK IOSPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.IOSPlatformSDK using manually installed SDK LinuxPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.LinuxPlatformSDK has no valid SDK WindowsPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.WindowsPlatformSDK using manually installed SDK BuildMode.Execute: Command line: "Z:\[GAMES]\Epic Games\UE_4.25\Engine\Binaries\DotNET\UnrealBuildTool.exe" InMyHead Win64 Development -Project="Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\InMyHead.uproject" "Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\InMyHead.uproject" -NoUBTMakefiles -remoteini="Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead" -skipdeploy -Manifest="Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\Intermediate\Build\Manifest.xml" -NoHotReload -log="C:\Users\Zelijah\AppData\Roaming\Unreal Engine\AutomationTool\Logs\Z+[GAMES]+Epic+Games+UE_4.25\UBT-InMyHead-Win64-Development.txt" DynamicCompilation.RequiresCompilation: Compiling Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\Intermediate\Build\BuildRules\InMyHeadModuleRules.dll: Assembly does not exist WindowsPlatform.FindVSInstallDirs: Found Visual Studio installation: Z:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise (Product=Microsoft.VisualStudio.Product.Enterprise, Version=15.9.28307.1146, Sort=0) WindowsPlatform.FindToolChainDirs: Found Visual Studio toolchain: Z:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.16.27023 (Version=14.16.27040) WindowsPlatform.UpdateCachedWindowsSdks: Found Windows 8.1 SDK at C:\Program Files (x86)\Windows Kits\8.1 WindowsPlatform.EnumerateSdkRootDirs: Found Windows 10 SDK root at C:\Program Files (x86)\Windows Kits\10 (1) WindowsPlatform.EnumerateSdkRootDirs: Found Windows 10 SDK root at C:\Program Files (x86)\Windows Kits\10 (2) WindowsPlatform.UpdateCachedWindowsSdks: Found Universal CRT version 10.0.10240.0 at C:\Program Files (x86)\Windows Kits\10 WindowsPlatform.UpdateCachedWindowsSdks: Found Windows 10 SDK version 10.0.14393.0 at C:\Program Files (x86)\Windows Kits\10 WindowsPlatform.UpdateCachedWindowsSdks: Found Universal CRT version 10.0.14393.0 at C:\Program Files (x86)\Windows Kits\10 DynamicCompilation.RequiresCompilation: Compiling Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\Intermediate\Plugins\NativizedAssets\Windows\Game\Intermediate\Build\BuildRules\NativizedAssetsModuleRules.dll: Assembly does not exist UEBuildTarget.AddPlugin: Enabling plugin 'PythonScriptPlugin' (referenced via InMyHead.uproject) UEBuildTarget.AddPlugin: Enabling plugin 'NativizedAssets' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'Paper2D' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'AISupport' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'LightPropagationVolume' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'CameraShakePreviewer' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'ActorLayerUtilities' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'AnimationSharing' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'SignificanceManager' (referenced via default plugins -> AnimationSharing.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'CLionSourceCodeAccess' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'CodeLiteSourceCodeAccess' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'GitSourceControl' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'KDevelopSourceCodeAccess' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'NullSourceCodeAccess' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'PerforceSourceControl' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'PlasticSourceControl' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'RiderSourceCodeAccess' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'SubversionSourceControl' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'UObjectPlugin' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'VisualStudioCodeSourceCodeAccess' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'VisualStudioSourceCodeAccess' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'XCodeSourceCodeAccess' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'AssetManagerEditor' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'CryptoKeys' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'CurveEditorTools' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'DataValidation' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'FacialAnimation' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'GameplayTagsEditor' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'GeometryMode' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'MacGraphicsSwitching' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'MaterialAnalyzer' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'MobileLauncherProfileWizard' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'PluginBrowser' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'SpeedTreeImporter' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'DatasmithContent' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'VariantManagerContent' (referenced via default plugins -> DatasmithContent.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'AlembicImporter' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'GeometryCache' (referenced via default plugins -> AlembicImporter.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'AutomationUtils' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'ScreenshotTools' (referenced via default plugins -> AutomationUtils.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'BackChannel' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'ChaosClothEditor' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'ChaosCloth' (referenced via default plugins -> ChaosClothEditor.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'ChaosEditor' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'PlanarCut' (referenced via default plugins -> ChaosEditor.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'GeometryProcessing' (referenced via default plugins -> ChaosEditor.uplugin -> PlanarCut.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'EditableMesh' (referenced via default plugins -> ChaosEditor.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'GeometryCollectionPlugin' (referenced via default plugins -> ChaosEditor.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'ProceduralMeshComponent' (referenced via default plugins -> ChaosEditor.uplugin -> GeometryCollectionPlugin.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'ChaosSolverPlugin' (referenced via default plugins -> ChaosEditor.uplugin -> GeometryCollectionPlugin.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'ChaosNiagara' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'Niagara' (referenced via default plugins -> ChaosNiagara.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'CharacterAI' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'PlatformCrypto' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'ProxyLODPlugin' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'SkeletalReduction' (referenced via default plugins) UEBuildTarget.AddPlugin: Ignoring plugin 'MagicLeapMedia' (referenced via default plugins) due to unsupported target platform. UEBuildTarget.AddPlugin: Enabling plugin 'MagicLeapPassableWorld' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'MagicLeap' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'MLSDK' (referenced via default plugins -> MagicLeap.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'MagicLeapLightEstimation' (referenced via default plugins -> MagicLeap.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'AndroidMedia' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'AvfMedia' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'ImgMedia' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'MediaCompositing' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'MediaPlayerEditor' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'WmfMedia' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'MeshPainting' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'TcpMessaging' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'UdpMessaging' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'ActorSequence' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'LevelSequenceEditor' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'MatineeToLevelSequence' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'TemplateSequence' (referenced via default plugins -> MatineeToLevelSequence.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'MovieRenderPipeline' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'EditorScriptingUtilities' (referenced via default plugins -> MovieRenderPipeline.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'NetcodeUnitTest' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'NUTUnrealEngine4' (referenced via default plugins) UEBuildTarget.AddPlugin: Ignoring plugin 'OnlineSubsystemGooglePlay' (referenced via default plugins) due to unsupported target platform. UEBuildTarget.AddPlugin: Ignoring plugin 'OnlineSubsystemIOS' (referenced via default plugins) due to unsupported target platform. UEBuildTarget.AddPlugin: Enabling plugin 'OnlineSubsystemNull' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'OnlineSubsystem' (referenced via default plugins -> OnlineSubsystemNull.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'OnlineSubsystemUtils' (referenced via default plugins -> OnlineSubsystemNull.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'LauncherChunkInstaller' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'AndroidDeviceProfileSelector' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'AndroidMoviePlayer' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'AndroidPermission' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'AppleImageUtils' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'AppleMoviePlayer' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'ArchVisCharacter' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'AssetTags' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'AudioCapture' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'CableComponent' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'CustomMeshComponent' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'ExampleDeviceProfileSelector' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'GoogleCloudMessaging' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'GooglePAD' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'IOSDeviceProfileSelector' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'LinuxDeviceProfileSelector' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'LocationServicesBPLibrary' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'MobilePatchingUtils' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'OculusVR' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'PhysXVehicles' (referenced via default plugins) UEBuildTarget.AddPlugin: Ignoring plugin 'PostSplashScreen' (referenced via default plugins) due to unsupported target platform. UEBuildTarget.AddPlugin: Enabling plugin 'RuntimePhysXCooking' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'SoundFields' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'SteamVR' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'Synthesis' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'WebMMoviePlayer' (referenced via default plugins) UEBuildTarget.AddPlugin: Enabling plugin 'WebMMedia' (referenced via default plugins -> WebMMoviePlayer.uplugin) UEBuildTarget.AddPlugin: Enabling plugin 'WindowsMoviePlayer' (referenced via default plugins) LuminSDKVersionHelper.HasAnySDK: *** Unable to determine MLSDK location *** VCToolChain..ctor: Compiler: Z:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.16.27023\bin\HostX64\x64\cl.exe VCToolChain..ctor: Linker: Z:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.16.27023\bin\HostX64\x64\link.exe VCToolChain..ctor: Library Manager: Z:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.16.27023\bin\HostX64\x64\lib.exe VCToolChain..ctor: Resource Compiler: C:\Program Files (x86)\Windows Kits\10\bin\x64\rc.exe ExternalExecution.AreGeneratedCodeFilesOutOfDate: UnrealHeaderTool needs to run because no generated code directory was found for module NativizedAssets ExternalExecution.ExecuteHeaderToolIfNecessary: Parsing headers for InMyHead ExternalExecution.ExecuteHeaderToolIfNecessary: Running UnrealHeaderTool "Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\InMyHead.uproject" "Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\Intermediate\Build\Win64\InMyHead\Development\InMyHead.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -abslog="C:\Users\Zelijah\AppData\Roaming\Unreal Engine\AutomationTool\Logs\Z+[GAMES]+Epic+Games+UE_4.25\UHT-InMyHead-Win64-Development.txt" -installed ExternalExecution.ExecuteHeaderToolIfNecessary: Reflection code generated for InMyHead in 7.4428985 seconds UEBuildTarget.GenerateManifest: Writing manifest to Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\Intermediate\Build\Manifest.xml HotReload.IsLiveCodingSessionActive: Checking for live coding mutex: Global\LiveCoding_Z++Zelijah Media Files+In My Head (feat. Hijo)+UE Assets+[Project]+InMyHead+Binaries+Win64+InMyHead.exe ActionGraph.IsActionOutdated: Module.NativizedAssets.4_of_11.cpp: Produced item "Module.NativizedAssets.4_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.9_of_11.cpp: Produced item "Module.NativizedAssets.9_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.3_of_11.cpp: Produced item "Module.NativizedAssets.gen.3_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: SharedPCH.Engine.cpp: Produced item "SharedPCH.Engine.h.pch" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.9_of_11.cpp: Produced item "Module.NativizedAssets.gen.9_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.4_of_11.cpp: Produced item "Module.NativizedAssets.gen.4_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.7_of_11.cpp: Produced item "Module.NativizedAssets.gen.7_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.8_of_11.cpp: Produced item "Module.NativizedAssets.gen.8_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.6_of_11.cpp: Produced item "Module.NativizedAssets.gen.6_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.8_of_11.cpp: Produced item "Module.NativizedAssets.8_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.7_of_11.cpp: Produced item "Module.NativizedAssets.7_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.1_of_11.cpp: Produced item "Module.NativizedAssets.1_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.5_of_11.cpp: Produced item "Module.NativizedAssets.5_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.2_of_11.cpp: Produced item "Module.NativizedAssets.2_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.5_of_11.cpp: Produced item "Module.NativizedAssets.gen.5_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: InMyHead.target: Produced item "InMyHead.target" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.1_of_11.cpp: Produced item "Module.NativizedAssets.gen.1_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.2_of_11.cpp: Produced item "Module.NativizedAssets.gen.2_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.10_of_11.cpp: Produced item "Module.NativizedAssets.10_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: InMyHead.exe: Produced item "InMyHead.exe" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.10_of_11.cpp: Produced item "Module.NativizedAssets.gen.10_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Default.rc2: Produced item "Default.rc2.res" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.6_of_11.cpp: Produced item "Module.NativizedAssets.6_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.11_of_11.cpp: Produced item "Module.NativizedAssets.gen.11_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.3_of_11.cpp: Produced item "Module.NativizedAssets.3_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: InMyHead.cpp: Produced item "InMyHead.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.11_of_11.cpp: Produced item "Module.NativizedAssets.11_of_11.cpp.obj" doesn't exist. ActionGraph.IsActionOutdated: SharedPCH.Core.cpp: Produced item "SharedPCH.Core.h.pch" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.4_of_11.cpp: Produced item "Module.NativizedAssets.4_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.9_of_11.cpp: Produced item "Module.NativizedAssets.9_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.3_of_11.cpp: Produced item "Module.NativizedAssets.gen.3_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.8_of_11.cpp: Produced item "Module.NativizedAssets.gen.8_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.1_of_11.cpp: Produced item "Module.NativizedAssets.gen.1_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.2_of_11.cpp: Produced item "Module.NativizedAssets.gen.2_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.9_of_11.cpp: Produced item "Module.NativizedAssets.gen.9_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.7_of_11.cpp: Produced item "Module.NativizedAssets.gen.7_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.10_of_11.cpp: Produced item "Module.NativizedAssets.10_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.11_of_11.cpp: Produced item "Module.NativizedAssets.11_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.10_of_11.cpp: Produced item "Module.NativizedAssets.gen.10_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: SharedPCH.Engine.cpp: Produced item "SharedPCH.Engine.h.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.2_of_11.cpp: Produced item "Module.NativizedAssets.2_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: SharedPCH.Core.cpp: Produced item "SharedPCH.Core.h.obj" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.6_of_11.cpp: Produced item "Module.NativizedAssets.gen.6_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.8_of_11.cpp: Produced item "Module.NativizedAssets.8_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.5_of_11.cpp: Produced item "Module.NativizedAssets.gen.5_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: SharedPCH.Engine.cpp: Produced item "SharedPCH.Engine.h.txt" doesn't exist. ActionGraph.IsActionOutdated: InMyHead.exe: Produced item "InMyHead.pdb" was produced by outdated command-line. ActionGraph.IsActionOutdated: New command-line: Z:\[GAMES]\Epic Games\UE_4.25\Engine\Build\Windows\link-filter\link-filter.exe -- "Z:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.16.27023\bin\HostX64\x64\link.exe" @"Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\Intermediate\Build\Win64\InMyHead\Development\InMyHead.exe.response" ActionGraph.IsActionOutdated: SharedPCH.Core.cpp: Produced item "SharedPCH.Core.h.txt" doesn't exist. ActionGraph.IsActionOutdated: InMyHead.cpp: Produced item "InMyHead.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.6_of_11.cpp: Produced item "Module.NativizedAssets.6_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.11_of_11.cpp: Produced item "Module.NativizedAssets.gen.11_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.4_of_11.cpp: Produced item "Module.NativizedAssets.gen.4_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.7_of_11.cpp: Produced item "Module.NativizedAssets.7_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.3_of_11.cpp: Produced item "Module.NativizedAssets.3_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.5_of_11.cpp: Produced item "Module.NativizedAssets.5_of_11.cpp.txt" doesn't exist. ActionGraph.IsActionOutdated: Module.NativizedAssets.1_of_11.cpp: Produced item "Module.NativizedAssets.1_of_11.cpp.txt" doesn't exist. ActionGraph.DeleteOutdatedProducedItems: Deleting outdated item: Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\Binaries\Win64\InMyHead.pdb BuildMode.Build: Building InMyHead... BuildMode.OutputToolchainInfo: Using Visual Studio 2017 14.16.27040 toolchain (Z:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.16.27023) and Windows 10.0.14393.0 SDK (C:\Program Files (x86)\Windows Kits\10). BuildMode.OutputToolchainInfo: [Upgrade] BuildMode.OutputToolchainInfo: [Upgrade] Using backward-compatible build settings. The latest version of UE4 sets the following values by default, which may require code changes: BuildMode.OutputToolchainInfo: [Upgrade] bLegacyPublicIncludePaths = false => Omits subfolders from public include paths to reduce compiler command line length. (Previously: true). BuildMode.OutputToolchainInfo: [Upgrade] ShadowVariableWarningLevel = WarningLevel.Error => Treats shadowed variable warnings as errors. (Previously: WarningLevel.Warning). BuildMode.OutputToolchainInfo: [Upgrade] PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs => Set in build.cs files to enables IWYU-style PCH model. See https://docs.unrealengine.com/en-US/Programming/BuildTools/UnrealBuildTool/IWYU/index.html. (Previously: PCHUsageMode.UseSharedPCHs). BuildMode.OutputToolchainInfo: [Upgrade] Suppress this message by setting 'DefaultBuildSettings = BuildSettingsVersion.V2;' in InMyHead.Target.cs, and explicitly overriding settings that differ from the new defaults. BuildMode.OutputToolchainInfo: [Upgrade] ParallelExecutor.ExecuteActions: Building 28 actions with 16 processes... ParallelExecutor.ExecuteActions: [1/28] Default.rc2 ParallelExecutor.ExecuteActions: [2/28] SharedPCH.Core.cpp ParallelExecutor.ExecuteActions: [3/28] InMyHead.cpp ParallelExecutor.ExecuteActions: [4/28] SharedPCH.Engine.cpp ParallelExecutor.ExecuteActions: [5/28] Module.NativizedAssets.gen.5_of_11.cpp ParallelExecutor.ExecuteActions: [6/28] Module.NativizedAssets.gen.4_of_11.cpp ParallelExecutor.ExecuteActions: [7/28] Module.NativizedAssets.gen.2_of_11.cpp ParallelExecutor.ExecuteActions: [8/28] Module.NativizedAssets.gen.3_of_11.cpp ParallelExecutor.ExecuteActions: [9/28] Module.NativizedAssets.gen.6_of_11.cpp ParallelExecutor.ExecuteActions: [10/28] Module.NativizedAssets.gen.7_of_11.cpp ParallelExecutor.ExecuteActions: [11/28] Module.NativizedAssets.gen.8_of_11.cpp ParallelExecutor.ExecuteActions: [12/28] Module.NativizedAssets.gen.9_of_11.cpp ParallelExecutor.ExecuteActions: [13/28] Module.NativizedAssets.gen.1_of_11.cpp ParallelExecutor.ExecuteActions: [14/28] Module.NativizedAssets.gen.10_of_11.cpp ParallelExecutor.ExecuteActions: [15/28] Module.NativizedAssets.gen.11_of_11.cpp ParallelExecutor.ExecuteActions: [16/28] Module.NativizedAssets.10_of_11.cpp ParallelExecutor.ExecuteActions: Z:/Zelijah Media Files/In My Head (feat. Hijo)/UE Assets/[Project]/InMyHead/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/W_PlayerHUD__pf655287937.cpp(571): error C2065: 'UW_Minimap_C__pf655287937': undeclared identifier ParallelExecutor.ExecuteActions: Z:/Zelijah Media Files/In My Head (feat. Hijo)/UE Assets/[Project]/InMyHead/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/W_PlayerHUD__pf655287937.cpp(571): error C2672: 'NewObject': no matching overloaded function found ParallelExecutor.ExecuteActions: Z:/Zelijah Media Files/In My Head (feat. Hijo)/UE Assets/[Project]/InMyHead/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/W_PlayerHUD__pf655287937.cpp(571): error C2974: 'NewObject': invalid template argument for 'T', type expected ParallelExecutor.ExecuteActions: Z:\[GAMES]\Epic Games\UE_4.25\Engine\Source\Runtime\CoreUObject\Public\UObject/UObjectGlobals.h(1225): note: see declaration of 'NewObject' ParallelExecutor.ExecuteActions: Z:/Zelijah Media Files/In My Head (feat. Hijo)/UE Assets/[Project]/InMyHead/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/W_PlayerHUD__pf655287937.cpp(572): error C3536: '__Local__8': cannot be used before it is initialized ParallelExecutor.ExecuteActions: Z:/Zelijah Media Files/In My Head (feat. Hijo)/UE Assets/[Project]/InMyHead/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/W_PlayerHUD__pf655287937.cpp(572): error C2440: '': cannot convert from 'int' to 'FUnconvertedWrapper__UW_Minimap_C__pf655287937' ParallelExecutor.ExecuteActions: Z:/Zelijah Media Files/In My Head (feat. Hijo)/UE Assets/[Project]/InMyHead/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/W_PlayerHUD__pf655287937.cpp(572): note: No constructor could take the source type, or constructor overload resolution was ambiguous ParallelExecutor.ExecuteActions: Z:/Zelijah Media Files/In My Head (feat. Hijo)/UE Assets/[Project]/InMyHead/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/W_PlayerHUD__pf655287937.cpp(575): error C2440: '=': cannot convert from 'int' to 'UWidget *' ParallelExecutor.ExecuteActions: Z:/Zelijah Media Files/In My Head (feat. Hijo)/UE Assets/[Project]/InMyHead/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/W_PlayerHUD__pf655287937.cpp(575): note: Conversion from integral type to pointer type requires reinterpret_cast, C-style cast or function-style cast ParallelExecutor.ExecuteActions: [17/28] Module.NativizedAssets.5_of_11.cpp ParallelExecutor.ExecuteActions: [18/28] Module.NativizedAssets.2_of_11.cpp ParallelExecutor.ExecuteActions: [19/28] Module.NativizedAssets.8_of_11.cpp ParallelExecutor.ExecuteActions: [20/28] Module.NativizedAssets.7_of_11.cpp ParallelExecutor.ExecuteActions: [21/28] Module.NativizedAssets.6_of_11.cpp ParallelExecutor.ExecuteActions: [22/28] Module.NativizedAssets.3_of_11.cpp ParallelExecutor.ExecuteActions: [23/28] Module.NativizedAssets.11_of_11.cpp ParallelExecutor.ExecuteActions: [24/28] Module.NativizedAssets.1_of_11.cpp ParallelExecutor.ExecuteActions: [25/28] Module.NativizedAssets.4_of_11.cpp ParallelExecutor.ExecuteActions: [26/28] Module.NativizedAssets.9_of_11.cpp UnrealBuildTool.Main: CompilationResultException: Error: OtherCompilationError UnrealBuildTool.Main: at UnrealBuildTool.ActionGraph.ExecuteActions(BuildConfiguration BuildConfiguration, List`1 ActionsToExecute) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\ActionGraph.cs:line 242 UnrealBuildTool.Main: at UnrealBuildTool.BuildMode.Build(List`1 TargetDescriptors, BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, BuildOptions Options, FileReference WriteOutdatedActionsFile) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 372 UnrealBuildTool.Main: at UnrealBuildTool.BuildMode.Execute(CommandLineArguments Arguments) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 219 UnrealBuildTool.Main: at UnrealBuildTool.UnrealBuildTool.Main(String[] ArgumentsArray) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 550 Timeline.Print: Timeline: Timeline.Print: Timeline.Print: [ 0.000] Timeline.Print: [ 0.000](+0.053) Timeline.Print: [ 0.053](+0.002) FileMetadataPrefetch.QueueEngineDirectory() Timeline.Print: [ 0.055](+0.229) XmlConfig.ReadConfigFiles() Timeline.Print: [ 0.285](+0.000) SingleInstanceMutex.Acquire() Timeline.Print: [ 0.285](+0.125) UEBuildPlatform.RegisterPlatforms() Timeline.Print: 0.286 [ 0.000](+0.090) Initializing InstalledPlatformInfo Timeline.Print: 0.377 [ 0.091](+0.000) Querying types Timeline.Print: 0.378 [ 0.093](+0.001) MacPlatformFactory Timeline.Print: 0.380 [ 0.094](+0.000) TVOSPlatformFactory Timeline.Print: 0.380 [ 0.095](+0.022) AndroidPlatformFactory Timeline.Print: 0.403 [ 0.117](+0.000) HoloLensPlatformFactory Timeline.Print: 0.403 [ 0.117](+0.002) IOSPlatformFactory Timeline.Print: 0.405 [ 0.120](+0.004) LinuxPlatformFactory Timeline.Print: 0.410 [ 0.124](+0.000) LuminPlatformFactory Timeline.Print: 0.410 [ 0.124](+0.000) WindowsPlatformFactory Timeline.Print: [ 0.418](+0.015) TargetDescriptor.ParseCommandLine() Timeline.Print: [ 0.448](+4.949) UEBuildTarget.Create() Timeline.Print: 0.453 [ 0.004](+3.175) RulesCompiler.CreateTargetRulesAssembly() Timeline.Print: 0.453 0.004 [ 0.000](+2.372) Timeline.Print: 2.825 2.377 [ 2.372](+0.032) Finding engine modules Timeline.Print: 2.858 2.409 [ 2.405](+0.005) Finding plugin modules Timeline.Print: 2.863 2.415 [ 2.410](+0.115) Timeline.Print: 2.978 2.530 [ 2.525](+0.004) Finding program modules Timeline.Print: 2.983 2.534 [ 2.530](+0.002) Finding program targets Timeline.Print: 2.985 2.536 [ 2.532](+0.040) Timeline.Print: 3.026 2.577 [ 2.572](+0.597) Compiling rules assembly (InMyHeadModuleRules.dll) Timeline.Print: 3.628 [ 3.180](+0.360) RulesAssembly.CreateTargetRules() Timeline.Print: 3.989 [ 3.540](+0.079) Timeline.Print: 4.068 [ 3.620](+0.227) Compiling rules assembly (NativizedAssetsModuleRules.dll) Timeline.Print: 4.296 [ 3.848](+0.015) UEBuildTarget constructor Timeline.Print: 4.312 [ 3.864](+1.085) UEBuildTarget.PreBuildSetup() Timeline.Print: [ 5.401](+32.503) UEBuildTarget.Build() Timeline.Print: 5.401 [ 0.000](+0.109) Timeline.Print: 5.511 [ 0.109](+22.197) ExternalExecution.SetupUObjectModules() Timeline.Print: 27.708 [22.307](+0.195) Timeline.Print: 27.903 [22.502](+7.442) Executing UnrealHeaderTool Timeline.Print: 35.347 [29.946](+0.002) ExternalExecution.ResetCachedHeaderInfo() Timeline.Print: 35.349 [29.948](+0.002) ExternalExecution.UpdateDirectoryTimestamps() Timeline.Print: 35.352 [29.950](+0.035) Timeline.Print: 35.387 [29.986](+2.375) UEBuildBinary.Build() Timeline.Print: 37.762 [32.361](+0.141) Timeline.Print: [37.905](+0.002) ActionGraph.CheckPathLengths Timeline.Print: [37.908](+0.020) Timeline.Print: [37.928](+0.001) Reading dependency cache Timeline.Print: [37.930](+0.001) Reading action history Timeline.Print: [37.932](+0.022) ActionGraph.GetActionsToExecute() Timeline.Print: 37.934 [ 0.001](+0.001) Prefetching include dependencies Timeline.Print: 37.936 [ 0.003](+0.017) Cache outdated actions Timeline.Print: [37.955](+0.049) Timeline.Print: [38.004](+145.515) ActionGraph.ExecuteActions() Timeline.Print: [183.519](+0.203) Timeline.Print: [183.722](+0.000) FileMetadataPrefetch.Stop() Timeline.Print: [183.725]

I also tried doing it with a blank project in Unreal and it gives me this message:

Missing UE4Game binary.
You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:
UE4Game

I decided to post it here since nobody seems to figure out what and where my problem is coming from either from Visual Studio or Unreal itself.... please help me... :(
submitted by jedlsf to gamedev [link] [comments]

My game just randomly closes while playing, please Help!

Hey guys and girls, my game just randomly closes mid match. I dont get any error message or anything i just have to restart the game. It is rly frustrating ans im loosing games because i am missing for 3 rounds every game on average. Also my teammates are frustrated.

Here i got the crash log which i do not understand at all:
Log file open, 07/07/20 12:57:30
LogPakFile: Display: Found Pak file ../../../Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak attempting to mount.
LogPakFile: Display: Mounting pak file ../../../Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak.
LogPlatformFile: Not using cached read wrapper
LogTaskGraph: Started task graph with 4 named threads and 13 total threads with 1 sets of task threads.
LogICUInternationalization: ICU TimeZone Detection - Raw Offset: +1:00, Platform Override: ''
LogConfig: Reading last known user: ''
LogInit: Build: 10
LogInit: Engine Version: 4.23.1-449081+++Ares-Core+release-01.02
LogInit: Compatible Engine Version: 4.23.1-449081+++Ares-Core+release-01.02
LogInit: Net CL: 449081
LogInit: OS: Windows 10 (Release 1903) (), CPU: AMD Ryzen 5 2600 Six-Core Processor , GPU: NVIDIA GeForce GTX 1060 6GB
LogInit: Compiled (64-bit): Jun 30 2020 18:07:14
LogInit: Compiled with Visual C++: 19.22.27905.00
LogInit: Build Configuration: Shipping
LogInit: Branch Name: ++Ares-Core+release-01.02
LogInit: Command Line: "../../../Engine/Binaries/Win64/CrashReportClient.exe" "C:/Users/sebas/AppData/Local/VALORANT/Saved/Crashes/UE4CC-Windows-06E7330A4DDABBC4D6227D8912486BB2_0000" -Unattended -AppName=VALORANT -CrashGUID=UE4CC-Windows-06E7330A4DDABBC4D6227D8912486BB2_0000 -DebugSymbols=..\..\..\Engine\Intermediate\Symbols -SentryProjectKey=ares-gameclient
LogInit: Base Directory: C:/Riot Games/VALORANT/live/Engine/Binaries/Win64/
LogInit: Installed Engine Build: 1
LogInit: Presizing for max 100000 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool.
LogInit: Object subsystem initialized
LogConfig: Applying CVar settings from Section [ConsoleVariables] File [../../../Engine/Programs/CrashReportClient/Saved/Config/Windows/Engine.ini]
[2020.07.07-10.57.40:187][ 0]LogInit: Computer: DESKTOP-N4FH1A6
[2020.07.07-10.57.40:192][ 0]LogInit: User: sebas
[2020.07.07-10.57.40:192][ 0]LogInit: CPU Page size=4096, Cores=6
[2020.07.07-10.57.40:192][ 0]LogInit: High frequency timer resolution =10.000000 MHz
[2020.07.07-10.57.40:192][ 0]LogMemory: Memory total: Physical=16.0GB (16GB approx)
[2020.07.07-10.57.40:192][ 0]LogMemory: Platform Memory Stats for Windows
[2020.07.07-10.57.40:192][ 0]LogMemory: Process Physical Memory: 87.05 MB used, 87.05 MB peak
[2020.07.07-10.57.40:192][ 0]LogMemory: Process Virtual Memory: 116.46 MB used, 116.46 MB peak
[2020.07.07-10.57.40:192][ 0]LogMemory: Physical Memory: 3961.80 MB used, 12372.13 MB free, 16333.92 MB total
[2020.07.07-10.57.40:192][ 0]LogMemory: Virtual Memory: 4398.52 MB used, 134213328.00 MB free, 134217728.00 MB total
[2020.07.07-10.57.40:198][ 0]LogAssetRegistry: FAssetRegistry took 0.0000 seconds to start up
[2020.07.07-10.57.40:198][ 0]LogUObjectArray: 1103 objects as part of root set at end of initial load.
[2020.07.07-10.57.40:198][ 0]LogUObjectAllocator: 164544 out of 0 bytes used by permanent object pool.
[2020.07.07-10.57.40:198][ 0]LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool
[2020.07.07-10.57.40:198][ 0]LogInit: Using OS detected language (de-DE).
[2020.07.07-10.57.40:198][ 0]LogInit: Using OS detected locale (de-DE).
[2020.07.07-10.57.40:198][ 0]LogPaths: Warning: No paths for game localization data were specifed in the game configuration.
[2020.07.07-10.57.40:198][ 0]LogTextLocalizationManager: No localization for 'de-DE' exists, so 'en' will be used for the language.
[2020.07.07-10.57.40:198][ 0]LogInit: Warning: No paths for engine localization data were specifed in the engine configuration.
[2020.07.07-10.57.40:198][ 0]LogInit: Using OS detected language (de-DE).
[2020.07.07-10.57.40:198][ 0]LogInit: Using OS detected locale (de-DE).
[2020.07.07-10.57.40:198][ 0]LogTextLocalizationManager: No localization for 'de-DE' exists, so 'en' will be used for the language.
[2020.07.07-10.57.40:198][ 0]LogTextLocalizationManager: Compacting localization data took 0.00ms
[2020.07.07-10.57.40:198][ 0]LogPackageLocalizationCache: Processed 2 localized package path(s) for 1 prioritized culture(s) in 0.000089 seconds
[2020.07.07-10.57.40:198][ 0]CrashReportCoreLog: CrashReportClientVersion=1.0
[2020.07.07-10.57.40:198][ 0]CrashReportCoreLog: CrashReportReceiver disabled
[2020.07.07-10.57.40:198][ 0]CrashReportCoreLog: DataRouter disabled
[2020.07.07-10.57.40:199][ 0]LogCrashDebugHelper: DepotName: //Ares-Core/release-01.02
[2020.07.07-10.57.40:199][ 0]LogCrashDebugHelper: BuiltFromCL: 449081
[2020.07.07-10.57.40:199][ 0]LogCrashDebugHelper: EngineVersion: 4.23.1-449081+++Ares-Core+release-01.02
[2020.07.07-10.57.40:199][ 0]LogCrashDebugHelper: BuildVersion: 10
[2020.07.07-10.57.40:199][ 0]LogCrashDebugHelper: Warning: CrashDebugHelperConfig invalid
[2020.07.07-10.57.40:199][ 0]LogCrashDebugHelper: Warning: PDB Cache disabled
[2020.07.07-10.57.40:221][ 0]CrashReportCoreLog: Initial state = Unknown UploadState value
[2020.07.07-10.57.40:221][ 0]CrashReportCoreLog: Initial state = Unknown UploadState value
[2020.07.07-10.57.40:232][ 0]LogCrashDebugHelper: Successfully opened minidump: C:/Users/sebas/AppData/Local/VALORANT/Saved/Crashes/UE4CC-Windows-06E7330A4DDABBC4D6227D8912486BB2_0000/UE4Minidump.dmp
[2020.07.07-10.57.40:232][ 0]LogCrashDebugHelper: Modules loaded: 163, unloaded: 0
[2020.07.07-10.57.40:237][ 0]LogCrashDebugHelper: Symbol paths
[2020.07.07-10.57.40:237][ 0]LogCrashDebugHelper: SRV*..\..\..\Engine\Intermediate\Symbols
[2020.07.07-10.57.40:237][ 0]LogCrashDebugHelper: C:\Riot Games\VALORANT\live\Engine\Binaries\ThirdParty\DbgHelp
[2020.07.07-10.57.40:237][ 0]LogCrashDebugHelper: C:\Riot Games\VALORANT\live\ShooterGame\Binaries\Win64
[2020.07.07-10.57.40:237][ 0]LogCrashDebugHelper: C:\Riot Games\VALORANT\live\Engine\Binaries\ThirdParty\CEF3\Win64
[2020.07.07-10.57.40:237][ 0]LogCrashDebugHelper: C:\Riot Games\VALORANT\live\Engine\Binaries\ThirdParty\Vorbis\Win64\VS2015
[2020.07.07-10.57.40:237][ 0]LogCrashDebugHelper: C:\Riot Games\VALORANT\live\Engine\Binaries\ThirdParty\PhysX3\Win64\VS2015
[2020.07.07-10.57.40:237][ 0]LogCrashDebugHelper: C:\Riot Games\VALORANT\live\Engine\Binaries\ThirdParty\Ogg\Win64\VS2015
[2020.07.07-10.57.40:237][ 0]LogCrashDebugHelper: C:\Riot Games\VALORANT\live\Engine\Binaries\ThirdParty\NVIDIA\NVaftermath\Win64
[2020.07.07-10.57.40:237][ 0]LogCrashDebugHelper: Image paths
[2020.07.07-10.57.40:237][ 0]LogCrashDebugHelper: SRV*..\..\..\Engine\Intermediate\Symbols
[2020.07.07-10.57.40:237][ 0]LogCrashDebugHelper: C:\Riot Games\VALORANT\live\Engine\Binaries\ThirdParty\DbgHelp
[2020.07.07-10.57.40:237][ 0]LogCrashDebugHelper: C:\Riot Games\VALORANT\live\ShooterGame\Binaries\Win64
[2020.07.07-10.57.40:237][ 0]LogCrashDebugHelper: C:\Riot Games\VALORANT\live\Engine\Binaries\ThirdParty\CEF3\Win64
[2020.07.07-10.57.40:237][ 0]LogCrashDebugHelper: C:\Riot Games\VALORANT\live\Engine\Binaries\ThirdParty\Vorbis\Win64\VS2015
[2020.07.07-10.57.40:237][ 0]LogCrashDebugHelper: C:\Riot Games\VALORANT\live\Engine\Binaries\ThirdParty\PhysX3\Win64\VS2015
[2020.07.07-10.57.40:237][ 0]LogCrashDebugHelper: C:\Riot Games\VALORANT\live\Engine\Binaries\ThirdParty\Ogg\Win64\VS2015
[2020.07.07-10.57.40:237][ 0]LogCrashDebugHelper: C:\Riot Games\VALORANT\live\Engine\Binaries\ThirdParty\NVIDIA\NVaftermath\Win64
[2020.07.07-10.57.40:291][ 0]LogCrashDebugHelper: Context size matches x64 sizeof( CONTEXT )
[2020.07.07-10.57.40:291][ 0]LogCrashDebugHelper: Running GetContextStackTrace()
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: GetContextStackTrace() got 64 frames
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 0: KERNELBASE
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 1: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 2: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 3: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 4: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 5: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 6: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 7: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 8: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 9: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 10: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 11: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 12: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 13: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 14: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 15: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 16: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 17: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 18: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 19: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 20: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 21: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 22: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 23: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 24: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 25: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 26: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 27: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 28: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 29: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:327][ 0]LogCrashDebugHelper: 30: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 31: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 32: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 33: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 34: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 35: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 36: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 37: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 38: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 39: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 40: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 41: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 42: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 43: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 44: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 45: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 46: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 47: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 48: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 49: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 50: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 51: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 52: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 53: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 54: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 55: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 56: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 57: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 58: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 59: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 60: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 61: VALORANT_Win64_Shipping
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 62: kernel32
[2020.07.07-10.57.40:328][ 0]LogCrashDebugHelper: 63: ntdll
[2020.07.07-10.57.41:341][ 0]CrashReportCoreLog: Writing Sentry event data: {"release":"01.02","tags":[["game_version","01.02.00.0449081"],["branch","++Ares-Core+release-01.02"],["changelist","449081"],["machine_id","38f65769-a350-4041-be19-1a4f2d82e106"],["configuration","Shipping"],["engine_mode","Game"],["game_state_name","BombGameState_C"],["engine_version","4.23.1-449081+++Ares-Core+release-01.02"],["platform_name","WindowsClient"],["rhi_name","D3D11"],["rhi_adapter_name","NVIDIA GeForce GTX 1060 6GB"],["rhi_adapter_user_driver","446.14"],["rhi_adapter_internal_driver","26.21.14.4614"],["rhi_adapter_driver_date","5-15-2020"],["rhi_feature_level","SM5"],["map_name","Ascent"],["player_name","censored"],["local_player_character_name","Thorne"]]}
[2020.07.07-10.57.41:342][ 0]CrashReportCoreLog: Got 4 pending files to upload from 'UE4CC-Windows-06E7330A4DDABBC4D6227D8912486BB2_0000'
[2020.07.07-10.57.41:342][ 0]CrashReportCoreLog: State change from Ready to SendingFiles
[2020.07.07-10.57.41:342][ 0]CrashReportCoreLog: CompressAndSendData have 4 pending files
[2020.07.07-10.57.41:342][ 0]CrashReportCoreLog: CompressAndSendData compressing 144075 bytes ('C:/Users/sebas/AppData/Local/VALORANT/Saved/Crashes/UE4CC-Windows-06E7330A4DDABBC4D6227D8912486BB2_0000/CrashContext.runtime-xml')
[2020.07.07-10.57.41:345][ 0]CrashReportCoreLog: CompressAndSendData compressing 8475484 bytes ('C:/Users/sebas/AppData/Local/VALORANT/Saved/Crashes/UE4CC-Windows-06E7330A4DDABBC4D6227D8912486BB2_0000/ShooterGame.log')
[2020.07.07-10.57.41:349][ 0]CrashReportCoreLog: CompressAndSendData compressing 1460496 bytes ('C:/Users/sebas/AppData/Local/VALORANT/Saved/Crashes/UE4CC-Windows-06E7330A4DDABBC4D6227D8912486BB2_0000/UE4Minidump.dmp')
[2020.07.07-10.57.41:350][ 0]CrashReportCoreLog: CompressAndSendData compressing 588 bytes ('C:/Users/sebas/AppData/Local/VALORANT/Saved/Crashes/UE4CC-Windows-06E7330A4DDABBC4D6227D8912486BB2_0000/__sentry-event')
[2020.07.07-10.57.41:492][ 0]LogInit: Using libcurl 7.55.1-DEV
[2020.07.07-10.57.41:492][ 0]LogInit: - built for x86_64-pc-win32
[2020.07.07-10.57.41:492][ 0]LogInit: - supports SSL with OpenSSL/1.0.2h
[2020.07.07-10.57.41:492][ 0]LogInit: - supports HTTP deflate (compression) using libz 1.2.8
[2020.07.07-10.57.41:492][ 0]LogInit: - other features:
[2020.07.07-10.57.41:492][ 0]LogInit: CURL_VERSION_SSL
[2020.07.07-10.57.41:492][ 0]LogInit: CURL_VERSION_LIBZ
[2020.07.07-10.57.41:492][ 0]LogInit: CURL_VERSION_IPV6
[2020.07.07-10.57.41:492][ 0]LogInit: CURL_VERSION_ASYNCHDNS
[2020.07.07-10.57.41:492][ 0]LogInit: CURL_VERSION_LARGEFILE
[2020.07.07-10.57.41:492][ 0]LogInit: CURL_VERSION_IDN
[2020.07.07-10.57.41:492][ 0]LogInit: CurlRequestOptions (configurable via config and command line):
[2020.07.07-10.57.41:493][ 0]LogInit: - bVerifyPeer = false - Libcurl will NOT verify peer certificate
[2020.07.07-10.57.41:493][ 0]LogInit: - bUseHttpProxy = false - Libcurl will NOT use HTTP proxy
[2020.07.07-10.57.41:493][ 0]LogInit: - bDontReuseConnections = false - Libcurl will reuse connections
[2020.07.07-10.57.41:493][ 0]LogInit: - MaxHostConnections = 16 - Libcurl will limit the number of connections to a host
[2020.07.07-10.57.41:493][ 0]LogInit: - LocalHostAddr = Default
[2020.07.07-10.57.41:493][ 0]LogInit: - BufferSize = 65536
[2020.07.07-10.57.41:493][ 0]CrashReportCoreLog: Sending HTTP request: https://sentry.io/api/1449204/unreal/c4ab21b0d58e48df9144879cbadfda64/?AppID=CrashReporter&AppVersion=4.23.1-449081%2B%2B%2BAres-Core%2Brelease-01.02&AppEnvironment=Release&UploadType=crashreports&UserID=a7e3c32c0caf58cebf5c6368310c5563%7C%7C38f65769-a350-4041-be19-1a4f2d82e106
[2020.07.07-10.57.43:057][ 0]CrashReportCoreLog: OnProcessRequestComplete(), State=SendingFiles bSucceeded=1
[2020.07.07-10.57.43:067][ 0]CrashReportCoreLog: Sentry event URL: http://sentry.io/organizations/riotgames/issues/?project=1449204&query=47dfd835-592b-4804-941d-a8b9f5671643
[2020.07.07-10.57.43:067][ 0]CrashReportCoreLog: State change from SendingFiles to SendingFiles
[2020.07.07-10.57.43:067][ 0]CrashReportCoreLog: All uploads done
[2020.07.07-10.57.43:067][ 0]CrashReportCoreLog: State change from SendingFiles to Finished
[2020.07.07-10.57.43:389][ 0]LogWindows: FPlatformMisc::RequestExit(0)
[2020.07.07-10.57.43:422][ 0]CrashReportCoreLog: Final state (Receiver) = Finished
[2020.07.07-10.57.43:422][ 0]CrashReportCoreLog: Final state (Receiver) = Unknown UploadState value
[2020.07.07-10.57.43:422][ 0]LogExit: Preparing to exit.
[2020.07.07-10.57.43:423][ 0]LogExit: Object subsystem successfully closed.
[2020.07.07-10.57.43:424][ 0]LogModuleManager: Shutting down and abandoning module HTTP (14)
[2020.07.07-10.57.43:444][ 0]LogModuleManager: Shutting down and abandoning module SSL (13)
[2020.07.07-10.57.43:445][ 0]LogModuleManager: Shutting down and abandoning module CrashDebugHelper (10)
[2020.07.07-10.57.43:445][ 0]LogModuleManager: Shutting down and abandoning module CoreUObject (8)
[2020.07.07-10.57.43:445][ 0]LogModuleManager: Shutting down and abandoning module SandboxFile (6)
[2020.07.07-10.57.43:445][ 0]LogModuleManager: Shutting down and abandoning module PakFile (4)
[2020.07.07-10.57.43:445][ 0]LogModuleManager: Shutting down and abandoning module RSA (3)
[2020.07.07-10.57.43:447][ 0]LogExit: Exiting.
[2020.07.07-10.57.43:454][ 0]Log file closed, 07/07/20 12:57:43


If someone has a fix for me, please help :)
submitted by RadioVaginaFallout to VALORANT [link] [comments]

Groestlcoin June 2020 Release Notes!

Groestlcoin June 2020 Release

As 2020 continues to unravel with people worried about their health, livelihoods, jobs and general way of life, one thing at least can remain constant - Groestlcoin's release schedule. We at the core Groestlcoin team really hope everyone is doing well and coping with what 2020 is throwing at us all. For anything to change in this world, major and seemingly dramatic change and chaos unfortunately needs to first ensue but rest assured everyone will come out of 2020 much stronger people! The Groestlcoin team have been working on a vast amount of new technology during these uncertain periods which we would like to share with you today.
Groestlcoin Core 19.1
The full list of changes in Groestlcoin Core 19.1 are too long to list here so we won't bore those who do not want to see every slight change here. For that, please go to https://github.com/Groestlcoin/groestlcoin/blob/2.19.1/doc/release-notes/release-notes-2.19.1.md. Instead we will list a general list of changes here. We recommend upgrading to this version if you are running a full node yourself.

How to Upgrade?

Windows

If you are running an older version, shut it down. Wait until it has completely shut down (which might take a few minutes for older versions), then run the installer.

OSX

If you are running an older version, shut it down. Wait until it has completely shut down (which might take a few minutes for older versions), run the dmg and drag Groestlcoin Core to Applications. Users running macOS Catalina need to "right-click" and then choose "Open" to open the Groestlcoin Core .dmg.

Downloads

Download the Windows Installer (64 bit) here: https://github.com/Groestlcoin/groestlcoin/releases/download/v2.19.1/groestlcoin-2.19.1-win64-setup-unsigned.exe
Download the Windows binaries (64 bit) here: https://github.com/Groestlcoin/groestlcoin/releases/download/v2.19.1/groestlcoin-2.19.1-win64.zip
Download the OSX Installer here: https://github.com/Groestlcoin/groestlcoin/releases/download/v2.19.1/groestlcoin-2.19.1-osx-unsigned.dmg
Download the OSX binaries here: https://github.com/Groestlcoin/groestlcoin/releases/download/v2.19.1/groestlcoin-2.19.1-osx64.tar.gz
Download the Linux binaries (64 bit) here: https://github.com/Groestlcoin/groestlcoin/releases/download/v2.19.1/groestlcoin-2.19.1-x86\_64-linux-gnu.tar.gz
Download the Linux binaries (32 bit) here: https://github.com/Groestlcoin/groestlcoin/releases/download/v2.19.1/groestlcoin-2.19.1-i686-pc-linux-gnu.tar.gz
Download the ARM Linux binaries (64 bit) here: https://github.com/Groestlcoin/groestlcoin/releases/download/v2.19.1/groestlcoin-2.19.1-aarch64-linux-gnu.tar.gz
Download the ARM Linux binaries (32 bit) here: https://github.com/Groestlcoin/groestlcoin/releases/download/v2.19.1/groestlcoin-2.19.1-arm-linux-gnueabihf.tar.gz
Linux Snapcraft: https://snapcraft.io/groestlcoin-core
Linux Flathub: https://flathub.org/apps/details/org.groestlcoin.groestlcoin-qt

Source code:

https://github.com/Groestlcoin/groestlcoin
Zeus GRS iOS Wallet Release
Zeus GRS: A mobile Groestlcoin app for Lightning Network Daemon (LND) node operators.
To use Zeus, you must have a running Lightning Network Daemon (LND). You must provide Zeus GRS with your node's hostname, port number, and the LND macaroon you choose to use (hex format).
If you're running a Unix-based operating system (eg. macOS, Linux) you can run xxd -ps -u -c 1000 /path/to/admin.macaroon to generate your macaroon in hex format.

Features:

• Scan LNDconnect functionality
• Dark and light theme
• Option to lock app with a pin
• Open Source
• Connect to your node - Zeus GRS let's users connect to their existing Lightning node, allowing them to send, receive and manage their channels.
• Multiple Wallets - Zeus GRS allows users to create and control as many wallets as they'd like.

Download Link

https://apps.apple.com/us/app/zeus-grs/id1501565324

Source code

https://github.com/Groestlcoin/zeus
HODL GRS iOS Wallet Release
HODL GRS connects directly to the Groestlcoin network using SPV mode, and doesn't rely on servers that can be hacked or disabled.
HODL GRS utilises AES hardware encryption, app sandboxing, and the latest security features to protect users from malware, browser security holes, and even physical theft. Private keys are stored only in the secure enclave of the user's phone, inaccessible to anyone other than the user.
Simplicity and ease-of-use is HODL GRS's core design principle. A simple recovery phrase (which we call a Backup Recovery Key) is all that is needed to restore the user's wallet if they ever lose or replace their device. HODL GRS is deterministic, which means the user's balance and transaction history can be recovered just from the backup recovery key.

Features

• Simplified payment verification for fast mobile performance
• No server to get hacked or go down
• Single backup phrase that works forever
• Private keys never leave your device
• Import password protected paper wallets
• Payment protocol payee identity certification
• Apple Watch support
This application is licensed under MIT. There is no warranty and no party shall be made liable to you for damages. If you lose coins due to this app, no compensation will be given. Use this app solely at your own risk.

Download from the Apple App Store

https://apps.apple.com/us/app/hodl-grs/id1502310881

Source code

https://github.com/Groestlcoin/hodl-wallet-ios
GRS BlueWallet for iOS and Android Released
GRS Bluewallet is a thin client for Groestlcoin built with React Native and Electrum-GRS.

Features

• Multi-currency, Supporting more than 20 FIAT currencies.
• SegWit - SegWit enabled by default
• Full encryption - On top of the phone multi-layer encryption, GRS Bluewallet can encrypt everything with an added password. Biometric security (touch ID, Face ID) is not safe, so you will have an additional password to encrypt your wallet instead.
• Plausible deniability - A custom made feature thinking about your personal security. GRS Bluewallet allows you to define a different password which will decrypt a fake wallet set up. For any situation you are forced to disclose your access or when you don't want or you can't show your real wallet.
• Open Source under the MIT License.
• Watch-only wallets - Watch-only wallets allows you to keep an eye on your cold storage without touching your private key. Easily import your address or xpub and watch it from your app without ever touching it.
• Lightning Wallets - Wallets with support for the Lightning Network Protocol. Unfairly cheap and fast transactions. You can send, receive and refill your wallets.
• Bump and Cancel transactions - Ability to bump and cancel sent transactions with "Replace-by-fee" (RBF) and ability to Bump received transactions with "Child-pays-for-parent" (CPFP) on Native Segwit wallets (bech32/BIP84).
• Plug-in your Groestlcoin Full node new - Ability to plug-in your own Groestlcoin Full node through Electrum Personal Server (EPS), ElectrumX or Electrs. Don't trust, verify for a maximum sovereignty.
This application is under MIT license. There is no warranty and no party shall be made liable to you for damages. If you lose coins due to this app, no compensation will be given. Use this app solely at your own risk.

Download from the Apple App Store

https://apps.apple.com/us/app/grs-bluewallet/id1518766083

Download from the Google Play Store

https://play.google.com/store/apps/details?id=org.groestlcoin.bluewallet

Source code

https://github.com/Groestlcoin/bluewallet
GRS Lightning Wallet Released
GRS Lightning: An easy-to-use cross-platform Groestlcoin Lightning wallet
GRS lightning leverages Neutrino to give users a lightweight option to control their own funds, as opposed to running a full node or trusting a third party to play custodian.
Features
• A User Experience for Everyone
• Fully Non-Custodial with LND
• Powered by Neutrino and Autopilot
• Open Source

Nota bene

This is still early technology and there's a risk of losing all of your funds. We recommend not putting in more money than you are willing to lose.
Using the same mnemonic seed between installations or device is not recommended.
Keep the app open till its fully synced, this will take a WHILE.

Download the OSX Wallet

https://github.com/Groestlcoin/lightning-app/releases/download/v0.5.9-alpha-grs/lightning-app-grs-darwin-x64v0.5.9-alpha-grs.dmg

Download the Linux Installer

https://github.com/Groestlcoin/lightning-app/releases/download/v0.5.9-alpha-grs/lightning-app-grs-linux-x86\_64v0.5.9-alpha-grs.AppImage

Download the Windows Installer

https://github.com/Groestlcoin/lightning-app/releases/download/v0.5.9-alpha-grs/lighting-app-grs-win32v0.5.9-alpha-grs.exe

Download from the Google Play Store (Android)

https://play.google.com/store/apps/details?id=org.groestlcoin.LightningApp

Source code

https://github.com/Groestlcoin/lightning-app
GRS LND for Wordpress
GRS LND for GRS is a WordPress plugin for managing & using your GRS LND node directly from your WordPress administration panel.

Features

• Provides a fully functional wallet interface, allowing you to send and receive funds across the Lightning Network with ease.
• The user interface is responsive and will adapt to fit any web enabled desktop, tablet or mobile device.
• You can search the Lightning Network graph, manage peer connections and open & close channels with ease.
• The plugin has QR support, enabling basic encoding & decoding of QR codes.
• GRS LND For WP also adds a number of WordPress 'short codes', allowing you to embed LND functionality directly in your website pages and posts.

Installation

GRS LND For WP can be installed directly from WordPress. Simply navigate to the 'Plugins -> Add New' page and search for 'GRS LND For WP'. You can also view GRS LND For WP on the WordPress.org Plugin Directory
To install the plugin manually using source code from this repository:
Download the latest plugin release from this repository.
Browse to the 'Plugins -> Add New' page of your WordPress admin panel.
Click the 'Upload Plugin' button, select 'Browse' and choose the release .zip that you downloaded in step 1.
Press 'Install Now'.
On the next screen, press the 'Activate' button to turn on the plugin.
You're done. You should now see the 'GRS LND For WP' link on your WP admin navigation menu.

Source code

https://github.com/Groestlcoin/grs-lnd-for-wp
GRS Unstoppable Wallet - Android MainNet and TestNet
Unstoppable GRS is open source non-custodial fully decentralised wallet.
The engineering process behind this wallet is radically driven by libertarian principles. Exclusive control over what is yours.

Features

• Control your crypto - Unstoppable GRS is a non-custodial wallet. The private keys never leave your phone.
• Keep your crypto safe - When you enable the lock code on your phone's operating system, no one will be able to access your wallet funds even if your phone is stolen or lost. In case of a device loss, Unstoppable GRS makes it easy to restore your wallet on another device.
• Be independently unstoppable - Unstoppable GRS was engineered to remain online and fully-functional indefinitely. Transfer Groestlcoins regardless of local government regulations. No entity can stop you from sending or receiving crypto or force Unstoppable GRS to stop working. Finally, you have a secure crypto wallet to spend Groestlcoin, and send & receive crypto.
• Stay private - With Unstoppable GRS you are connecting directly to decentralised blockchains without any restrictions or intermediaries. Only you can see your assets. There are no accounts, emails, phone numbers, identity checks, or third-party servers storing any private data.
This application is under MIT license. There is no warranty and no party shall be made liable to you for damages. If you lose coins due to this app, no compensation will be given. Use this app solely at your own risk.

Download from the Google Play Store

https://play.google.com/store/apps/details?id=org.groestlcoin.unstoppable

Download TestNet version from the Google Play Store

https://play.google.com/store/apps/details?id=org.groestlcoin.unstoppable.testnet

Source code

https://github.com/Groestlcoin/unstoppable-wallet-android
Groestlcoin Esplora Block Explorer Released (Mainnet and Testnet!)
Groestlcoin Esplora is an open-source Groestlcoin blockchain explorer. This JSON over RESTful API provides you with a convenient, powerful and simple way to read data from the Groestlcoin network and build your own services with it.

Features

• Explore blocks, transactions and addresses
• Support for Segwit and Bech32 addresses
• Shows previous output and spending transaction details
• Quick-search for txid, address, block hash or height by navigating to /<query>
• Advanced view with script hex/assembly, witness data, outpoints and more
• Mobile-ready responsive design
• Translated to 17 languages
• Light and dark themes
• Noscript support
• Transaction broadcast support
• QR scanner
• API support
Groestlcoin Esplora is licensed under MIT. There is no warranty and no party shall be made liable to you for damages. If you lose coins due to Esplora, no compensation will be given. Use Groestlcoin Esplora solely at your own risk.

Groestlcoin Esplora is available via https://esplora.groestlcoin.org/

Esplora Testnet is available via https://esplora-test.groestlcoin.org/

Source code

https://github.com/Groestlcoin/esplora
Groestlcoin WebWallet updated to v1.5
Webwallet is a playground for Groestlcoin in javascript to experiment with. It supports multisig, OP_HODL, RBF and many more. Groestlcoin believes strongly in privacy, the live version does not collect and store IP or transaction data.

Changelog 1.5

• Custom HD key derivation added
• Added Esplora support
Live version available at https://www.groestlcoin.org/webwallet. But it is recommended to download the webwallet offline and run it on your pc. Open index.html to get started. The built-in wallet can be used with any (non) existing mail address and any password.
This application is licensed under MIT. There is no warranty and no party shall be made liable to you for damages. If you lose coins due to this app, no compensation will be given. Use this app solely at your own risk.

Warning:

Remember the mail address and password you used otherwise you will lose your funds.

Download the Groestlcoin Webwallet

https://github.com/Groestlcoin/webwallet/archive/master.zip

Live Web Wallet Version

https://www.groestlcoin.org/webwallet

Source code

https://github.com/groestlcoin/webwallet
Groestlcoin LND Updated to v0.10
The Lightning Network Daemon (LND) is a complete implementation of a Lightning Network node.
Lnd has several pluggable back-end chain services including grsd (a full-node), groestlcoind, and neutrino (a new experimental light client). The project's codebase uses the grssuite set of Groestlcoin libraries, and also exports a large set of isolated re-usable Lightning Network related libraries within it.

Changes

• Macaroon Bakery
• Multi-Path Payments
• Weakness Addressed by MPP
• Single-Shot MPP Payments by Default
• Custom Onion-Tunneled TLV Payment Metadata Records
• New Payment Type: keysend
• First-Class Rebalancing via Circular Payments to Self
• Local balance check
• Privacy Enhancement
• Validate Sorted Uncompressed Short Channel IDs
• Add payment_secret to BOLT 11 Payment Requests
• Cross-Implementation Protocol Compatibility Fixes
• Decoupled Min HTLC Settings
• Option Upfront Shutdown Support
• Sweep Small Outputs
• Autopilot External Score Trigger
• Channel Fitness Tracking
• Pathfinding Improvements
• Deeper Feature Bit Inspection
• Updates to Default gRPC Settings
• Uniform lncli Hex-Encoding
• Updates to QueryRoutes
• New RPC Calls
• Default unsafe-disconnect Setting and Deprecation
• Peer to Peer Gossip
• Invoice Handling
• Channel State Machine
• On-Chain Contract Handling
• Architectural Changes
• Multi-Path Payments Sending Support
• Payment tracking
• Lifted Invoice Limit
• PSBT Funding
• Anchor commitment format
• Watchtowers tor support

Download the OSX Version

https://github.com/Groestlcoin/lnd/releases/download/v0.10.0-grs/lnd-darwin-amd64-v0.10.0-grs.tar.gz

Download the Windows Version

https://github.com/Groestlcoin/lnd/releases/download/v0.10.0-grs/lnd-windows-amd64-v0.10.0-grs.zip

Download the Linux Version

https://github.com/Groestlcoin/lnd/releases/download/v0.10.0-grs/lnd-linux-amd64-v0.10.0-grs.tar.gz

Source code

https://github.com/Groestlcoin/lnd/
Groestlcoin Eclair Updated to v 0.3.3.0
Groestlcoin Eclair (French for Lightning) is a Scala implementation of the Lightning Network. It can run with or without a GUI, and a JSON API is also available.
Groestlcoin Eclair requires Groestlcoin Core 2.17.1 or higher. If you are upgrading an existing wallet, you need to create a new address and send all your funds to that address.
Groestlcoin Eclair needs a synchronised, segwit-ready, zeromq-enabled, wallet-enabled, non-pruning, tx-indexing Groestlcoin Core node.
Groestlcoin Eclair will use any GRS it finds in the Groestlcoin Core wallet to fund any channels you choose to open. Eclair will return GRS from closed channels to this wallet.
You can configure your Groestlcoin Node to use either p2sh-segwit addresses or BECH32 addresses, Groestlcoin Eclair is compatible with both modes.

Changes

• Multipart payments
• Trampoline Routing Preview
This application is licensed under Apache. There is no warranty and no party shall be made liable to you for damages. If you lose coins due to this app, no compensation will be given. Use this app solely at your own risk.
Groestlcoin Eclair is developed in Scala, a powerful functional language that runs on the JVM, and is packaged as a JAR (Java Archive) file. We provide 2 different packages, which internally use the same core libraries:

eclair-node (headless application that you can run on servers and desktops, and control from the command line)

https://github.com/Groestlcoin/eclaireleases/download/v0.3.3/eclair-node-0.3.3-6caf7b6.jar

eclair-node-gui (JavaFX GUI):

https://github.com/Groestlcoin/eclaireleases/download/v0.3.3/eclair-node-gui-0.3.3-6caf7b6.jar

Source code

https://github.com/Groestlcoin/eclai
Groestlcoin C-Lightning Updated to v0.8.2
C-lightning: A specification compliant Lightning Network implementation in C.
C-lightning is a lightweight, highly customisable and standard compliant implementation of the Lightning Network protocol.

Changes

• We now support gifting mgro to the peer when opening a channel, via push_msat, providing a brand new way to lose money!
• Preliminary support for plugins hooks which can replace the default groestlcoin-cli with other blockchain querying methods (API may change in future releases though!).
• listforwards now records the outgoing short_channel_id, even if it wasn't possible to start forwarding.
• Plugins can set additional feature bits, for more experimentation.
• More than one plugin can register for the htlc_accepted hook: others will become multi-user in future releases.
• Prevent a case where grossly unbalanced channels could become unusable.
• New config option --large-channels (also known as 'wumbo') which enables opening channels of any size. (Note that your peer must also support large channels.)
• This release includes a keysend plugin, which will enable receiving 'keysend' payments, as first introduced by Lightning Labs. Note that the included keysend plugin is receive only for this release. Nodes which do not want the hassle of spontaneous unrequested payments should add 'disable-plugin=keysend' to their config!
• We'll now announce multiple connection endpoints for a single 'type', e.g. multiple IPv4 addresses.
• Big performance improvement in the pay command (~1s speedup on average).
• c-lightning nodes can now participate in creating larger channels (with the --large-channel config option).
• We now wait until the first payment through a channel before updating the feerate; this should help with some spurious closures at channel open or re-connect that were occurring against older versions of other implementations.
• A new command getsharedsecret for getting the BOLT-compliant shared secret finding for a node and a point.
• Facilities for building rendezvous compatible onions has been added to the onion devtool.
• Plugin options will now respect the type they were given in the manifest.
• Fixes with plugin cleanups and hangs.
• Python2 has been removed as a dependence.

Install on Linux:

https://github.com/Groestlcoin/lightning/blob/mastedoc/INSTALL.md#to-build-on-ubuntu

Install on OSX:

https://github.com/Groestlcoin/lightning/blob/mastedoc/INSTALL.md#to-build-on-macos

Source code

https://github.com/Groestlcoin/lightning
Groestlcoin SparkWallet Updated to v0.2.14
Groestlcoin Spark Lightning Wallet Android: A minimalistic wallet GUI for c-lightning in Android.
Groestlcoin Spark is currently oriented for technically advanced users and is not an all-in-one package, but rather a "remote control" interface for a c-lightning node that has to be managed separately.

Changes

• Fix bug with missing channel reserve
• Fix channels view
• Detect if the "base directory" is provided and default to the Groestlcoin mainnet network subdirectory within in.
• Don't display unconfirmed onchain balance
• Fix: Some QR codes not read properly in the web QR scanner
• Fix: Resolve TLS issues with NodeJS 10
• Electron: Update to v8
• Fix bug in automatic credentials generation
• Fix Android crashes caused by plugin-local-notifications
• Cordova Android: Allow connecting to server in cleartext
This application is licensed under MIT. There is no warranty and no party shall be made liable to you for damages. If you lose coins due to this app, no compensation will be given. Use this app solely at your own risk.

Download from the Google Play Store

https://play.google.com/store/apps/details?id=org.groestlcoin.spark

Download for OSX

https://github.com/Groestlcoin/groestlcoin-spark/releases/download/v0.2.14/groestlcoin-spark-0.2.14-mac.zip

Download for Windows

https://github.com/Groestlcoin/groestlcoin-spark/releases/download/v0.2.14/groestlcoin-spark-0.2.14-win-setup.exe

Download for Windows (Portable)

https://github.com/Groestlcoin/groestlcoin-spark/releases/download/v0.2.14/groestlcoin-spark-0.2.14-win-portable.exe

Download for Linux (AppImage Installer)

https://github.com/Groestlcoin/groestlcoin-spark/releases/download/v0.2.14/groestlcoin-spark-0.2.14-linux-x86\_64.AppImage

Download for Linux (Snap Installer)

https://github.com/Groestlcoin/groestlcoin-spark/releases/download/v0.2.14/groestlcoin-spark-0.2.14-linux-amd64.snap

Download for Linux (Deb Installer)

https://github.com/Groestlcoin/groestlcoin-spark/releases/download/v0.2.14/groestlcoin-spark-0.2.14-linux-amd64.deb

Source code

https://github.com/Groestlcoin/groestlcoin-spark/
submitted by Yokomoko_Saleen to groestlcoin [link] [comments]

Package Failed (after enabling Exclusive Nativization)

I don't know why it won't allow me to package my game after enabling nativization. I also did add the assets to nativize in the array by manually setting up my blueprint for nativization via Class settings.
I'm getting the ff errors from my output log:
Took 184.0273603s to run UnrealBuildTool.exe, ExitCode=6
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool failed. See log for more details. (C:\Users\Zelijah\AppData\Roaming\Unreal Engine\AutomationTool\Logs\Z+[GAMES]+Epic+Games+UE_4.25\UBT-InMyHead-Win64-Development.txt)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error


Here's my full log text file:
AndroidPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.AndroidPlatformSDK has no valid SDK
IOSPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.IOSPlatformSDK using manually installed SDK
LinuxPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.LinuxPlatformSDK has no valid SDK
WindowsPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.WindowsPlatformSDK using manually installed SDK
BuildMode.Execute: Command line: "Z:\[GAMES]\Epic Games\UE_4.25\Engine\Binaries\DotNET\UnrealBuildTool.exe" InMyHead Win64 Development -Project="Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\InMyHead.uproject" "Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\InMyHead.uproject" -NoUBTMakefiles -remoteini="Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead" -skipdeploy -Manifest="Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\Intermediate\Build\Manifest.xml" -NoHotReload -log="C:\Users\Zelijah\AppData\Roaming\Unreal Engine\AutomationTool\Logs\Z+[GAMES]+Epic+Games+UE_4.25\UBT-InMyHead-Win64-Development.txt"
DynamicCompilation.RequiresCompilation: Compiling Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\Intermediate\Build\BuildRules\InMyHeadModuleRules.dll: Assembly does not exist
WindowsPlatform.FindVSInstallDirs: Found Visual Studio installation: Z:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise (Product=Microsoft.VisualStudio.Product.Enterprise, Version=15.9.28307.1146, Sort=0)
WindowsPlatform.FindToolChainDirs: Found Visual Studio toolchain: Z:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.16.27023 (Version=14.16.27040)
WindowsPlatform.UpdateCachedWindowsSdks: Found Windows 8.1 SDK at C:\Program Files (x86)\Windows Kits\8.1
WindowsPlatform.EnumerateSdkRootDirs: Found Windows 10 SDK root at C:\Program Files (x86)\Windows Kits\10 (1)
WindowsPlatform.EnumerateSdkRootDirs: Found Windows 10 SDK root at C:\Program Files (x86)\Windows Kits\10 (2)
WindowsPlatform.UpdateCachedWindowsSdks: Found Universal CRT version 10.0.10240.0 at C:\Program Files (x86)\Windows Kits\10
WindowsPlatform.UpdateCachedWindowsSdks: Found Windows 10 SDK version 10.0.14393.0 at C:\Program Files (x86)\Windows Kits\10
WindowsPlatform.UpdateCachedWindowsSdks: Found Universal CRT version 10.0.14393.0 at C:\Program Files (x86)\Windows Kits\10
DynamicCompilation.RequiresCompilation: Compiling Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\Intermediate\Plugins\NativizedAssets\Windows\Game\Intermediate\Build\BuildRules\NativizedAssetsModuleRules.dll: Assembly does not exist
UEBuildTarget.AddPlugin: Enabling plugin 'PythonScriptPlugin' (referenced via InMyHead.uproject)
UEBuildTarget.AddPlugin: Enabling plugin 'NativizedAssets' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'Paper2D' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AISupport' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'LightPropagationVolume' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'CameraShakePreviewer' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'ActorLayerUtilities' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AnimationSharing' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'SignificanceManager' (referenced via default plugins -> AnimationSharing.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'CLionSourceCodeAccess' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'CodeLiteSourceCodeAccess' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'GitSourceControl' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'KDevelopSourceCodeAccess' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'NullSourceCodeAccess' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'PerforceSourceControl' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'PlasticSourceControl' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'RiderSourceCodeAccess' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'SubversionSourceControl' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'UObjectPlugin' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'VisualStudioCodeSourceCodeAccess' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'VisualStudioSourceCodeAccess' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'XCodeSourceCodeAccess' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AssetManagerEditor' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'CryptoKeys' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'CurveEditorTools' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'DataValidation' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'FacialAnimation' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'GameplayTagsEditor' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'GeometryMode' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MacGraphicsSwitching' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MaterialAnalyzer' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MobileLauncherProfileWizard' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'PluginBrowser' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'SpeedTreeImporter' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'DatasmithContent' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'VariantManagerContent' (referenced via default plugins -> DatasmithContent.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'AlembicImporter' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'GeometryCache' (referenced via default plugins -> AlembicImporter.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'AutomationUtils' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'ScreenshotTools' (referenced via default plugins -> AutomationUtils.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'BackChannel' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'ChaosClothEditor' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'ChaosCloth' (referenced via default plugins -> ChaosClothEditor.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'ChaosEditor' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'PlanarCut' (referenced via default plugins -> ChaosEditor.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'GeometryProcessing' (referenced via default plugins -> ChaosEditor.uplugin -> PlanarCut.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'EditableMesh' (referenced via default plugins -> ChaosEditor.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'GeometryCollectionPlugin' (referenced via default plugins -> ChaosEditor.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'ProceduralMeshComponent' (referenced via default plugins -> ChaosEditor.uplugin -> GeometryCollectionPlugin.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'ChaosSolverPlugin' (referenced via default plugins -> ChaosEditor.uplugin -> GeometryCollectionPlugin.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'ChaosNiagara' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'Niagara' (referenced via default plugins -> ChaosNiagara.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'CharacterAI' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'PlatformCrypto' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'ProxyLODPlugin' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'SkeletalReduction' (referenced via default plugins)
UEBuildTarget.AddPlugin: Ignoring plugin 'MagicLeapMedia' (referenced via default plugins) due to unsupported target platform.
UEBuildTarget.AddPlugin: Enabling plugin 'MagicLeapPassableWorld' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MagicLeap' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MLSDK' (referenced via default plugins -> MagicLeap.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'MagicLeapLightEstimation' (referenced via default plugins -> MagicLeap.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'AndroidMedia' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AvfMedia' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'ImgMedia' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MediaCompositing' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MediaPlayerEditor' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'WmfMedia' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MeshPainting' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'TcpMessaging' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'UdpMessaging' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'ActorSequence' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'LevelSequenceEditor' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MatineeToLevelSequence' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'TemplateSequence' (referenced via default plugins -> MatineeToLevelSequence.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'MovieRenderPipeline' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'EditorScriptingUtilities' (referenced via default plugins -> MovieRenderPipeline.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'NetcodeUnitTest' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'NUTUnrealEngine4' (referenced via default plugins)
UEBuildTarget.AddPlugin: Ignoring plugin 'OnlineSubsystemGooglePlay' (referenced via default plugins) due to unsupported target platform.
UEBuildTarget.AddPlugin: Ignoring plugin 'OnlineSubsystemIOS' (referenced via default plugins) due to unsupported target platform.
UEBuildTarget.AddPlugin: Enabling plugin 'OnlineSubsystemNull' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'OnlineSubsystem' (referenced via default plugins -> OnlineSubsystemNull.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'OnlineSubsystemUtils' (referenced via default plugins -> OnlineSubsystemNull.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'LauncherChunkInstaller' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AndroidDeviceProfileSelector' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AndroidMoviePlayer' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AndroidPermission' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AppleImageUtils' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AppleMoviePlayer' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'ArchVisCharacter' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AssetTags' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'AudioCapture' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'CableComponent' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'CustomMeshComponent' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'ExampleDeviceProfileSelector' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'GoogleCloudMessaging' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'GooglePAD' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'IOSDeviceProfileSelector' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'LinuxDeviceProfileSelector' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'LocationServicesBPLibrary' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'MobilePatchingUtils' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'OculusVR' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'PhysXVehicles' (referenced via default plugins)
UEBuildTarget.AddPlugin: Ignoring plugin 'PostSplashScreen' (referenced via default plugins) due to unsupported target platform.
UEBuildTarget.AddPlugin: Enabling plugin 'RuntimePhysXCooking' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'SoundFields' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'SteamVR' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'Synthesis' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'WebMMoviePlayer' (referenced via default plugins)
UEBuildTarget.AddPlugin: Enabling plugin 'WebMMedia' (referenced via default plugins -> WebMMoviePlayer.uplugin)
UEBuildTarget.AddPlugin: Enabling plugin 'WindowsMoviePlayer' (referenced via default plugins)
LuminSDKVersionHelper.HasAnySDK: *** Unable to determine MLSDK location ***
VCToolChain..ctor: Compiler: Z:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.16.27023\bin\HostX64\x64\cl.exe
VCToolChain..ctor: Linker: Z:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.16.27023\bin\HostX64\x64\link.exe
VCToolChain..ctor: Library Manager: Z:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.16.27023\bin\HostX64\x64\lib.exe
VCToolChain..ctor: Resource Compiler: C:\Program Files (x86)\Windows Kits\10\bin\x64\rc.exe
ExternalExecution.AreGeneratedCodeFilesOutOfDate: UnrealHeaderTool needs to run because no generated code directory was found for module NativizedAssets
ExternalExecution.ExecuteHeaderToolIfNecessary: Parsing headers for InMyHead
ExternalExecution.ExecuteHeaderToolIfNecessary: Running UnrealHeaderTool "Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\InMyHead.uproject" "Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\Intermediate\Build\Win64\InMyHead\Development\InMyHead.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -abslog="C:\Users\Zelijah\AppData\Roaming\Unreal Engine\AutomationTool\Logs\Z+[GAMES]+Epic+Games+UE_4.25\UHT-InMyHead-Win64-Development.txt" -installed
ExternalExecution.ExecuteHeaderToolIfNecessary: Reflection code generated for InMyHead in 7.4428985 seconds
UEBuildTarget.GenerateManifest: Writing manifest to Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\Intermediate\Build\Manifest.xml
HotReload.IsLiveCodingSessionActive: Checking for live coding mutex: Global\LiveCoding_Z++Zelijah Media Files+In My Head (feat. Hijo)+UE Assets+[Project]+InMyHead+Binaries+Win64+InMyHead.exe
ActionGraph.IsActionOutdated: Module.NativizedAssets.4_of_11.cpp: Produced item "Module.NativizedAssets.4_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.9_of_11.cpp: Produced item "Module.NativizedAssets.9_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.3_of_11.cpp: Produced item "Module.NativizedAssets.gen.3_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: SharedPCH.Engine.cpp: Produced item "SharedPCH.Engine.h.pch" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.9_of_11.cpp: Produced item "Module.NativizedAssets.gen.9_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.4_of_11.cpp: Produced item "Module.NativizedAssets.gen.4_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.7_of_11.cpp: Produced item "Module.NativizedAssets.gen.7_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.8_of_11.cpp: Produced item "Module.NativizedAssets.gen.8_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.6_of_11.cpp: Produced item "Module.NativizedAssets.gen.6_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.8_of_11.cpp: Produced item "Module.NativizedAssets.8_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.7_of_11.cpp: Produced item "Module.NativizedAssets.7_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.1_of_11.cpp: Produced item "Module.NativizedAssets.1_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.5_of_11.cpp: Produced item "Module.NativizedAssets.5_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.2_of_11.cpp: Produced item "Module.NativizedAssets.2_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.5_of_11.cpp: Produced item "Module.NativizedAssets.gen.5_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: InMyHead.target: Produced item "InMyHead.target" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.1_of_11.cpp: Produced item "Module.NativizedAssets.gen.1_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.2_of_11.cpp: Produced item "Module.NativizedAssets.gen.2_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.10_of_11.cpp: Produced item "Module.NativizedAssets.10_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: InMyHead.exe: Produced item "InMyHead.exe" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.10_of_11.cpp: Produced item "Module.NativizedAssets.gen.10_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Default.rc2: Produced item "Default.rc2.res" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.6_of_11.cpp: Produced item "Module.NativizedAssets.6_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.11_of_11.cpp: Produced item "Module.NativizedAssets.gen.11_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.3_of_11.cpp: Produced item "Module.NativizedAssets.3_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: InMyHead.cpp: Produced item "InMyHead.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.11_of_11.cpp: Produced item "Module.NativizedAssets.11_of_11.cpp.obj" doesn't exist.
ActionGraph.IsActionOutdated: SharedPCH.Core.cpp: Produced item "SharedPCH.Core.h.pch" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.4_of_11.cpp: Produced item "Module.NativizedAssets.4_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.9_of_11.cpp: Produced item "Module.NativizedAssets.9_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.3_of_11.cpp: Produced item "Module.NativizedAssets.gen.3_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.8_of_11.cpp: Produced item "Module.NativizedAssets.gen.8_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.1_of_11.cpp: Produced item "Module.NativizedAssets.gen.1_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.2_of_11.cpp: Produced item "Module.NativizedAssets.gen.2_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.9_of_11.cpp: Produced item "Module.NativizedAssets.gen.9_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.7_of_11.cpp: Produced item "Module.NativizedAssets.gen.7_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.10_of_11.cpp: Produced item "Module.NativizedAssets.10_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.11_of_11.cpp: Produced item "Module.NativizedAssets.11_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.10_of_11.cpp: Produced item "Module.NativizedAssets.gen.10_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: SharedPCH.Engine.cpp: Produced item "SharedPCH.Engine.h.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.2_of_11.cpp: Produced item "Module.NativizedAssets.2_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: SharedPCH.Core.cpp: Produced item "SharedPCH.Core.h.obj" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.6_of_11.cpp: Produced item "Module.NativizedAssets.gen.6_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.8_of_11.cpp: Produced item "Module.NativizedAssets.8_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.5_of_11.cpp: Produced item "Module.NativizedAssets.gen.5_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: SharedPCH.Engine.cpp: Produced item "SharedPCH.Engine.h.txt" doesn't exist.
ActionGraph.IsActionOutdated: InMyHead.exe: Produced item "InMyHead.pdb" was produced by outdated command-line.
ActionGraph.IsActionOutdated: New command-line: Z:\[GAMES]\Epic Games\UE_4.25\Engine\Build\Windows\link-filter\link-filter.exe -- "Z:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.16.27023\bin\HostX64\x64\link.exe" @"Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\Intermediate\Build\Win64\InMyHead\Development\InMyHead.exe.response"
ActionGraph.IsActionOutdated: SharedPCH.Core.cpp: Produced item "SharedPCH.Core.h.txt" doesn't exist.
ActionGraph.IsActionOutdated: InMyHead.cpp: Produced item "InMyHead.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.6_of_11.cpp: Produced item "Module.NativizedAssets.6_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.11_of_11.cpp: Produced item "Module.NativizedAssets.gen.11_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.gen.4_of_11.cpp: Produced item "Module.NativizedAssets.gen.4_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.7_of_11.cpp: Produced item "Module.NativizedAssets.7_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.3_of_11.cpp: Produced item "Module.NativizedAssets.3_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.5_of_11.cpp: Produced item "Module.NativizedAssets.5_of_11.cpp.txt" doesn't exist.
ActionGraph.IsActionOutdated: Module.NativizedAssets.1_of_11.cpp: Produced item "Module.NativizedAssets.1_of_11.cpp.txt" doesn't exist.
ActionGraph.DeleteOutdatedProducedItems: Deleting outdated item: Z:\Zelijah Media Files\In My Head (feat. Hijo)\UE Assets\[Project]\InMyHead\Binaries\Win64\InMyHead.pdb
BuildMode.Build: Building InMyHead...
BuildMode.OutputToolchainInfo: Using Visual Studio 2017 14.16.27040 toolchain (Z:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\VC\Tools\MSVC\14.16.27023) and Windows 10.0.14393.0 SDK (C:\Program Files (x86)\Windows Kits\10).
BuildMode.OutputToolchainInfo: [Upgrade]
BuildMode.OutputToolchainInfo: [Upgrade] Using backward-compatible build settings. The latest version of UE4 sets the following values by default, which may require code changes:
BuildMode.OutputToolchainInfo: [Upgrade] bLegacyPublicIncludePaths = false => Omits subfolders from public include paths to reduce compiler command line length. (Previously: true).
BuildMode.OutputToolchainInfo: [Upgrade] ShadowVariableWarningLevel = WarningLevel.Error => Treats shadowed variable warnings as errors. (Previously: WarningLevel.Warning).
BuildMode.OutputToolchainInfo: [Upgrade] PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs => Set in build.cs files to enables IWYU-style PCH model. See https://docs.unrealengine.com/en-US/Programming/BuildTools/UnrealBuildTool/IWYU/index.html. (Previously: PCHUsageMode.UseSharedPCHs).
BuildMode.OutputToolchainInfo: [Upgrade] Suppress this message by setting 'DefaultBuildSettings = BuildSettingsVersion.V2;' in InMyHead.Target.cs, and explicitly overriding settings that differ from the new defaults.
BuildMode.OutputToolchainInfo: [Upgrade]
ParallelExecutor.ExecuteActions: Building 28 actions with 16 processes...
ParallelExecutor.ExecuteActions: [1/28] Default.rc2
ParallelExecutor.ExecuteActions: [2/28] SharedPCH.Core.cpp
ParallelExecutor.ExecuteActions: [3/28] InMyHead.cpp
ParallelExecutor.ExecuteActions: [4/28] SharedPCH.Engine.cpp
ParallelExecutor.ExecuteActions: [5/28] Module.NativizedAssets.gen.5_of_11.cpp
ParallelExecutor.ExecuteActions: [6/28] Module.NativizedAssets.gen.4_of_11.cpp
ParallelExecutor.ExecuteActions: [7/28] Module.NativizedAssets.gen.2_of_11.cpp
ParallelExecutor.ExecuteActions: [8/28] Module.NativizedAssets.gen.3_of_11.cpp
ParallelExecutor.ExecuteActions: [9/28] Module.NativizedAssets.gen.6_of_11.cpp
ParallelExecutor.ExecuteActions: [10/28] Module.NativizedAssets.gen.7_of_11.cpp
ParallelExecutor.ExecuteActions: [11/28] Module.NativizedAssets.gen.8_of_11.cpp
ParallelExecutor.ExecuteActions: [12/28] Module.NativizedAssets.gen.9_of_11.cpp
ParallelExecutor.ExecuteActions: [13/28] Module.NativizedAssets.gen.1_of_11.cpp
ParallelExecutor.ExecuteActions: [14/28] Module.NativizedAssets.gen.10_of_11.cpp
ParallelExecutor.ExecuteActions: [15/28] Module.NativizedAssets.gen.11_of_11.cpp
ParallelExecutor.ExecuteActions: [16/28] Module.NativizedAssets.10_of_11.cpp
ParallelExecutor.ExecuteActions: Z:/Zelijah Media Files/In My Head (feat. Hijo)/UE Assets/[Project]/InMyHead/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/W_PlayerHUD__pf655287937.cpp(571): error C2065: 'UW_Minimap_C__pf655287937': undeclared identifier
ParallelExecutor.ExecuteActions: Z:/Zelijah Media Files/In My Head (feat. Hijo)/UE Assets/[Project]/InMyHead/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/W_PlayerHUD__pf655287937.cpp(571): error C2672: 'NewObject': no matching overloaded function found
ParallelExecutor.ExecuteActions: Z:/Zelijah Media Files/In My Head (feat. Hijo)/UE Assets/[Project]/InMyHead/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/W_PlayerHUD__pf655287937.cpp(571): error C2974: 'NewObject': invalid template argument for 'T', type expected
ParallelExecutor.ExecuteActions: Z:\[GAMES]\Epic Games\UE_4.25\Engine\Source\Runtime\CoreUObject\Public\UObject/UObjectGlobals.h(1225): note: see declaration of 'NewObject'
ParallelExecutor.ExecuteActions: Z:/Zelijah Media Files/In My Head (feat. Hijo)/UE Assets/[Project]/InMyHead/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/W_PlayerHUD__pf655287937.cpp(572): error C3536: '__Local__8': cannot be used before it is initialized
ParallelExecutor.ExecuteActions: Z:/Zelijah Media Files/In My Head (feat. Hijo)/UE Assets/[Project]/InMyHead/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/W_PlayerHUD__pf655287937.cpp(572): error C2440: '': cannot convert from 'int' to 'FUnconvertedWrapper__UW_Minimap_C__pf655287937'
ParallelExecutor.ExecuteActions: Z:/Zelijah Media Files/In My Head (feat. Hijo)/UE Assets/[Project]/InMyHead/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/W_PlayerHUD__pf655287937.cpp(572): note: No constructor could take the source type, or constructor overload resolution was ambiguous
ParallelExecutor.ExecuteActions: Z:/Zelijah Media Files/In My Head (feat. Hijo)/UE Assets/[Project]/InMyHead/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/W_PlayerHUD__pf655287937.cpp(575): error C2440: '=': cannot convert from 'int' to 'UWidget *'
ParallelExecutor.ExecuteActions: Z:/Zelijah Media Files/In My Head (feat. Hijo)/UE Assets/[Project]/InMyHead/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/W_PlayerHUD__pf655287937.cpp(575): note: Conversion from integral type to pointer type requires reinterpret_cast, C-style cast or function-style cast
ParallelExecutor.ExecuteActions: [17/28] Module.NativizedAssets.5_of_11.cpp
ParallelExecutor.ExecuteActions: [18/28] Module.NativizedAssets.2_of_11.cpp
ParallelExecutor.ExecuteActions: [19/28] Module.NativizedAssets.8_of_11.cpp
ParallelExecutor.ExecuteActions: [20/28] Module.NativizedAssets.7_of_11.cpp
ParallelExecutor.ExecuteActions: [21/28] Module.NativizedAssets.6_of_11.cpp
ParallelExecutor.ExecuteActions: [22/28] Module.NativizedAssets.3_of_11.cpp
ParallelExecutor.ExecuteActions: [23/28] Module.NativizedAssets.11_of_11.cpp
ParallelExecutor.ExecuteActions: [24/28] Module.NativizedAssets.1_of_11.cpp
ParallelExecutor.ExecuteActions: [25/28] Module.NativizedAssets.4_of_11.cpp
ParallelExecutor.ExecuteActions: [26/28] Module.NativizedAssets.9_of_11.cpp
UnrealBuildTool.Main: CompilationResultException: Error: OtherCompilationError
UnrealBuildTool.Main: at UnrealBuildTool.ActionGraph.ExecuteActions(BuildConfiguration BuildConfiguration, List`1 ActionsToExecute) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\ActionGraph.cs:line 242
UnrealBuildTool.Main: at UnrealBuildTool.BuildMode.Build(List`1 TargetDescriptors, BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, BuildOptions Options, FileReference WriteOutdatedActionsFile) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 372
UnrealBuildTool.Main: at UnrealBuildTool.BuildMode.Execute(CommandLineArguments Arguments) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 219
UnrealBuildTool.Main: at UnrealBuildTool.UnrealBuildTool.Main(String[] ArgumentsArray) in D:\Build\++UE4+Licensee\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 550
Timeline.Print: Timeline:
Timeline.Print:
Timeline.Print: [ 0.000]
Timeline.Print: [ 0.000](+0.053)
Timeline.Print: [ 0.053](+0.002) FileMetadataPrefetch.QueueEngineDirectory()
Timeline.Print: [ 0.055](+0.229) XmlConfig.ReadConfigFiles()
Timeline.Print: [ 0.285](+0.000) SingleInstanceMutex.Acquire()
Timeline.Print: [ 0.285](+0.125) UEBuildPlatform.RegisterPlatforms()
Timeline.Print: 0.286 [ 0.000](+0.090) Initializing InstalledPlatformInfo
Timeline.Print: 0.377 [ 0.091](+0.000) Querying types
Timeline.Print: 0.378 [ 0.093](+0.001) MacPlatformFactory
Timeline.Print: 0.380 [ 0.094](+0.000) TVOSPlatformFactory
Timeline.Print: 0.380 [ 0.095](+0.022) AndroidPlatformFactory
Timeline.Print: 0.403 [ 0.117](+0.000) HoloLensPlatformFactory
Timeline.Print: 0.403 [ 0.117](+0.002) IOSPlatformFactory
Timeline.Print: 0.405 [ 0.120](+0.004) LinuxPlatformFactory
Timeline.Print: 0.410 [ 0.124](+0.000) LuminPlatformFactory
Timeline.Print: 0.410 [ 0.124](+0.000) WindowsPlatformFactory
Timeline.Print: [ 0.418](+0.015) TargetDescriptor.ParseCommandLine()
Timeline.Print: [ 0.448](+4.949) UEBuildTarget.Create()
Timeline.Print: 0.453 [ 0.004](+3.175) RulesCompiler.CreateTargetRulesAssembly()
Timeline.Print: 0.453 0.004 [ 0.000](+2.372)
Timeline.Print: 2.825 2.377 [ 2.372](+0.032) Finding engine modules
Timeline.Print: 2.858 2.409 [ 2.405](+0.005) Finding plugin modules
Timeline.Print: 2.863 2.415 [ 2.410](+0.115)
Timeline.Print: 2.978 2.530 [ 2.525](+0.004) Finding program modules
Timeline.Print: 2.983 2.534 [ 2.530](+0.002) Finding program targets
Timeline.Print: 2.985 2.536 [ 2.532](+0.040)
Timeline.Print: 3.026 2.577 [ 2.572](+0.597) Compiling rules assembly (InMyHeadModuleRules.dll)
Timeline.Print: 3.628 [ 3.180](+0.360) RulesAssembly.CreateTargetRules()
Timeline.Print: 3.989 [ 3.540](+0.079)
Timeline.Print: 4.068 [ 3.620](+0.227) Compiling rules assembly (NativizedAssetsModuleRules.dll)
Timeline.Print: 4.296 [ 3.848](+0.015) UEBuildTarget constructor
Timeline.Print: 4.312 [ 3.864](+1.085) UEBuildTarget.PreBuildSetup()
Timeline.Print: [ 5.401](+32.503) UEBuildTarget.Build()
Timeline.Print: 5.401 [ 0.000](+0.109)
Timeline.Print: 5.511 [ 0.109](+22.197) ExternalExecution.SetupUObjectModules()
Timeline.Print: 27.708 [22.307](+0.195)
Timeline.Print: 27.903 [22.502](+7.442) Executing UnrealHeaderTool
Timeline.Print: 35.347 [29.946](+0.002) ExternalExecution.ResetCachedHeaderInfo()
Timeline.Print: 35.349 [29.948](+0.002) ExternalExecution.UpdateDirectoryTimestamps()
Timeline.Print: 35.352 [29.950](+0.035)
Timeline.Print: 35.387 [29.986](+2.375) UEBuildBinary.Build()
Timeline.Print: 37.762 [32.361](+0.141)
Timeline.Print: [37.905](+0.002) ActionGraph.CheckPathLengths
Timeline.Print: [37.908](+0.020)
Timeline.Print: [37.928](+0.001) Reading dependency cache
Timeline.Print: [37.930](+0.001) Reading action history
Timeline.Print: [37.932](+0.022) ActionGraph.GetActionsToExecute()
Timeline.Print: 37.934 [ 0.001](+0.001) Prefetching include dependencies
Timeline.Print: 37.936 [ 0.003](+0.017) Cache outdated actions
Timeline.Print: [37.955](+0.049)
Timeline.Print: [38.004](+145.515) ActionGraph.ExecuteActions()
Timeline.Print: [183.519](+0.203)
Timeline.Print: [183.722](+0.000) FileMetadataPrefetch.Stop()
Timeline.Print: [183.725]
submitted by jedlsf to unrealengine [link] [comments]

A Complete Penetration Testing & Hacking Tools List for Hackers & Security Professionals

A Complete Penetration Testing & Hacking Tools List for Hackers & Security Professionals

https://i.redd.it/7hvs58an33e41.gif
Penetration testing & Hacking Tools are more often used by security industries to test the vulnerabilities in network and applications. Here you can find the Comprehensive Penetration testing & Hacking Tools list that covers Performing Penetration testing Operation in all the Environment. Penetration testing and ethical hacking tools are a very essential part of every organization to test the vulnerabilities and patch the vulnerable system.
Also, Read What is Penetration Testing? How to do Penetration Testing?
Penetration Testing & Hacking Tools ListOnline Resources – Hacking ToolsPenetration Testing Resources
Exploit Development
OSINT Resources
Social Engineering Resources
Lock Picking Resources
Operating Systems
Hacking ToolsPenetration Testing Distributions
  • Kali – GNU/Linux distribution designed for digital forensics and penetration testing Hacking Tools
  • ArchStrike – Arch GNU/Linux repository for security professionals and enthusiasts.
  • BlackArch – Arch GNU/Linux-based distribution with best Hacking Tools for penetration testers and security researchers.
  • Network Security Toolkit (NST) – Fedora-based bootable live operating system designed to provide easy access to best-of-breed open source network security applications.
  • Pentoo – Security-focused live CD based on Gentoo.
  • BackBox – Ubuntu-based distribution for penetration tests and security assessments.
  • Parrot – Distribution similar to Kali, with multiple architectures with 100 of Hacking Tools.
  • Buscador – GNU/Linux virtual machine that is pre-configured for online investigators.
  • Fedora Security Lab – provides a safe test environment to work on security auditing, forensics, system rescue, and teaching security testing methodologies.
  • The Pentesters Framework – Distro organized around the Penetration Testing Execution Standard (PTES), providing a curated collection of utilities that eliminates often unused toolchains.
  • AttifyOS – GNU/Linux distribution focused on tools useful during the Internet of Things (IoT) security assessments.
Docker for Penetration Testing
Multi-paradigm Frameworks
  • Metasploit – post-exploitation Hacking Tools for offensive security teams to help verify vulnerabilities and manage security assessments.
  • Armitage – Java-based GUI front-end for the Metasploit Framework.
  • Faraday – Multiuser integrated pentesting environment for red teams performing cooperative penetration tests, security audits, and risk assessments.
  • ExploitPack – Graphical tool for automating penetration tests that ships with many pre-packaged exploits.
  • Pupy – Cross-platform (Windows, Linux, macOS, Android) remote administration and post-exploitation tool,
Vulnerability Scanners
  • Nexpose – Commercial vulnerability and risk management assessment engine that integrates with Metasploit, sold by Rapid7.
  • Nessus – Commercial vulnerability management, configuration, and compliance assessment platform, sold by Tenable.
  • OpenVAS – Free software implementation of the popular Nessus vulnerability assessment system.
  • Vuls – Agentless vulnerability scanner for GNU/Linux and FreeBSD, written in Go.
Static Analyzers
  • Brakeman – Static analysis security vulnerability scanner for Ruby on Rails applications.
  • cppcheck – Extensible C/C++ static analyzer focused on finding bugs.
  • FindBugs – Free software static analyzer to look for bugs in Java code.
  • sobelow – Security-focused static analysis for the Phoenix Framework.
  • bandit – Security oriented static analyzer for Python code.
Web Scanners
  • Nikto – Noisy but fast black box web server and web application vulnerability scanner.
  • Arachni – Scriptable framework for evaluating the security of web applications.
  • w3af – Hacking Tools for Web application attack and audit framework.
  • Wapiti – Black box web application vulnerability scanner with built-in fuzzer.
  • SecApps – In-browser web application security testing suite.
  • WebReaver – Commercial, graphical web application vulnerability scanner designed for macOS.
  • WPScan – Hacking Tools of the Black box WordPress vulnerability scanner.
  • cms-explorer – Reveal the specific modules, plugins, components and themes that various websites powered by content management systems are running.
  • joomscan – one of the best Hacking Tools for Joomla vulnerability scanner.
  • ACSTIS – Automated client-side template injection (sandbox escape/bypass) detection for AngularJS.
Network Tools
  • zmap – Open source network scanner that enables researchers to easily perform Internet-wide network studies.
  • nmap – Free security scanner for network exploration & security audits.
  • pig – one of the Hacking Tools forGNU/Linux packet crafting.
  • scanless – Utility for using websites to perform port scans on your behalf so as not to reveal your own IP.
  • tcpdump/libpcap – Common packet analyzer that runs under the command line.
  • Wireshark – Widely-used graphical, cross-platform network protocol analyzer.
  • Network-Tools.com – Website offering an interface to numerous basic network utilities like ping, traceroute, whois, and more.
  • netsniff-ng – Swiss army knife for network sniffing.
  • Intercepter-NG – Multifunctional network toolkit.
  • SPARTA – Graphical interface offering scriptable, configurable access to existing network infrastructure scanning and enumeration tools.
  • dnschef – Highly configurable DNS proxy for pentesters.
  • DNSDumpster – one of the Hacking Tools for Online DNS recon and search service.
  • CloudFail – Unmask server IP addresses hidden behind Cloudflare by searching old database records and detecting misconfigured DNS.
  • dnsenum – Perl script that enumerates DNS information from a domain, attempts zone transfers, performs a brute force dictionary style attack and then performs reverse look-ups on the results.
  • dnsmap – One of the Hacking Tools for Passive DNS network mapper.
  • dnsrecon – One of the Hacking Tools for DNS enumeration script.
  • dnstracer – Determines where a given DNS server gets its information from, and follows the chain of DNS servers.
  • passivedns-client – Library and query tool for querying several passive DNS providers.
  • passivedns – Network sniffer that logs all DNS server replies for use in a passive DNS setup.
  • Mass Scan – best Hacking Tools for TCP port scanner, spews SYN packets asynchronously, scanning the entire Internet in under 5 minutes.
  • Zarp – Network attack tool centered around the exploitation of local networks.
  • mitmproxy – Interactive TLS-capable intercepting HTTP proxy for penetration testers and software developers.
  • Morpheus – Automated ettercap TCP/IP Hacking Tools .
  • mallory – HTTP/HTTPS proxy over SSH.
  • SSH MITM – Intercept SSH connections with a proxy; all plaintext passwords and sessions are logged to disk.
  • Netzob – Reverse engineering, traffic generation and fuzzing of communication protocols.
  • DET – Proof of concept to perform data exfiltration using either single or multiple channel(s) at the same time.
  • pwnat – Punches holes in firewalls and NATs.
  • dsniff – Collection of tools for network auditing and pentesting.
  • tgcd – Simple Unix network utility to extend the accessibility of TCP/IP based network services beyond firewalls.
  • smbmap – Handy SMB enumeration tool.
  • scapy – Python-based interactive packet manipulation program & library.
  • Dshell – Network forensic analysis framework.
  • Debookee – Simple and powerful network traffic analyzer for macOS.
  • Dripcap – Caffeinated packet analyzer.
  • Printer Exploitation Toolkit (PRET) – Tool for printer security testing capable of IP and USB connectivity, fuzzing, and exploitation of PostScript, PJL, and PCL printer language features.
  • Praeda – Automated multi-function printer data harvester for gathering usable data during security assessments.
  • routersploit – Open source exploitation framework similar to Metasploit but dedicated to embedded devices.
  • evilgrade – Modular framework to take advantage of poor upgrade implementations by injecting fake updates.
  • XRay – Network (sub)domain discovery and reconnaissance automation tool.
  • Ettercap – Comprehensive, mature suite for machine-in-the-middle attacks.
  • BetterCAP – Modular, portable and easily extensible MITM framework.
  • CrackMapExec – A swiss army knife for pentesting networks.
  • impacket – A collection of Python classes for working with network protocols.
Wireless Network Hacking Tools
  • Aircrack-ng – Set of Penetration testing & Hacking Tools list for auditing wireless networks.
  • Kismet – Wireless network detector, sniffer, and IDS.
  • Reaver – Brute force attack against Wifi Protected Setup.
  • Wifite – Automated wireless attack tool.
  • Fluxion – Suite of automated social engineering-based WPA attacks.
Transport Layer Security Tools
  • SSLyze – Fast and comprehensive TLS/SSL configuration analyzer to help identify security misconfigurations.
  • tls_prober – Fingerprint a server’s SSL/TLS implementation.
  • testssl.sh – Command-line tool which checks a server’s service on any port for the support of TLS/SSL ciphers, protocols as well as some cryptographic flaws.
Web Exploitation
  • OWASP Zed Attack Proxy (ZAP) – Feature-rich, scriptable HTTP intercepting proxy and fuzzer for penetration testing web applications.
  • Fiddler – Free cross-platform web debugging proxy with user-friendly companion tools.
  • Burp Suite – One of the Hacking Tools ntegrated platform for performing security testing of web applications.
  • autochrome – Easy to install a test browser with all the appropriate settings needed for web application testing with native Burp support, from NCCGroup.
  • Browser Exploitation Framework (BeEF) – Command and control server for delivering exploits to commandeered Web browsers.
  • Offensive Web Testing Framework (OWTF) – Python-based framework for pentesting Web applications based on the OWASP Testing Guide.
  • WordPress Exploit Framework – Ruby framework for developing and using modules which aid in the penetration testing of WordPress powered websites and systems.
  • WPSploit – Exploit WordPress-powered websites with Metasploit.
  • SQLmap – Automatic SQL injection and database takeover tool.
  • tplmap – Automatic server-side template injection and Web server takeover Hacking Tools.
  • weevely3 – Weaponized web shell.
  • Wappalyzer – Wappalyzer uncovers the technologies used on websites.
  • WhatWeb – Website fingerprinter.
  • BlindElephant – Web application fingerprinter.
  • wafw00f – Identifies and fingerprints Web Application Firewall (WAF) products.
  • fimap – Find, prepare, audit, exploit and even google automatically for LFI/RFI bugs.
  • Kadabra – Automatic LFI exploiter and scanner.
  • Kadimus – LFI scan and exploit tool.
  • liffy – LFI exploitation tool.
  • Commix – Automated all-in-one operating system command injection and exploitation tool.
  • DVCS Ripper – Rip web-accessible (distributed) version control systems: SVN/GIT/HG/BZR.
  • GitTools – One of the Hacking Tools that Automatically find and download Web-accessible .git repositories.
  • sslstrip –One of the Hacking Tools Demonstration of the HTTPS stripping attacks.
  • sslstrip2 – SSLStrip version to defeat HSTS.
  • NoSQLmap – Automatic NoSQL injection and database takeover tool.
  • VHostScan – A virtual host scanner that performs reverse lookups, can be used with pivot tools, detect catch-all scenarios, aliases, and dynamic default pages.
  • FuzzDB – Dictionary of attack patterns and primitives for black-box application fault injection and resource discovery.
  • EyeWitness – Tool to take screenshots of websites, provide some server header info, and identify default credentials if possible.
  • webscreenshot – A simple script to take screenshots of the list of websites.
Hex Editors
  • HexEdit.js – Browser-based hex editing.
  • Hexinator – World’s finest (proprietary, commercial) Hex Editor.
  • Frhed – Binary file editor for Windows.
  • 0xED – Native macOS hex editor that supports plug-ins to display custom data types.
File Format Analysis Tools
  • Kaitai Struct – File formats and network protocols dissection language and web IDE, generating parsers in C++, C#, Java, JavaScript, Perl, PHP, Python, Ruby.
  • Veles – Binary data visualization and analysis tool.
  • Hachoir – Python library to view and edit a binary stream as the tree of fields and tools for metadata extraction.
read more https://oyeitshacker.blogspot.com/2020/01/penetration-testing-hacking-tools.html
submitted by icssindia to HowToHack [link] [comments]

Best 40+ Javascript Projects For Beginners With Source Code

Best 40+ Javascript Projects For Beginners With Source Code

Javascript Projects For Beginners With Source Code
JavaScript Projects for beginnersThere are several types of JavaScript projects with source code, and each project has a live demo. HTML, CSS, Javascript is used to create a webpage and the original programming language is Javascript.
Javascript has a webpage that describes the algorithms, a flow of calculations, conditions, and input and output actions that give a specific result. JavaScript projects for beginners You will be used to interviewing schools, colleges, and software developer jobs.
We have lots of free basic to advanced level JavaScript projects here. Here you will learn JavaScript step by step. If you are a teacher, there is a very good way, that from on you can download or copy sample mini or advanced JavaScript projects and teach your students very well because every javascript project has very good examples.
Each JavaScript project here is category-based, such as calculators, converters, online tools, games, Random scripts, and more. Each JavaScript project for beginners will be able to use and enhance their own programming skills.

Category Of Calculators

This category has 100+ JavaScript projects. If you want all this category project so, click on the top menu bar this category and see all calculator projects then copy or download project source code which you want.
📷This is a JavaScript sample project that calculates age. It is created by HTML, CSS, Javascript, and counts as well as age, how many months, how many weeks, how many days, how many hours, how many minutes, how many seconds. Take a look at this project's demo below. Then download, the link is given below.
📷With this project, you can add or subtract time with time. This is a small beautiful project object created by JavaScript and designed by CSS.
📷Bim Formula (Kg / m2) BMI (body mass index) equals kilogram (kg) mass divided by meter (m) square height:BMI (kg / m2) = mass (kg) / height 2 (m)(Kg / m2) BMI (body mass index) length equals pounds (pounds) equal to square height in inches (in) times 703BMI (kg / m2) = mass (lb) / height 2 (in)। 703
📷 This is a Javascript Mini project that calculates the subject grade. This project will add all your subject marks and show grade averages and show grade calculation formulas through math. It will specify how many numbers you need in each subject. This is a very powerful Javascript project for beginners.
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📷This Is A Javascript Sample Project For Students. This Project Is Developed By Html, Css, And Javascript. Any Percentage On This Project Can Be Calculated Very Easily. Check Out The Demo Below.
📷This calculator is made with a very nice design. Please check the demo and then copy or download the source code. More Calculators...

Category Of ConverteGenerator

📷This Converter Project Convert All The Power Unit Conversion Calculate. this Project Is Very Advanced Javascript Projects For Student.
📷This project is binary to text converter that's main this project convert all the Character Encoding like ASCII, ANSI, Unicode, UTF, and more. This project very powerful project for Advanced students.
📷This is Scientific Notation Converter Project create by javascript programing language. It's use to make it easier when dealing with very big or very small numbers, which are common in Scientific and Engineering work. This is an Advanced javascript project.
📷This is Length Converter Project create by javascript programing language. This use for any type length converts to another length very easily like cm to inches, inches to cm, mm to inches, inches to mm, meters to feet, feet to meters, km to miles, miles to km, cm to feet, feet to cm, inches to feet, feet to inches, meters to yards, yards to meters, mm to cm, cm to mm, cm to mm, cm to km, km to cm, mm to feet, feet to mm, meters to miles, miles to meters, feet to miles, miles to feet, yards to feet, feet to yards, inches to meters, meters to inches, mm to mm, km to mm, inches to yards, yards to inches, yards to miles, miles to yards. Simple javascript project for beginners and this project very useful.
📷This is Energy Converter Project create by javascript programing language. This use for energy to another energy convert very easily like kJ to kcal, kcal to kJ, kcal to cal, cal to kcal, J to kJ, kJ to J, cal to J, J to cal, ft-lb to Nm, Nm to ft-lb.Simple javascript project for students and this project very useful.More Converter...

Category Of Online Tools

📷This is a very useful online tool using JavaScript programming language. The function of this tool is that you use the microphone Say it will convert to text exactly. this is a good project for beginners.
📷This project using JavaScript code. The function of this tool is that you type any language text it will convert to voice exactly which you type of language. This is a good javascript projects for beginners.
📷This is an advanced HTML editor project using JavaScript.This project used to generate easily web page HTML code and this code helps create your web application or website.More online tools...

Category Of Games

📷This is a very simple word game project for beginners. which Increases brain knowledge and typing speed all gamers. This game fully dependent on javascript and something that use CSS design for this game project. This game depends on time and score with three-level divided easy normal hard.
📷digit puzzle game demoThis is a digital game project. This game has to be sorted from one to fifteen. This is a very intelligent game. This game is made by JavaScript and CSS.
📷Typeing game demoThis is a typing game using javascript projects for beginners. In this game, you have to type the words of hope very quickly within the specified time. The sooner you type the words and the less time it takes, the higher your score will be.
📷This game made by javascript. In this game you have to save the ball from the holes and keep the balance very carefully and take the points to the specific goal. This game project is very interesting and knowable.
📷It is a very simple snake game that is loved by everyone and is expected to be played by everyone.
📷This is a very common children's game where you have to solve math problems in time. this game increase knowledge on kids and they have loved this game. This game made by javascript and CSS. More Games...

Category Of Random Script

This Category has many types of javascript projects for beginners.
📷This is a to-do list project using javascript. Here are you create a category as a to-do list and delete. This is a beautiful project for beginners using javascript.
📷This is a simple note app using javascript and CSS. here are many types of color for using note. This project very easy to create for beginners and interesting javascript projects.
📷This is an Employee Management System developed by javascript, CSS, HTML. The names and addresses of the new employees will be added to the serial number and wages in this project and if the name and address of any employee are wrong, it will be corrected. This is a very skilled project for beginners.
📷This is a parking lot management system developed by javascript, HTML, CSS. In this javascript project has a car owner name, car name, License Plate number, and Entry Date to the Exit Date for Add Car to Parking Lot. If any information is incorrect, there are buttons to correct and delete. This very good project for students beginner.
📷This is a train time table management system developed by javascript, HTML, CSS. In this javascript project has a train name, car destination, train time, there is a facility to add when to come and when to go. If any information is incorrect, there are buttons to correct and delete. This very good project for students beginner.
📷This is an Address Book management system developed by javascript, HTML, CSS. In this javascript project has a Name, Address, Telephone number, Email, website for Address Book management system. If any information is incorrect, there are buttons to correct and delete. This very good project for students beginner.
📷This is a Drawing Application Javascript Project developed by javascript, HTML, CSS. In this project has many colors for a draw and save, erase, reset option. This is a simple project for beginners.
📷This is a Math Trainer Application Project developed by javascript, HTML, CSS. This project is a math training for children. This project has many types of math which they will solve. A very awesome javascript project for students or beginners.
📷This is a normal counter project developed by javascript, HTML, CSS. More Script...
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