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Unreal 4.6.1 hangs on launch on yosemite

I've installed 4.6.1 on yosemite but when I launch it, it pops up a completely blank Unreal Project Browser and hangs there for well over 5 minutes. I have to do a force quit. I've uninstalled and cleared things out a few times to no avail.I've verified my installs. I'm at a loss on how to get this up and running. link text

Product Version: Not Selected
unrealhang.txt (2.1 kB)
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asked Feb 10 '15 at 07:24 PM in Bug Reports

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avatar image Steve Hardister ♦♦ STAFF Feb 16 '15 at 06:30 PM

Hi Spoogicus,

Are you still experiencing this issue? Try opening the editor directly from the application folder. If it opens, then it's a problem with the launcher only. If it still doesn't open it's a problem with the editor. Also, can you post more information on your system specs?


avatar image Andescotia Feb 20 '15 at 07:44 PM

One possibility is that there is a problem in a Module Manager test for a particular thread. At some point in the editor startup process, it hangs because the IsInGameThread condition is not TRUE. I made the following modification to the code and it started up fine, so I am not sure the test is actually needed on Mac OS X:

FModuleManager& FModuleManager::Get() { // FModuleManager is not thread-safe bool condition = true; condition = IsInGameThread(); // ensure(IsInGameThread()); // ensure(condition);

 // NOTE: The reason we initialize to NULL here is due to an issue with static initialization of variables with
 // constructors/destructors across DLL boundaries, where a function called from a statically constructed object
 // calls a function in another module (such as this function) that creates a static variable.  A crash can occur
 // because the static initialization of this DLL has not yet happened, and the CRT's list of static destructors
 // cannot be written to because it has not yet been initialized fully.    (@todo UE4 DLL)
 static FModuleManager* ModuleManager = NULL;
 if(condition == true) {

 if( ModuleManager == NULL )
     ModuleManager = new FModuleManager();

 return *ModuleManager;
 } else {
     return *ModuleManager;


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Hi Spoogicus,

I have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the editor popping up a completely blank Unreal Project Browser, please respond to this message with additional information and we will offer further assistance.

Thank you.

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answered Mar 02 '15 at 06:41 PM

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