UE4 Editor crashes with SEGV_MAPERR

Hi,

UE4 Editor crashes whenever I try to open a project.

System specs:

Crash log:

SEGV_MAPERR at 0x3

FGenericPlatformMisc::RaiseException(unsigned int) Address = 0x10fa6950b [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformMisc.cpp, line 307] [in UE4Editor-Core.dylib]
FOutputDeviceMacError::Serialize(wchar_t const*, ELogVerbosity::Type, FName const&) Address = 0x10fc43d36 [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Core/Private/Mac/MacPlatformOutputDevices.cpp, line 93] [in UE4Editor-Core.dylib]
FOutputDevice::Logf(wchar_t const*, …) Address = 0x10fcc1727 [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Core/Private/Misc/OutputDevice.cpp, line 94] [in UE4Editor-Core.dylib]
FDebug::AssertFailed(char const*, char const*, int, wchar_t const*, …) Address = 0x10fcbce9b [Runtime/Core/Public/Containers/ContainerAllocationPolicies.h, line 484] [in UE4Editor-Core.dylib]
FMetalBoundShaderState::PrepareToDraw(FMetalContext*, FMetalHashedVertexDescriptor const&, FMetalRenderPipelineDesc const&, MTLRenderPipelineReflection**) Address = 0x1435c3051 [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Apple/MetalRHI/Private/MetalShaders.cpp, line 375] [in UE4Editor-MetalRHI.dylib]
FMetalContext::PrepareToDraw(unsigned int) Address = 0x1435ac1ec [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Apple/MetalRHI/Private/MetalContext.cpp, line 1014] [in UE4Editor-MetalRHI.dylib]
FMetalRHICommandContext::RHIDrawIndexedPrimitive(FRHIIndexBuffer*, unsigned int, int, unsigned int, unsigned int, unsigned int, unsigned int, unsigned int) Address = 0x1435afc6b [Runtime/RHI/Public/RHIUtilities.h, line 538] [in UE4Editor-MetalRHI.dylib]
DrawRectangle(FRHICommandList&, float, float, float, float, float, float, float, float, FIntPoint, FIntPoint, FShader*, EDrawRectangleFlags, unsigned int) Address = 0x11f0b09ac [Runtime/RHI/Public/RHICommandList.h, line 1626] [in UE4Editor-Renderer.dylib]
FRCPassPostProcessSelectionOutline::Process(FRenderingCompositePassContext&) Address = 0x11f040407 [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessSelectionOutline.cpp, line 390] [in UE4Editor-Renderer.dylib]
FRenderingCompositionGraph::RecursivelyProcess(FRenderingCompositeOutputRef const&, FRenderingCompositePassContext&) const Address = 0x11f0c8cd2 [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Renderer/Private/PostProcess/RenderingCompositionGraph.cpp, line 658] [in UE4Editor-Renderer.dylib]
FRenderingCompositePassContext::Process(FRenderingCompositePass*, wchar_t const*) Address = 0x11f0c6b1d [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Renderer/Private/PostProcess/RenderingCompositionGraph.cpp, line 215] [in UE4Editor-Renderer.dylib]
FPostProcessing::Process(FRHICommandListImmediate&, FViewInfo const&, TRefCountPtr&) Address = 0x11f01ee7c [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Renderer/Public/RendererInterface.h, line 342] [in UE4Editor-Renderer.dylib]
FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate&) Address = 0x11ec6bc93 [Runtime/Engine/Public/SceneUtils.h, line 38] [in UE4Editor-Renderer.dylib]
FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::EURCMacro_FDrawSceneCommand::DoTask(ENamedThreads::Type, TRefCountPtr const&) Address = 0x11f31b7ed [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Renderer/Private/SceneRendering.cpp, line 1845] [in UE4Editor-Renderer.dylib]
TGraphTask::ExecuteTask(TArray&, ENamedThreads::Type) Address = 0x11f37d2bb [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Core/Public/Stats/Stats2.h, line 1537] [in UE4Editor-Renderer.dylib]
FNamedTaskThread::ProcessTasksNamedThread(int, bool) Address = 0x10faacd00 [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp, line 259] [in UE4Editor-Core.dylib]
FNamedTaskThread::ProcessTasksUntilQuit(int) Address = 0x10faa8705 [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformProcess.cpp, line 504] [in UE4Editor-Core.dylib]
FTaskGraphImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type) Address = 0x10faa4e91 [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp, line 1725] [in UE4Editor-Core.dylib]
RenderingThreadMain(FEvent*) Address = 0x1168bf324 [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp, line 319] [in UE4Editor-RenderCore.dylib]
FRenderingThread::Run() Address = 0x1168d5a77 [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp, line 459] [in UE4Editor-RenderCore.dylib]
FRunnableThreadPThread::Run() Address = 0x10faf9428 [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.cpp, line 26] [in UE4Editor-Core.dylib]
FRunnableThreadPThread::_ThreadProc(void*) Address = 0x10fabf011 [Runtime/Core/Private/GenericPlatform/…/HAL/PThreadRunnableThread.h, line 172] [in UE4Editor-Core.dylib]
_pthread_body Address = 0x7fff8f3ee99d (filename not found) [in libsystem_pthread.dylib]
_pthread_body Address = 0x7fff8f3ee91a (filename not found) [in libsystem_pthread.dylib]
thread_start Address = 0x7fff8f3ec351 (filename not found) [in libsystem_pthread.dylib]

Hello yangky,

So looking at your system specifications, you are actually below the min recommended for processor speeds. Although you are on a relatively new machine, the Macbook you are using was optimized to be lighter so there are sacrifices made for its internal components.

Does this crash occur with any project? Even a blank blueprint project with no starter content? If that is the case, then your issue could be the hardware you are using.

Update There is a known and reported issue with Macs causing a crash, and although your hardware appears to be different, the callstacks share a similarity. You can track this issue by following the link below.

UE-35337

Let me know if you have further questions.

Thanks,

thanks Andrew. I guess the problem is due to my hardware. I changed to another machine and it works fine.