Another Mac Editor Crash

This crash happened when I saved a Blueprint and clicked Compile in rapid succession. Here is the stack trace:

    MachineId:25334D8B554D9D49BD4BA4A53918171C
    EpicAccountId:1ea6942a64614dbb89d9d32a796a128d
    
     SEGV_MAPERR at 0x3
    
    FGenericPlatformMisc::RaiseException(unsigned int) Address = 0x10a43adab (filename not found) [in UE4Editor-Core.dylib]
    FOutputDeviceMacError::Serialize(wchar_t const*, ELogVerbosity::Type, FName const&) Address = 0x10a5f3378 (filename not found) [in UE4Editor-Core.dylib]
    FOutputDevice::Logf(wchar_t const*, ...) Address = 0x10a6d0d17 (filename not found) [in UE4Editor-Core.dylib]
    FDebug::AssertFailed(char const*, char const*, int, wchar_t const*, ...) Address = 0x10a64fb7e (filename not found) [in UE4Editor-Core.dylib]
    StaticFindObject(UClass*, UObject*, wchar_t const*, bool) Address = 0x10b36f412 (filename not found) [in UE4Editor-CoreUObject.dylib]
    FindPackage(UObject*, wchar_t const*) Address = 0x10b37431f (filename not found) [in UE4Editor-CoreUObject.dylib]
    FPathContextMenu::ExecuteSaveFolder() Address = 0x1209ac1aa (filename not found) [in UE4Editor-ContentBrowser.dylib]
    SContentBrowser::HandleSaveAllCurrentFolderCommand() const Address = 0x120b3d0a1 (filename not found) [in UE4Editor-ContentBrowser.dylib]
    TBaseSPMethodDelegateInstance<true, SContentBrowser, (ESPMode)0, TTypeWrapper<void> ()>::Execute() const Address = 0x120c1988b (filename not found) [in UE4Editor-ContentBrowser.dylib]
    TBaseSPMethodDelegateInstance<true, SContentBrowser, (ESPMode)0, void ()>::ExecuteIfSafe() const Address = 0x120c1992b (filename not found) [in UE4Editor-ContentBrowser.dylib]
    FUICommandList::ConditionalProcessCommandBindings(FKey, bool, bool, bool, bool, bool) const Address = 0x10bd534ab (filename not found) [in UE4Editor-Slate.dylib]
    FUICommandList::ProcessCommandBindings(FKeyEvent const&) const Address = 0x10bd52da7 (filename not found) [in UE4Editor-Slate.dylib]
    SContentBrowser::OnKeyDown(FGeometry const&, FKeyEvent const&) Address = 0x120b46bb6 (filename not found) [in UE4Editor-ContentBrowser.dylib]
    FSlateApplication::ProcessKeyDownEvent(FKeyEvent&) Address = 0x10bd1ae3f (filename not found) [in UE4Editor-Slate.dylib]
    FSlateApplication::OnKeyDown(int, unsigned int, bool) Address = 0x10bd19853 (filename not found) [in UE4Editor-Slate.dylib]
    FMacApplication::ProcessKeyDownEvent(FDeferredMacEvent const&, TSharedPtr<FMacWindow, (ESPMode)0>) Address = 0x10a59470b (filename not found) [in UE4Editor-Core.dylib]
    FMacApplication::ProcessEvent(FDeferredMacEvent const&) Address = 0x10a58ced4 (filename not found) [in UE4Editor-Core.dylib]
    FMacApplication::ProcessDeferredEvents(float) Address = 0x10a58ab0f (filename not found) [in UE4Editor-Core.dylib]
    FSlateApplication::TickPlatform(float) Address = 0x10bcf0275 (filename not found) [in UE4Editor-Slate.dylib]
    FSlateApplication::Tick() Address = 0x10bcef76b (filename not found) [in UE4Editor-Slate.dylib]
    TickSlate(TSharedPtr<SWindow, (ESPMode)0>) Address = 0x10d616983 (filename not found) [in UE4Editor-UnrealEd.dylib]
    FFeedbackContextEditor::ProgressReported(float, FText) Address = 0x10d617380 (filename not found) [in UE4Editor-UnrealEd.dylib]
    FFeedbackContext::UpdateUI() Address = 0x10a6b733c (filename not found) [in UE4Editor-Core.dylib]
    FSlowTask::EnterProgressFrame(float, FText) Address = 0x10a6fafbd (filename not found) [in UE4Editor-Core.dylib]
    UPackage::Save(UPackage*, UObject*, EObjectFlags, wchar_t const*, FOutputDevice*, FLinkerLoad*, bool, bool, unsigned int, ITargetPlatform const*, FDateTime const&, bool) Address = 0x10b2cb046 (filename not found) [in UE4Editor-CoreUObject.dylib]
    UEditorEngine::Save(UPackage*, UObject*, EObjectFlags, wchar_t const*, FOutputDevice*, FLinkerLoad*, bool, bool, unsigned int, ITargetPlatform const*, FDateTime const&, bool) Address = 0x10d2084a9 (filename not found) [in UE4Editor-UnrealEd.dylib]
    UEditorEngine::SavePackage(UPackage*, UObject*, EObjectFlags, wchar_t const*, FOutputDevice*, FLinkerLoad*, bool, bool, unsigned int, ITargetPlatform const*, FDateTime const&, bool) Address = 0x10d209577 (filename not found) [in UE4Editor-UnrealEd.dylib]
    UEditorEngine::Exec_Obj(wchar_t const*, FOutputDevice&) Address = 0x10d2b1c8f (filename not found) [in UE4Editor-UnrealEd.dylib]
    UEditorEngine::Exec(UWorld*, wchar_t const*, FOutputDevice&) Address = 0x10d2ba33e (filename not found) [in UE4Editor-UnrealEd.dylib]
    UUnrealEdEngine::Exec(UWorld*, wchar_t const*, FOutputDevice&) Address = 0x10de582e3 (filename not found) [in UE4Editor-UnrealEd.dylib]
    InternalSavePackage(UPackage*, bool&, FOutputDevice&) Address = 0x10d63fb81 (filename not found) [in UE4Editor-UnrealEd.dylib]
    FEditorFileUtils::PromptForCheckoutAndSave(TArray<UPackage*, FDefaultAllocator> const&, bool, bool, TArray<UPackage*, FDefaultAllocator>*, bool, bool) Address = 0x10d57f3c9 (filename not found) [in UE4Editor-UnrealEd.dylib]
    ContentBrowserUtils::SavePackages(TArray<UPackage*, FDefaultAllocator> const&) Address = 0x12096af5b (filename not found) [in UE4Editor-ContentBrowser.dylib]
    FPathContextMenu::ExecuteSaveFolder() Address = 0x1209ac3d6 (filename not found) [in UE4Editor-ContentBrowser.dylib]
    SContentBrowser::HandleSaveAllCurrentFolderCommand() const Address = 0x120b3d0a1 (filename not found) [in UE4Editor-ContentBrowser.dylib]
    TBaseSPMethodDelegateInstance<true, SContentBrowser, (ESPMode)0, TTypeWrapper<void> ()>::Execute() const Address = 0x120c1988b (filename not found) [in UE4Editor-ContentBrowser.dylib]
    TBaseSPMethodDelegateInstance<true, SContentBrowser, (ESPMode)0, void ()>::ExecuteIfSafe() const Address = 0x120c1992b (filename not found) [in UE4Editor-ContentBrowser.dylib]
    FUICommandList::ConditionalProcessCommandBindings(FKey, bool, bool, bool, bool, bool) const Address = 0x10bd534ab (filename not found) [in UE4Editor-Slate.dylib]
    FUICommandList::ProcessCommandBindings(FKeyEvent const&) const Address = 0x10bd52da7 (filename not found) [in UE4Editor-Slate.dylib]
    SContentBrowser::OnKeyDown(FGeometry const&, FKeyEvent const&) Address = 0x120b46bb6 (filename not found) [in UE4Editor-ContentBrowser.dylib]
    FSlateApplication::ProcessKeyDownEvent(FKeyEvent&) Address = 0x10bd1ae3f (filename not found) [in UE4Editor-Slate.dylib]
    FSlateApplication::OnKeyDown(int, unsigned int, bool) Address = 0x10bd19853 (filename not found) [in UE4Editor-Slate.dylib]
    FMacApplication::ProcessKeyDownEvent(FDeferredMacEvent const&, TSharedPtr<FMacWindow, (ESPMode)0>) Address = 0x10a59470b (filename not found) [in UE4Editor-Core.dylib]
    FMacApplication::ProcessEvent(FDeferredMacEvent const&) Address = 0x10a58ced4 (filename not found) [in UE4Editor-Core.dylib]
    FMacApplication::ProcessDeferredEvents(float) Address = 0x10a58ab0f (filename not found) [in UE4Editor-Core.dylib]
    FSlateApplication::TickPlatform(float) Address = 0x10bcf0275 (filename not found) [in UE4Editor-Slate.dylib]
    FSlateApplication::Tick() Address = 0x10bcef76b (filename not found) [in UE4Editor-Slate.dylib]
    FEngineLoop::Tick() Address = 0x10a355d65 (filename not found) [in UE4Editor]
    GuardedMain(wchar_t const*) Address = 0x10a35bb72 (filename not found) [in UE4Editor]
    -[UE4AppDelegate runGameThread:] Address = 0x10a36916c (filename not found) [in UE4Editor]
    -[FCocoaGameThread main] Address = 0x10a582526 (filename not found) [in UE4Editor-Core.dylib]
    Unknown() Address = 0x7fff8c569c6d (filename not found) [in Foundation]
    _pthread_body Address = 0x7fffa033baab (filename not found) [in libsystem_pthread.dylib]
    _pthread_body Address = 0x7fffa033b9f7 (filename not found) [in libsystem_pthread.dylib]
    thread_start Address = 0x7fffa033b1fd (filename not found) [in libsystem_pthread.dylib]

UPDATE: I got this crash again and updated the stack trace above.

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. If the Crash Reporter window is present when the crash occurs, select “Copy Callstack to the Clipboard,” and paste that information in a document and add to this post. Be sure to hit “Submit” on the Crash Reporter pop-up to send the Crash Report to Epic.
  4. The UE4.log (Located: ~/Library/Logs/Unreal Engine/Editor/)
  5. The ProjectName.log (Located: ~/Library/Logs/Unreal Engine/ProjectNameEditor/)

Providing this information and appropriate logs will help us track down and isolate the source of the bug as quickly and efficiently as possible.

Thanks for your cooperation,

.

  1. iMac (27-inch, Mid 2011)
    3.4 GHz Intel Core i7
    20 GB 1333 MHz DDR3
    AMD Radeon HD 6970M 2048 MB

  2. Model Name: iMac
    Model Identifier: iMac12,2
    Processor Name: Intel Core i7
    Processor Speed: 3.4 GHz
    Number of Processors: 1
    Total Number of Cores: 4
    L2 Cache (per Core): 256 KB
    L3 Cache: 8 MB
    Memory: 20 GB
    Boot ROM Version: IM121.0047.B25
    SMC Version (system): 1.72f2

  3. The stack trace is pasted in the original question (except for my machine ID, which is apparently important).

  4. UE4.log

  5. ProjectNameEditor-DATE.log

I got the crash again and updated the stack trace in the original question above.

In your previous post: Mac Editor Crash, I’ve described how running UE4.14 on an iMac (27-inch, Mid 2011) that is listed as not supporting Metal may be the cause of your crashes. However, this is not definitive.

Since I am unable to reproduce the crash on our test machine, would you be willing to migrate the Blueprint in question along with it’s associated files to a blank project and provide a copy for us to test? If so, please provide a link to your zipped file on dropbox or Google drive, etc. to me on our .

Thank you very much for your investigation into these issues! Looks like upgrading my system will be on the horizon for the new year…

  1. I just follow the tutorial. I can not complete the contents of a tutorial.
  2. system
  3. log
  4. project

Hi Kenny G,

We try to address specific crashes per each AnswerHub Post so please enter a new post rather than add on to this one. Also, while you did supply much of the needed information, the most important information we need to go along with the project you supplied are steps to recreate the crash. (I did open your project and the test level, but no crash occurred. Are there other steps we need to follow to reproduce the crash on our end? Again, please include this information in a new post.)

Lastly, if present, please cut and paste the Crash Reporter data as was done at the beginning of this post. This allows us to compare other crashes with the same cause and allows us to check to see if the specific crash has already been addressed.

Your cooperation in reporting a crash correctly is appreciated,

.

This crash keeps happening whenever I try to diff a conflicted asset and doesn’t seem to be related to the OpenGL crashes that were the cause of the other thread I mentioned. Is there any investigation for this issue? By the crash log, it certainly looks to be Mac specific…

I’ve gone through and looked at all the crashes reported from your device in the past two weeks and have found a couple of things: You are experiencing multiple crashes that, while may be related, are not the exact same crash. For instance, this specific crash (reported here) has only occurred twice in that time span and only on one other machine. Other crashes you are experiencing, have occurred on multiple machines and all of them, as you noted, have occurred on Macs.

Unfortunately, until we are able to reproduce the issue in house, we are not able correct the issue. So, if you have a project where you can consistently cause the crash and would be willing to share it, that would go a long way towards resolving the issue. If so, you can send a link to your zipped project to me in a private message on our . However, be advised the steps to reproduce the crash must be consistent. Let me know if you have a project that meets the criteria. -Thanks.