Mac Editor Crash

On my Mac, the Editor crashes every 10-20 minutes when I invoke the save command (with Cmd-S), often with the following stack trace:

 SEGV_NOOP at 0x0

gleCmdProcessor Address = 0x12b43feb0 (filename not found) [in GLEngine]
_dispatch_client_callout Address = 0x7fffa00ee0b8 (filename not found) [in libdispatch.dylib]
_dispatch_queue_serial_drain Address = 0x7fffa0104ae5 (filename not found) [in libdispatch.dylib]
_dispatch_queue_invoke Address = 0x7fffa00f6cd9 (filename not found) [in libdispatch.dylib]
_dispatch_root_queue_drain Address = 0x7fffa00efe70 (filename not found) [in libdispatch.dylib]
_dispatch_worker_thread3 Address = 0x7fffa00efc47 (filename not found) [in libdispatch.dylib]
_pthread_wqthread Address = 0x7fffa033b712 (filename not found) [in libsystem_pthread.dylib]
start_wqthread Address = 0x7fffa033b1ed (filename not found) [in libsystem_pthread.dylib]

Is there a way to switch to Metal only in the Editor?

Hi ,

What version of Mac OS X are you running? UE4.14 on OS X should be running Metal only. Also, when you have a crash, please copy and past the entire contents of the Crash Reporter window, including your Machine ID and remember to hit “submit” so that we can locate your report and compare it with other crash reporter data.

.

Yes, I am running on OS X 10.12.2. I didn’t realize that the machine id was not considered to be “confidential” information, but I suppose it’s probably fine to post here on AnswerHub. Next crash I get I will edit this question to include that information.

The machine ID is, in this case, generated by the Launcher and is only usable for collecting data about UE4. However, I was able to locate your information with your Epic user ID so this is information is no longer needed. I will add what I find to your other post or add information to this one if the information corresponds to this specific crash only. -Thanks.

Your last question is related to the crashes you are experiencing… “Is there a way to switch to Metal only in the Editor?” In the Unreal Engine 4.14 Release Notes “OpenGL support is now deprecated and Metal SM4 was replaced by SM5 in 4.13…”

According to the following link List of Mac computers that support Metal your iMac (27-inch, Mid 2011) does not support Metal so you should be working with Shader Model 4 selected for your Preview Rendering Level as it still supports OpenGL.

In your crash log it indicates that the crash is occurring shortly after the message “Warning: Suppressed: Support for running Unreal Engine 4 using OpenGL on macOS is deprecated and will be removed in a future release. Unreal Engine 4 may not render correctly and may run at substantially reduced performance.”

While not definitive, I suggest setting your Preview Rendering level to Shader Model 4, if you have not already, and see if that helps reduce the number of crashes.

Lastly, since your computer is not listed as supporting Metal in the link above, I’d suggest working in a version of the Engine before UE4.13 where OpenGL first began to be deprecated. While it may be possible to actually run the editor, the system is technically below spec for versions of UE4 beyond UE4.12.5.

Regardless of this, however, I will continue to work in determining the exact cause of the crash in your second, related post: Another Mac Editor Crash

*Please do not ask for help on other posts linking back to your post.