Ue4.12.5 on mac crashes when opening project

Hello, I´m David.
I want to try out ue4 so I downloaded today. I´ve created a new project, but when I try to launch it from the Epic Games Launcher it crashes.

MachineId:1B505DDF244F445D1F7193BC1635AF87
EpicAccountId:4f40eeb8718744cdb8bdfbf86153db7d

SEGV_MAPERR at 0x10

GetPrecomputedLightingParameters(ERHIFeatureLevel::Type, FPrecomputedLightingParameters&, FIndirectLightingCache const*, FIndirectLightingCacheAllocation const*, FLightCacheInterface const*) Address = 0x11885ab7a (filename not found) [in UE4Editor-Renderer.dylib]
CreatePrecomputedLightingUniformBuffer(EUniformBufferUsage, ERHIFeatureLevel::Type, FIndirectLightingCache const*, FIndirectLightingCacheAllocation const*, FLightCacheInterface const*) Address = 0x11885b59e (filename not found) [in UE4Editor-Renderer.dylib]
FPrimitiveSceneInfo::UpdatePrecomputedLightingBuffer() Address = 0x118b5b16b (filename not found) [in UE4Editor-Renderer.dylib]
FSceneRenderer::UpdatePrimitivePrecomputedLightingBuffers() Address = 0x118c67b95 (filename not found) [in UE4Editor-Renderer.dylib]
FDeferredShadingSceneRenderer::InitViewsPossiblyAfterPrepass(FRHICommandListImmediate&, FILCUpdatePrimTaskData&, TArray, TInlineAllocator<4u, FDefaultAllocator> >&) Address = 0x118c4c34b (filename not found) [in UE4Editor-Renderer.dylib]
FDeferredShadingSceneRenderer::InitViews(FRHICommandListImmediate&, FILCUpdatePrimTaskData&, TArray, TInlineAllocator<4u, FDefaultAllocator> >&) Address = 0x118c4a847 (filename not found) [in UE4Editor-Renderer.dylib]
FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate&) Address = 0x11867bb5d (filename not found) [in UE4Editor-Renderer.dylib]
FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::EURCMacro_FDrawSceneCommand::DoTask(ENamedThreads::Type, TRefCountPtr const&) Address = 0x118c697f3 (filename not found) [in UE4Editor-Renderer.dylib]
TGraphTask::ExecuteTask(TArray&, ENamedThreads::Type) Address = 0x118c9c00b (filename not found) [in UE4Editor-Renderer.dylib]
FNamedTaskThread::ProcessTasksNamedThread(int, bool) Address = 0x109cb7810 (filename not found) [in UE4Editor-Core.dylib]
FNamedTaskThread::ProcessTasksUntilQuit(int) Address = 0x109cb3215 (filename not found) [in UE4Editor-Core.dylib]
FTaskGraphImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type) Address = 0x109caf7d1 (filename not found) [in UE4Editor-Core.dylib]
RenderingThreadMain(FEvent*) Address = 0x1107c2fd4 (filename not found) [in UE4Editor-RenderCore.dylib]
FRenderingThread::Run() Address = 0x1107d9b17 (filename not found) [in UE4Editor-RenderCore.dylib]
FRunnableThreadPThread::Run() Address = 0x109d07328 (filename not found) [in UE4Editor-Core.dylib]
FRunnableThreadPThread::_ThreadProc(void*) Address = 0x109cc9371 (filename not found) [in UE4Editor-Core.dylib]
_pthread_body Address = 0x7fff8811705a (filename not found) [in libsystem_pthread.dylib]
_pthread_body Address = 0x7fff88116fd7 (filename not found) [in libsystem_pthread.dylib]
thread_start Address = 0x7fff881143ed (filename not found) [in libsystem_pthread.dylib]

It is my first time using ue4 and I am excited to get started! Am I doing something wrong, is my mac not good enough for the size of ue4 or is it an internal problem?
Thanks for the help!
Sincerely,

David O´Farrill

Hey dofarrill,

There is a known issue with compiling on Mac.

Before building UE4, build the following:

  • ShaderCompilerWorker (Development)
  • UnrealLightmass(Development)
  • CrashReporterClient(Shipping)
  • Then build UE4.