Apple ARkit / Unreal 4.17 Beta Release

I know this is beta software, but following the instructions for downloading and compiling/building the GitHub branch “dev-ar-kit” results in a build that crashes about 30% of the way through loading the UE4Editor. I get a successful run through the download and build using the instructions in the .md file. I have included the crash trace below in hopes that somebody can help. Building/Running on a 2016 iMac i7.

---------------------------------------------------- BEGIN CRASH DUMP ------------------------------------------------
LoginId:
EpicAccountId:

SEGV_MAPERR at 0x3

FGenericPlatformMisc::RaiseException(unsigned int) Address = 0x1065cdc5b [/Users//Documents/UEARKit/UnrealEngine/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformMisc.cpp, line 328] [in UE4Editor-Core.dylib]
FOutputDeviceMacError::Serialize(wchar_t const*, ELogVerbosity::Type, FName const&) Address = 0x1067b505f [/Users//Documents/UEARKit/UnrealEngine/Engine/Source/Runtime/Core/Private/Mac/MacPlatformOutputDevices.cpp, line 95] [in UE4Editor-Core.dylib]
FOutputDevice::Logf(wchar_t const*, …) Address = 0x10689081d [Runtime/Core/Public/HAL/UnrealMemory.h, line 183] [in UE4Editor-Core.dylib]
FDebug::AssertFailed(char const*, char const*, int, wchar_t const*, …) Address = 0x1067fabbe [/Users//Documents/UEARKit/UnrealEngine/Engine/Source/Runtime/Core/Public/Containers/ContainerAllocationPolicies.h, line 368] [in UE4Editor-Core.dylib]
FShaderCompilingManager::LaunchWorker(FString const&, unsigned int, unsigned int, FString const&, FString const&) Address = 0x108d21615 [/Users//Documents/UEARKit/UnrealEngine/Engine/Source/Runtime/Core/Public/Containers/ContainerAllocationPolicies.h, line 368] [in UE4Editor-Engine.dylib]
FShaderCompileThreadRunnable::LaunchWorkersIfNeeded() Address = 0x108d1f6ef (filename not found) [in UE4Editor-Engine.dylib]
FShaderCompileThreadRunnable::CompilingLoop() Address = 0x108d2579e [/Users//Documents/UEARKit/UnrealEngine/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp, line 1342] [in UE4Editor-Engine.dylib]
FShaderCompileThreadRunnableBase::Run() Address = 0x108d1a759 (filename not found) [in UE4Editor-Engine.dylib]
FRunnableThreadPThread::Run() Address = 0x10664b01e [/Users//Documents/UEARKit/UnrealEngine/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.cpp, line 25] [in UE4Editor-Core.dylib]
FRunnableThreadPThread::_ThreadProc(void*) Address = 0x106607e0e [Runtime/Core/Private/HAL/PThreadRunnableThread.h, line 178] [in UE4Editor-Core.dylib]
_pthread_body Address = 0x7fffc99f093b (filename not found) [in libsystem_pthread.dylib]
_pthread_body Address = 0x7fffc99f0887 (filename not found) [in libsystem_pthread.dylib]
thread_start Address = 0x7fffc99f008d (filename not found) [in libsystem_pthread.dylib]