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Editor Crashes (OS X) when viewing SpeedTree Material

In OS X with UE version 4.12.5, when I attempt to view any SpeedTree material, the editor crashes. Crash dump here:

2016.07.28-14.59.20:377][487]MaterialEditorStats: Info Texture samplers: 2/16 [2016.07.28-14.59.20:435][488]LogCrashTracker:

[2016.07.28-14.59.20:436][488]LogMac: === Critical error: === SIGSEGV: invalid attempt to access memory at address 0x30

[2016.07.28-14.59.20:436][488]LogMac: ShaderBindingStage::updateConstantTable(unsigned int, unsigned int) Address = 0x2de62f60 (filename not found) [in AppleIntelBDWGraphicsMTLDriver]^M ShaderBindingStage::updateBindingTableData() Address = 0x2de638a0 (filename not found) [in AppleIntelBDWGraphicsMTLDriver]^M ShaderBindingStage::writeIf() Address = 0x2de63c07 (filename not found) [in AppleIntelBDWGraphicsMTLDriver]^M IGAccelRenderCommandEncoder::programPipeline(sPrimitiveData const&) Address = 0x2de57c96 (filename not found) [in AppleIntelBDWGraphicsMTLDriver]^M IGAccelRenderCommandEncoder::drawIndexedPrimitives(MTLPrimitiveType, unsigned int, MTLIndexType, MTLIGAccelBuffer*, unsigned int, unsigned int, unsigned int, unsigned int) Address = 0x2de587c4 (filename not found) [in AppleIntelBDWGraphicsMTLDriver]^M -[MTLIGAccelRenderCommandEncoder drawIndexedPrimitives:indexCount:indexType:indexBuffer:indexBufferOffset:instanceCount:baseVertex:baseInstance:] Address = 0x2de46ddc (filename not found) [in AppleIntelBDWGraphicsMTLDriver]^M FMetalRHICommandContext::RHIDrawIndexedPrimitive(FRHIIndexBuffer*, unsigned int, int, unsigned int, unsigned int, unsigned int, unsigned int, unsigned int) Address = 0x2fcd489e (filename not found) [in UE4Editor-MetalRHI.dylib]^M FMeshDrawingPolicy::DrawMesh(FRHICommandList&, FMeshBatch const&, int, bool) const Address = 0xf79685a (filename not found) [in UE4Editor-Renderer.dylib]^M void FDrawBasePassDynamicMeshAction::Process(FRHICommandList&, FProcessBasePassMeshParameters const&, FUniformLightMapPolicy const&, FUniformLightMapPolicy::ElementDataType const&) const Address = 0xf66ba19 (filename not found) [in UE4Editor-Renderer.dylib]^M void ProcessBasePassMesh(FRHICommandList&, FProcessBasePassMeshParameters const&, FDrawBasePassDynamicMeshAction const&) Address = 0xf60b0ef (filename not found) [in UE4Editor-Renderer.dylib]^M FBasePassOpaqueDrawingPolicyFactory::DrawDynamicMesh(FRHICommandList&, FViewInfo const&, FBasePassOpaqueDrawingPolicyFactory::ContextType, FMeshBatch const&, bool, bool, FPrimitiveSceneProxy const*, FHitProxyId, bool) Address = 0xf5b825f (filename not found) [in UE4Editor-Renderer.dylib]^M FDeferredShadingSceneRenderer::RenderBasePassDynamicData(FRHICommandList&, FViewInfo const&, bool&) Address = 0xf5dd874 (filename not found) [in UE4Editor-Renderer.dylib]^M FDeferredShadingSceneRenderer::RenderBasePass(FRHICommandListImmediate&) Address = 0xf5f3cef (filename not found) [in UE4Editor-Renderer.dylib]^M FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate&) Address = 0xf5e6b30 (filename not found) [in UE4Editor-Renderer.dylib]^M FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::EURCMacro_FDrawSceneCommand::DoTask(ENamedThreads::Type, TRefCountPtr const&) Address = 0xfbcf7f3 (filename not found) [in UE4Editor-Renderer.dylib]^M TGraphTask::ExecuteTask(TArray&, ENamedThreads::Type) Address = 0xfc0200b (filename not found) [in UE4Editor-Renderer.dylib]^M FNamedTaskThread::ProcessTasksNamedThread(int, bool) Address = 0x6c7810 (filename not found) [in UE4Editor-Core.dylib]^M FNamedTaskThread::ProcessTasksUntilQuit(int) Address = 0x6c3215 (filename not found) [in UE4Editor-Core.dylib]^M FTaskGraphImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type) Address = 0x6bf7d1 (filename not found) [in UE4Editor-Core.dylib]^M RenderingThreadMain(FEvent*) Address = 0x71dbfd4 (filename not found) [in UE4Editor-RenderCore.dylib]^M FRenderingThread::Run() Address = 0x71f2b17 (filename not found) [in UE4Editor-RenderCore.dylib]^M FRunnableThreadPThread::Run() Address = 0x717328 (filename not found) [in UE4Editor-Core.dylib]^M FRunnableThreadPThread::_ThreadProc(void*) Address = 0x6d9371 (filename not found) [in UE4Editor-Core.dylib]^M _pthread_body() Address = 0x92a2999d (filename not found) [in libsystem_pthread.dylib]^M _pthread_body() Address = 0x92a2991a (filename not found) [in libsystem_pthread.dylib]^M thread_start() Address = 0x92a27351 (filename not found) [in libsystem_pthread.dylib]^M

Product Version: UE 4.12
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asked Jul 28 '16 at 03:07 PM in Bug Reports

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avatar image AndrewHurley Aug 02 '16 at 05:07 PM

Hey schubboy,

So we do have a bug already reported dealing with a crash when SpeedTree and shaders are compiling after initial import. This issue can be found on our Public Issues Tracker.

In order to test this issue I had to use the workaround provided in the bug report, but that being said I was unable to reproduce your crash in a new blank project using one of the free SpeedTree Samples.

Generally when reporting crashes like the one you are experiencing, we will request a more verbose report in order to gather all the necessary information in order to track and log the bug. Take a look at our How to Report a Bug sticky on the forums to get an idea of all the information we will need in order to generate a bug report.

With that said, do you have steps for me to follow so I can reproduce this with minimal content in a new blank project?

Let me know if you have further questions or need additional assistance.


Andrew Hurley

avatar image schubboy Aug 02 '16 at 05:14 PM

Steps to reproduce are within OSX:

Setup: Brand new C++ project, all default options, no starter content.

  1. Import any SpeedTree model via Unreal Editor -> Content Pane -> right-click -> Import

  2. Utilize workaround to known Speed Tree bug -> Do NOT check "Smooth LOD". Leave "Wind" checked

  3. Double-click any speedtree material to open the material editor 4) Wait approximately 15 - 30 seconds for the system to finish shader compilation 5) The material previewer will never show the material and the system will crash before the sphere/plane/preview mesh ever changes from WorldGridMaterial to the speedtree material preview.

avatar image schubboy Aug 02 '16 at 05:15 PM

I should mention: iMac Late 2015 with Iris Pro Graphics, 16GB RAM, 3.3Ghz i7, OSX latest patches - 10.11.6, Unreal Editor, latest version 4.12.5, C++ project, blank, no starter content. Substance Designer plugin enabled.

Broadleaf_Mobile.srt from the Free UE4 Samples pack was used for this test as well, but I've had our purchased UE4 samples fail as well, from the desktop ground cover pack.

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Great! Thank you for the clear and concise repro steps. I was able to reproduce the crash on my end using the steps you provided. The interesting thing is that this issue shares a similar callstack, and the crash reporter points directly to a known and reported issue that seems unrelated.

I have commented internally on this report for clarification on the direction needed for this issue. Once I have more information I will return here and updated you with my findings.

Update: After further investigation we have determined your issue is the same as UE-32068. The good news is the issue has already been fixed for 4.13.

Let me know if you have further questions or need additional assistance.


Andrew Hurley

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answered Aug 02 '16 at 06:31 PM

avatar image schubboy Aug 02 '16 at 06:54 PM

Thanks Andrew, you guys are doing a great job! I appreciate the response.

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