When i click to open project on mac, it loads up to 100% then crashes, why?

I am running OS X El Capitan Version 10.11.6
MacBook Pro 2.4 GHz intel Core i5
Intel HD Graphics 3000 512 MB

This is the error i get (after crashing from opening a project)

SEGV_MAPERR at 0x10

GetPrecomputedLightingParameters(ERHIFeatureLevel::Type, FPrecomputedLightingParameters&, FIndirectLightingCache const*, FIndirectLightingCacheAllocation const*, FLightCacheInterface const*) Address = 0x119d2e6fa [/Users/build/Build/++UE4+Release-4.14+Compile/Sync/Engine/Source/Runtime/Renderer/Private/LightMapRendering.cpp, line 151] [in UE4Editor-Renderer.dylib]
CreatePrecomputedLightingUniformBuffer(EUniformBufferUsage, ERHIFeatureLevel::Type, FIndirectLightingCache const*, FIndirectLightingCacheAllocation const*, FLightCacheInterface const*) Address = 0x119d2fb7b [/Users/build/Build/++UE4+Release-4.14+Compile/Sync/Engine/Source/Runtime/Renderer/Private/LightMapRendering.cpp, line 269] [in UE4Editor-Renderer.dylib]
FPrimitiveSceneInfo::UpdatePrecomputedLightingBuffer() Address = 0x11a0c7492 [/Users/build/Build/++UE4+Release-4.14+Compile/Sync/Engine/Source/Runtime/Renderer/Private/PrimitiveSceneInfo.cpp, line 595] [in UE4Editor-Renderer.dylib]
FSceneRenderer::UpdatePrimitivePrecomputedLightingBuffers() Address = 0x11a1e4bc5 [/Users/build/Build/++UE4+Release-4.14+Compile/Sync/Engine/Source/Runtime/Renderer/Private/SceneRendering.cpp, line 1549] [in UE4Editor-Renderer.dylib]
FDeferredShadingSceneRenderer::InitViewsPossiblyAfterPrepass(FRHICommandListImmediate&, FILCUpdatePrimTaskData&, TArray, TInlineAllocator<4u, FDefaultAllocator> >&) Address = 0x11a20287a [/Users/build/Build/++UE4+Release-4.14+Compile/Sync/Engine/Source/Runtime/Core/Public/Stats/Stats2.h, line 1537] [in UE4Editor-Renderer.dylib]
FDeferredShadingSceneRenderer::InitViews(FRHICommandListImmediate&, FILCUpdatePrimTaskData&, TArray, TInlineAllocator<4u, FDefaultAllocator> >&) Address = 0x11a20174d [/Users/build/Build/++UE4+Release-4.14+Compile/Sync/Engine/Source/Runtime/Renderer/Private/SceneVisibility.cpp, line 2894] [in UE4Editor-Renderer.dylib]
FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate&) Address = 0x119b88683 [/Users/build/Build/++UE4+Release-4.14+Compile/Sync/Engine/Source/Runtime/Renderer/Private/DeferredShadingRenderer.cpp, line 571] [in UE4Editor-Renderer.dylib]
FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::EURCMacro_FDrawSceneCommand::DoTask(ENamedThreads::Type, TRefCountPtr const&) Address = 0x11a1e9040 [/Users/build/Build/++UE4+Release-4.14+Compile/Sync/Engine/Source/Runtime/Renderer/Private/SceneRendering.cpp, line 1645] [in UE4Editor-Renderer.dylib]
TGraphTask::ExecuteTask(TArray&, ENamedThreads::Type) Address = 0x11a28f87b [/Users/build/Build/++UE4+Release-4.14+Compile/Sync/Engine/Source/Runtime/Core/Public/Stats/Stats2.h, line 1537] [in UE4Editor-Renderer.dylib]
FNamedTaskThread::ProcessTasksNamedThread(int, bool) Address = 0x109ca67d1 [/Users/build/Build/++UE4+Release-4.14+Compile/Sync/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp, line 259] [in UE4Editor-Core.dylib]
FNamedTaskThread::ProcessTasksUntilQuit(int) Address = 0x109ca2275 [/Users/build/Build/++UE4+Release-4.14+Compile/Sync/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformProcess.cpp, line 504] [in UE4Editor-Core.dylib]
FTaskGraphImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type) Address = 0x109c9eaf1 [/Users/build/Build/++UE4+Release-4.14+Compile/Sync/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp, line 1725] [in UE4Editor-Core.dylib]
RenderingThreadMain(FEvent*) Address = 0x10fdee964 [/Users/build/Build/++UE4+Release-4.14+Compile/Sync/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp, line 320] [in UE4Editor-RenderCore.dylib]
FRenderingThread::Run() Address = 0x10fe02107 [/Users/build/Build/++UE4+Release-4.14+Compile/Sync/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp, line 473] [in UE4Editor-RenderCore.dylib]
FRunnableThreadPThread::Run() Address = 0x109cf78a3 [/Users/build/Build/++UE4+Release-4.14+Compile/Sync/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.cpp, line 25] [in UE4Editor-Core.dylib]
FRunnableThreadPThread::_ThreadProc(void*) Address = 0x109cbc2f1 [Runtime/Core/Private/GenericPlatform/…/HAL/PThreadRunnableThread.h, line 166] [in UE4Editor-Core.dylib]
_pthread_body Address = 0x7fff860ab99d (filename not found) [in libsystem_pthread.dylib]
_pthread_body Address = 0x7fff860ab91a (filename not found) [in libsystem_pthread.dylib]
thread_start Address = 0x7fff860a9351 (filename not found) [in libsystem_pthread.dylib]

I am new to Unreal Engine and i would love to work with it but if you have any idea how i can fix this, i’d really appreciate because i have no idea what to do!

Thanks in advance!

I don’t know why the picture won’t load up but it was a picture of a prompt i got when i first clicked open project and it said this, “The current graphics card Intel HD Graphics 3000 OpenGL Engine is not supported because it only supports OpenGL 3.3 intel-10.0.51 but unreal engine 4 requires OpenGL 4.1 or later. Unreal Engine 4 may not render correctly and may run at substantially reduced performance on the current graphics card”