

LogMemory: Physical Memory: 4273.78 MB used, 16332.27 MB total LogMemory: Process Virtual Memory: 92.11 MB used, 92.11 MB peak LogMemory: Process Physical Memory: 73.86 MB used, 73.86 MB peak LogMemory: Platform Memory Stats for WindowsNoEditor LogMemory: Memory total: Physical=15.9GB (16GB approx) LogInit: High frequency timer resolution =3.418017 MHz LogInit: Applying CVar settings loaded from the selected device profile: LogInit: Presizing for max 2097152 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool. LogOnline: MCP: FCommerceServiceMcp: EpicStore= LogOnlineGame isplay: MCP CONFIG: Selected Dev backend in Prod environment, based on passed override "UnrealTournamentDev"

LogInit: - CertBundlePath = nullptr - Libcurl will use whatever was configured at build time. LogInit: - bDontReuseConnections = false - Libcurl will reuse connections LogInit: - bUseHttpProxy = false - Libcurl will NOT use HTTP proxy LogInit: - bVerifyPeer = true - Libcurl will verify peer certificate LogInit: CurlRequestOptions (configurable via config and command line): LogInit: Base directory: S:/UnrealTournament/Engine/Binaries/Win64/ LogInit: Command line: -AUTH_TYPE=exchangecode -epicapp=UnrealTournamentDev -epicenv=Prod -mcpconfig=Prod -EpicPortal LogInit: Branch Name: ++depot+UE4-UT-Releases LogTaskGraph: Started task graph with 3 named threads and 6 total threads with 1 sets of task threads. LogPlatformFile: Not using cached read wrapper LogInit isplay: Attempting to find via project info helper. LogInit isplay: Project file not found: S:/UnrealTournament/UnrealTournament/UnrealTournament.uproject LogInit isplay: Running engine for game: UnrealTournament

So I'm showing now whats in my logfile and hope someone can tell me whats wrong. I've already searched some threads with that topic, but nothing worked so far. I can't login when I'm in the UT Alpha despite the fact I'm already logged in the launcher.
