I did a check, no problem if doesn't exist but I could see other textures named with ones which I had "NatureT" by example nearby others - very different in size, groups, etc. Now let me see, I don't know which one was the first but... they are stupidly query the same name for the same engine causing crap in this case. As another matter of fact by importing all of them in Editor for MyLevel some of them are causing a crash - probably having some magic "byte" out of UT and then importing does a crash, or are simply corrupted... I have doubts to no see player crashing when a new texture is called and... it doesn't even exist. Conforming them for preventing a mismatch is a myth, because... it won't help... it just does another rejection... As a XC howe-work would be improving redirection method by sending the right file to client - used in server - as default UT does when redirect doesn't match server's file rather than rejecting player - THAT is the improvement. I'm sure that UT has such code but it needs probably moved a bit into the right place and called in the right moment.