4.11 Crashes when I build lighting

Hey, my engine keeps crashing when I build the lighting for this scene. I have about 200 meshes, about 15 particle effects. I have no overlapping UV’s. Any ideas on what it could be?

Heres the crash report.

MachineId:ABB524314E4E99D99AB617932AD8BE2B
EpicAccountId:40ed58845c04461ea6e59cb5d6d40ccc

SEGV_MAPERR at 0x20

FMetalRHICommandContext::RHISetShaderUniformBuffer(FRHIPixelShader*, unsigned int, FRHIUniformBuffer*) Address = 0x141eda55c (filename not found) [in UE4Editor-MetalRHI.dylib]
void FMaterialShader::SetParameters(FRHICommandList&, FRHIPixelShader*, FMaterialRenderProxy const*, FMaterial const&, FSceneView const&, bool, ESceneRenderTargetsMode::Type, bool) Address = 0x11bf6fdb0 (filename not found) [in UE4Editor-Renderer.dylib]
TBasePassPixelShaderPolicyParamType::SetParameters(FRHICommandList&, FMaterialRenderProxy const*, FMaterial const&, FViewInfo const*, EBlendMode, bool, ESceneRenderTargetsMode::Type, float) Address = 0x11b9fe6ae (filename not found) [in UE4Editor-Renderer.dylib]
TBasePassDrawingPolicy::SetSharedState(FRHICommandList&, FViewInfo const*, FMeshDrawingPolicy::ContextDataType, float) const Address = 0x11b9fd9d6 (filename not found) [in UE4Editor-Renderer.dylib]
void FDrawBasePassDynamicMeshAction::Process(FRHICommandList&, FProcessBasePassMeshParameters const&, FUniformLightMapPolicy const&, FUniformLightMapPolicy::ElementDataType const&) const Address = 0x11b9f94c0 (filename not found) [in UE4Editor-Renderer.dylib]
void ProcessBasePassMesh(FRHICommandList&, FProcessBasePassMeshParameters const&, FDrawBasePassDynamicMeshAction const&) Address = 0x11b9a7aff (filename not found) [in UE4Editor-Renderer.dylib]
FBasePassOpaqueDrawingPolicyFactory::DrawDynamicMesh(FRHICommandList&, FViewInfo const&, FBasePassOpaqueDrawingPolicyFactory::ContextType, FMeshBatch const&, bool, bool, FPrimitiveSceneProxy const*, FHitProxyId, bool) Address = 0x11b95780f (filename not found) [in UE4Editor-Renderer.dylib]
FRendererModule::DrawTileMesh(FRHICommandListImmediate&, FSceneView const&, FMeshBatch const&, bool, FHitProxyId const&) Address = 0x11be3f45b (filename not found) [in UE4Editor-Renderer.dylib]
FTileRenderer::DrawTile(FRHICommandListImmediate&, FSceneView const&, FMaterialRenderProxy const*, bool, float, float, float, float, float, float, float, float, bool, FHitProxyId, FColor) Address = 0x110671360 (filename not found) [in UE4Editor-Engine.dylib]
FCanvasTileRendererItem::Render_GameThread(FCanvas const*)::EURCMacro_DrawTileCommand::DoTask(ENamedThreads::Type, TRefCountPtr const&) Address = 0x1106731e3 (filename not found) [in UE4Editor-Engine.dylib]
TGraphTask::ExecuteTask(TArray&, ENamedThreads::Type) Address = 0x11071e80b (filename not found) [in UE4Editor-Engine.dylib]
FNamedTaskThread::ProcessTasksNamedThread(int, bool) Address = 0x10d8e2c8e (filename not found) [in UE4Editor-Core.dylib]
FNamedTaskThread::ProcessTasksUntilQuit(int) Address = 0x10d8de535 (filename not found) [in UE4Editor-Core.dylib]
FTaskGraphImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type) Address = 0x10d8db290 (filename not found) [in UE4Editor-Core.dylib]
RenderingThreadMain(FEvent*) Address = 0x113f04a88 (filename not found) [in UE4Editor-RenderCore.dylib]
FRenderingThread::Run() Address = 0x113f1a0ad (filename not found) [in UE4Editor-RenderCore.dylib]
FRunnableThreadPThread::Run() Address = 0x10d92bad8 (filename not found) [in UE4Editor-Core.dylib]
FRunnableThreadPThread::_ThreadProc(void*) Address = 0x10d8f1cee (filename not found) [in UE4Editor-Core.dylib]
_pthread_body Address = 0x7fff940a3c13 (filename not found) [in libsystem_pthread.dylib]
_pthread_body Address = 0x7fff940a3b90 (filename not found) [in libsystem_pthread.dylib]
thread_start Address = 0x7fff940a1375 (filename not found) [in libsystem_pthread.dylib]

Hello GameMaker02,

Are you on Mac OSX perhaps? If so, this crash is a known issue that quite a few users have been having. It is currently in our system under the number UE-29234 and is marked as fixed with the current fix version being 4.12. It seems like the changelist that 4.12 Preview 3 is on is past this fix, so the fix should be included but I cannot be sure.

While I wouldn’t encourage active development on a preview build as they are prone to errors, would you be willing to give 4.12 Preview 3 a try with a copy of your project to see if the error persists? This should let you know if the error will be fixed for you in the upcoming release.

Hey Matt, Yea I switched to 4.12 preview and it builds. Thanks for the help. Must of been a bug or something in 4.11.

-Brian.