Level causing UE4.12 to crash (SEGV_MAPERR issue)

While working on a shared project, sometimes certain levels become unusable after pulling from remote and cause unreal to crash when the level is opened or on initialization when the project opens into that map. Not a programmer so no clue what’s going on so sharing the crash report here. Please help.

MachineId:7D3A41206A4B442D839759A650E1D3E9
EpicAccountId:fa5799ff5f274923b26f8df220b2c417

SEGV_MAPERR at 0x2c8

SamplerStage::bindSamplerToTexture(unsigned char, unsigned char, bool&, bool&) Address = 0x136e5b2e2 (filename not found) [in AppleIntelHD5000GraphicsMTLDriver]
SamplerStage::writeSamplerState() Address = 0x136e5adbf (filename not found) [in AppleIntelHD5000GraphicsMTLDriver]
IGRenderStateSamplers::writeIf() Address = 0x136e528cc (filename not found) [in AppleIntelHD5000GraphicsMTLDriver]
IGAccelRenderCommandEncoder::programPipeline(sPrimitiveData const&) Address = 0x136e4dca8 (filename not found) [in AppleIntelHD5000GraphicsMTLDriver]
IGAccelRenderCommandEncoder::drawIndexedPrimitives(unsigned long, unsigned int, unsigned long, MTLIGAccelBuffer*, unsigned int, unsigned int, unsigned int, unsigned int) Address = 0x136e4e796 (filename not found) [in AppleIntelHD5000GraphicsMTLDriver]
-[MTLIGAccelRenderCommandEncoder drawIndexedPrimitives:indexCount:indexType:indexBuffer:indexBufferOffset:instanceCount:baseVertex:baseInstance:] Address = 0x136e3cc6d (filename not found) [in AppleIntelHD5000GraphicsMTLDriver]
FMetalRHICommandContext::RHIDrawIndexedPrimitive(FRHIIndexBuffer*, unsigned int, int, unsigned int, unsigned int, unsigned int, unsigned int, unsigned int) Address = 0x137a6889e [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Apple/MetalRHI/Private/MetalCommands.cpp, line 576] [in UE4Editor-MetalRHI.dylib]
FMeshDrawingPolicy::DrawMesh(FRHICommandList&, FMeshBatch const&, int, bool) const Address = 0x11945fb65 [Runtime/RHI/Public/RHICommandList.h, line 1598] [in UE4Editor-Renderer.dylib]
void FDrawBasePassDynamicMeshAction::Process(FRHICommandList&, FProcessBasePassMeshParameters const&, FUniformLightMapPolicy const&, FUniformLightMapPolicy::ElementDataType const&) const Address = 0x1193349c9 [Runtime/Engine/Public/SceneUtils.h, line 38] [in UE4Editor-Renderer.dylib]
void ProcessBasePassMesh(FRHICommandList&, FProcessBasePassMeshParameters const&, FDrawBasePassDynamicMeshAction const&) Address = 0x1192d401f [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Renderer/Private/BasePassRendering.h, line 1260] [in UE4Editor-Renderer.dylib]
FBasePassOpaqueDrawingPolicyFactory::DrawDynamicMesh(FRHICommandList&, FViewInfo const&, FBasePassOpaqueDrawingPolicyFactory::ContextType, FMeshBatch const&, bool, bool, FPrimitiveSceneProxy const*, FHitProxyId, bool) Address = 0x11928118f [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Renderer/Private/BasePassRendering.cpp, line 490] [in UE4Editor-Renderer.dylib]
FDeferredShadingSceneRenderer::RenderBasePassDynamicData(FRHICommandList&, FViewInfo const&, bool&) Address = 0x1192a67a4 [Runtime/Core/Public/Containers/Array.h, line 827] [in UE4Editor-Renderer.dylib]
FDeferredShadingSceneRenderer::RenderBasePass(FRHICommandListImmediate&) Address = 0x1192bcc1f [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Renderer/Private/DeferredShadingRenderer.cpp, line 2022] [in UE4Editor-Renderer.dylib]
FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate&) Address = 0x1192afa60 [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Renderer/Private/DeferredShadingRenderer.cpp, line 1137] [in UE4Editor-Renderer.dylib]
FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::EURCMacro_FDrawSceneCommand::DoTask(ENamedThreads::Type, TRefCountPtr const&) Address = 0x1198987f3 [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Renderer/Private/SceneRendering.cpp, line 1927] [in UE4Editor-Renderer.dylib]
TGraphTask::ExecuteTask(TArray&, ENamedThreads::Type) Address = 0x1198cb00b [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Core/Public/Stats/.h, line 1537] [in UE4Editor-Renderer.dylib]
FNamedTaskThread::ProcessTasksNamedThread(int, bool) Address = 0x10a8ee810 [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp, line 259] [in UE4Editor-Core.dylib]
FNamedTaskThread::ProcessTasksUntilQuit(int) Address = 0x10a8ea215 [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformProcess.cpp, line 498] [in UE4Editor-Core.dylib]
FTaskGraphImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type) Address = 0x10a8e67d1 [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp, line 1725] [in UE4Editor-Core.dylib]
RenderingThreadMain(FEvent*) Address = 0x1113fafd4 [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp, line 319] [in UE4Editor-RenderCore.dylib]
FRenderingThread::Run() Address = 0x111411b17 [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp, line 459] [in UE4Editor-RenderCore.dylib]
FRunnableThreadPThread::Run() Address = 0x10a93e328 [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.cpp, line 26] [in UE4Editor-Core.dylib]
FRunnableThreadPThread::_ThreadProc(void*) Address = 0x10a900371 [Runtime/Core/Private/GenericPlatform/…/HAL/PThreadRunnableThread.h, line 172] [in UE4Editor-Core.dylib]
_pthread_body Address = 0x7fff88c3699d (filename not found) [in libsystem_pthread.dylib]
_pthread_body Address = 0x7fff88c3691a (filename not found) [in libsystem_pthread.dylib]
thread_start Address = 0x7fff88c34351 (filename not found) [in libsystem_pthread.dylib]

Additional info: this crash only occurs on my Mac, other team members using a PC do not have this issue.

Is this a Blueprints only project, or does the project contain C++ elements as well?

It’s Blueprints only.

Comparing the information with our crash data, I can confirm this crash is only occurring in the Mac OS environment. Hence, can you provide more information about when this crash occurs so that we can try to reproduce the issue on our end?

Also, please provide as many of the following as possible:

  1. Your Mac’s specs. You can find this in the Apple menu >About This Mac>More Info> Add the information from this window (serial # not necessary).
  2. The “System Report:” Apple menu >About This Mac > System Report>Hardware (All information listed in the “Hardware Overview.”) You can cut and paste this information or provide screen shots, whichever is more convenient.
  3. The UE4.log (Located: ~/Library/Logs/Unreal Engine/Editor/)
  4. The ProjectName.log (Located: ~/Library/Logs/Unreal Engine/ProjectNameEditor/)

Macbook Specs:

  • MacBook Pro (Retina, 13-inch, Late 2013)
  • 2.6 GHz Intel Core i5
  • 8 GB 1600 MHz DDR3
  • Intel Iris 1536 MB
    System Report:
  • Model Name: MacBook Pro
  • Model Identifier: MacBookPro11,1
  • Processor Name: Intel Core i5
  • Processor Speed: 2.6 GHz
  • Number of Processors: 1
  • Total Number of Cores: 2
  • L2 Cache (per Core): 256 KB
  • L3 Cache: 3 MB
  • Memory: 8 GB
  • Boot ROM Version: MBP111.0138.B17
  • SMC Version (system): 2.16f68
    UE4 Log link text
    Project Name Log link text

don’t know why text the formatting on that post screwed up, here’s something easier on the eyes

Try the following:

  1. In the Content Browser, right-click the Contents folder and select “Fix-up Redirectors in Folder” and Save All
  2. Click on down arrow by “Build” in the Toolbar, scroll to the bottom and select “Map Check” fix all errors, ignoring Source Control and Localization Service, Save all
  3. (ONLY if first 2 steps DO NOT work…) Delete Intermediate, Saved, and Config folders from the project folder *Deleting the Config folder will result in having to re-enter your Project & Editor Settings

-.

Hi ,

After comparing this with other crashes from our Crash Reporter site, the common denominator with machines reporting this crash is a reference to the HD5000 graphics driver. Please try updating this driver and let us know if does not resolve the issue:

Thanks,

.