UE4 crashes OSX MacBookPro

Hello,

I just downloaded UE4 on my MacBookPro 2016 15" 16GB RAM RadeonPro 460 4GB 1TB SSD.
The installation succeeded, but every time when I UE4 is launched, after a few seconds (30 or so) the whole Mac crashes and reboots. This really happens every time, I even deleted and reinstalled UE4. So I am wondering whether it’s because of the Hardware (the MBP also becomes pretty warm with the time) or because of the current version of UE4.
Thanks for your help!

Kind regards

Hello again ;-),

I found out sth really interesting; I downloaded the older version, version 4.14.3, and this works fine for me. No problems at all, everything works. But the latest version seems to have some failures or bugs, …

Please write me back if you have any further questions.

Kind regards

Hey JSJS,

You say your Mac is crashing and force reboots, but do you ever get a crash report window that pops up before this occurs?

We do have a crash related to Macs when trying to launch the editor, but that shouldn’t be affecting you as it was reported in our main branch (i.e. 4.16). We fully deprecated OpenGL in 4.15 so if your Mac defaults to trying to run under the OpenGL rendering path, that could be what is causing the crash.

Let me know if you have further questions.

Cheers,

Hey ,

thanks for the answer.
No, I don’t get a crash report, the window just freezes and then my MacBook reboots.
By the way, I am experiencing a problem with the version 4.14 - I followed the steps in the official UE4 documentation/tutorial, but when I try to add a new foliage type, search for HillTree02 and click on it, same thing as with the latest version 4.15 happens - Window freezes, and after some seconds, the Mac reboots. I definitely did everything as in the tutorial.
You talked about the version 4.16, is it already out? Because I cannot find it in the Epic Launcher.

Thanks, hope you can help me!

Kind regards,

Hey, I now got a crash report!
I think the crash under version 4.14 has something to do with adding trees (static meshes).
I tried to add an other static mesh and the UE4 Editor crashed, but not my whole macbook. Thats the crash report:

MachineId:
EpicAccountId:

SEGV_MAPERR at 0x3

FGenericPlatformMisc::RaiseException(unsigned int) Address = 0x10af11dab (filename not found) [in UE4Editor-Core.dylib]
FOutputDeviceMacError::Serialize(wchar_t const*, ELogVerbosity::Type, FName const&) Address = 0x10b0ca378 (filename not found) [in UE4Editor-Core.dylib]
FOutputDevice::Logf(wchar_t const*, …) Address = 0x10b1a7d17 (filename not found) [in UE4Editor-Core.dylib]
FDebug::AssertFailed(char const*, char const*, int, wchar_t const*, …) Address = 0x10b126b7e (filename not found) [in UE4Editor-Core.dylib]
CollectGarbageInternal(EObjectFlags, bool) Address = 0x10bbfd78e (filename not found) [in UE4Editor-CoreUObject.dylib]
CollectGarbage(EObjectFlags, bool) Address = 0x10bc01b66 (filename not found) [in UE4Editor-CoreUObject.dylib]
FEditorFileUtils::SaveDirtyPackages(bool, bool, bool, bool, bool, bool, bool*) Address = 0x112d56cce (filename not found) [in UE4Editor-UnrealEd.dylib]
FMainFrameHandler::CanCloseEditor() Address = 0x114c3dc3e (filename not found) [in UE4Editor-MainFrame.dylib]
FMainFrameHandler::CloseRootWindowOverride(TSharedRef const&) Address = 0x114c409de (filename not found) [in UE4Editor-MainFrame.dylib]
SWindow::RequestDestroyWindow() Address = 0x111d52efe (filename not found) [in UE4Editor-SlateCore.dylib]
FSlateApplication::OnWindowClose(TSharedRef const&) Address = 0x111436da7 (filename not found) [in UE4Editor-Slate.dylib]
FMacApplication::CloseWindow(TSharedRef) Address = 0x10b05afa6 (filename not found) [in UE4Editor-Core.dylib]
__29-[FCocoaWindow performClose:]_block_invoke Address = 0x10b05ad25

(filename not found) [in UE4Editor-Core.dylib]FCocoaRunLoopSource::Process(__CFString const*) Address = 0x10b05929c (filename not found) [in UE4Editor-Core.dylib] -[FCocoaRunLoopSourceInfo perform] Address = 0x10b058ca6 (filename not found) [in UE4Editor-Core.dylib] Unknown() Address = 0x7fff8bcbe981 (filename not found) [in CoreFoundation] Unknown() Address = 0x7fff8bc9fa7d (filename not found) [in CoreFoundation] Unknown() Address = 0x7fff8bc9ef76 (filename not found) [in CoreFoundation] Unknown() Address = 0x7fff8bc9e974 (filename not found) [in CoreFoundation] PerformBlockOnThread(FCocoaRunLoopSource&, void () block_pointer, NSArray*, NSString*, bool) Address = 0x10b059c3a (filename not found) [in UE4Editor-Core.dylib] MainThreadCall(void () block_pointer, NSString*, bool) Address = 0x10b059931 (filename not found) [in UE4Editor-Core.dylib] FMetalDynamicRHI::RHICreateViewport(void*, unsigned int, unsigned int, bool, EPixelFormat) Address = 0x140ccadf9 (filename not found) [in UE4Editor-MetalRHI.dylib] FSlateRHIRenderer::CreateViewport(TSharedRef) Address = 0x1314b69ca (filename not found) [in UE4Editor-SlateRHIRenderer.dylib] SWindow::ShowWindow() Address = 0x111d51ac3 (filename not found) [in UE4Editor-SlateCore.dylib] FFeedbackContextEditor::StartSlowTask(FText const&, bool) Address = 0x112d3abf8 (filename not found) [in UE4Editor-UnrealEd.dylib] FSlowTask::MakeDialog(bool, bool) Address = 0x10b18eb59 (filename not found) [in UE4Editor-Core.dylib] FStaticMeshStatusMessageContext::FStaticMeshStatusMessageContext(FText const&) Address = 0x10d8e8fa9 (filename not found) [in UE4Editor-Engine.dylib] FStaticMeshRenderData::Cache(UStaticMesh*, FStaticMeshLODSettings const&) Address = 0x10d89294d (filename not found) [in UE4Editor-Engine.dylib] UStaticMesh::CacheDerivedData() Address = 0x10d8a0385 (filename not found) [in UE4Editor-Engine.dylib] UStaticMesh::PostLoad() Address = 0x10d8a2ffd (filename not found) [in

UE4Editor-Engine.dylib] UObject::ConditionalPostLoad() Address = 0x10bcc6cff (filename not found) [in UE4Editor-CoreUObject.dy

Sorry about these 3 comments, but it was really long.

Kind regards,

So I can tell you why you are getting your crash, and potential ways to go about fixing it. Firstly, the asset you are trying to load HillTree_02 from the Open World Demo collection is very resource heavy and is extremely high poly/density using high resolution textures. We have a disclaimer that in order to even run that project as expected you need at least 4 GB of free space on your hardrive to accommodate the DDC by this content.

“The assets in the pack are designed for extremely high end systems. Load times of up to an hour are expected when opening maps and content for the first time.”

Now if you are using the landscape grass system to spawn these trees at the default density 400.0, I would almost definitely expect it to freeze and/or crash working on a Mac In short, what happens when you reduce the density of the foliage, and or try using a different static mesh?

Let me know if you have further questions.

Thank you for the answer!
I didn’t know that, I’ll try it again with lower settings and write you back when it has finished.
Kind regards,

Hey ,

I tried it again with the same settings but waited a bit longer - after app. an half hour, everything worked fine.
After the first loading, it also only needs a second to load again.
I just have one more question:

These trees in the background on the right should be ScottsPineTall_01, but they don’t look like them, only if I zoom in a lot. What do I have to change in order to see them? Is there a problem with the distance, …?

Thanks,

That looks like an LOD distance setting you might need to change within the Static Mesh editor of that particular mesh. Uncheck Auto-Compute LOD distances if you want to manually modify that setting.

I just experience the same total Macbook crash and rebooting when using Unreal Engine. My 13"MacBook Pro crashed yesterday and twice today. This is the latest version of Unreal version 4.19, I wonder if there is a concrete solution to this. I hope I don’t give up on Unreal and go to Unity.

I just experience the same total Macbook crash and rebooting when using Unreal Engine. My 13"MacBook Pro crashed yesterday and twice today. This is the latest version of Unreal version 4.19, I wonder if there is a concrete solution to this. I hope I don’t give up on Unreal and go to Unity.

This thread might have an answer for you…