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BUG: Failed to generate render pipeline state object in MetalRHI

I've created a Vehicle Template C++ project on macOS 10.12.6 in UE 4.17.0. When I try to run the project out of Xcode 8.3.3, I received the following error in the console:

 2017-08-10 01:51:52.788102-0400 UE4Editor[27201:981457] Compiler failed with XPC_ERROR_CONNECTION_INTERRUPTED
 2017-08-10 01:51:52.937475-0400 UE4Editor[27201:979742] Compiler failed with XPC_ERROR_CONNECTION_INTERRUPTED
 2017-08-10 01:51:53.160016-0400 UE4Editor[27201:979742] Compiler failed with XPC_ERROR_CONNECTION_INTERRUPTED
 [2017.08.10-05.51.53:160][  0]LogRHI: Error: Vertex shader: OFFLINE
 [2017.08.10-05.51.53:160][  0]LogRHI: Error: Pixel shader: OFFLINE
 [2017.08.10-05.51.53:161][  0]LogRHI: Error: Descriptor: <MTLRenderPipelineDescriptorInternal: 0x608000181ee0>
     label = <none> 
     Alpha to Coverage = 0 
     Alpha to One = 0 
     Rasterization Enabled = 1 
     Sample Coverage = 1 
     Sample Mask = 0xffffffffffffffff 
     Sample Count = 1 
     Input Primitive Topology = Triangle 
     Depth Attachment Format = MTLPixelFormatDepth24Unorm_Stencil8 
     Stencil Attachment Format = MTLPixelFormatDepth24Unorm_Stencil8 
     tessellationPartitionMode = MTLTessellationPartitionModePow2 
     maxTessellationFactor = 16 
     tessellationFactorScaleEnabled = 0 
     tessellationFactorFormat = MTLTessellationFactorFormatHalf 
     tessellationControlPointIndexType = MTLTessellationControlPointIndexTypeNone 
     tessellationFactorStepFunction = MTLTessellationFactorStepFunctionConstant 
     tessellationOutputWindingOrder = MTLWindingClockwise 
     Vertex Function = <_MTLFunctionInternal: 0x61000019e100>
         name = Main_000001b9_89abeea9 
         device = <NVMTLDevice: 0x120079800>
             name = NVIDIA GeForce GT 650M 
         functionType = MTLFunctionTypeVertex 
         attributes: <MTLVertexAttributeInternal: 0x610000242c40>
             name = IN_ATTRIBUTE0 
             attributeIndex = 0 
             attributeType = MTLDataTypeFloat4 
             active = 1 
             isPatchData = 0 
             isPatchControlPointData = 0 
     Fragment Function = <_MTLFunctionInternal: 0x61000019e2a0>
         name = Main_00003e8c_4d78f3a5 
         device = <NVMTLDevice: 0x120079800>
             name = NVIDIA GeForce GT 650M 
         functionType = MTLFunctionTypeFragment 
         attributes: <none> 
     Vertex Array: 
         Buffer 30: 
             stepFunction = MTLVertexStepFunctionPerVertex 
             stride = 16 
             Attribute 0: 
                 offset = 0 
                 format = MTLAttributeFormatFloat4 
     Blend States: 
     Color Attachment 0: 
         pixelFormat = MTLPixelFormatBGRA8Unorm 
         blending = 1 
         Source blend factors: 
         RGB   = MTLBlendFactorOne 
         Alpha = MTLBlendFactorOne 
         Destination blend factors: 
         RGB   = MTLBlendFactorOne 
         Alpha = MTLBlendFactorZero 
         Blend operations: 
         RGB   = MTLBlendOperationMin 
         Alpha = MTLBlendOperationAdd 
         writeMask = RG 
     Color Attachment 1: 
         pixelFormat = MTLPixelFormatInvalid 
         blending = 0 
         Source blend factors: 
         RGB   = MTLBlendFactorOne 
         Alpha = MTLBlendFactorOne 
         Destination blend factors: 
         RGB   = MTLBlendFactorZero 
         Alpha = MTLBlendFactorZero 
         Blend operations: 
         RGB   = MTLBlendOperationAdd 
         Alpha = MTLBlendOperationAdd 
         writeMask = None 
     Color Attachment 2: 
         pixelFormat = MTLPixelFormatInvalid 
         blending = 0 
         Source blend factors: 
         RGB   = MTLBlendFactorOne 
         Alpha = MTLBlendFactorOne 
         Destination blend factors: 
         RGB   = MTLBlendFactorZero 
         Alpha = MTLBlendFactorZero 
         Blend operations: 
         RGB   = MTLBlendOperationAdd 
         Alpha = MTLBlendOperationAdd 
         writeMask = None 
     Color Attachment 3: 
         pixelFormat = MTLPixelFormatInvalid 
         blending = 0 
         Source blend factors: 
         RGB   = MTLBlendFactorOne 
         Alpha = MTLBlendFactorOne 
         Destination blend factors: 
         RGB   = MTLBlendFactorZero 
         Alpha = MTLBlendFactorZero 
         Blend operations: 
         RGB   = MTLBlendOperationAdd 
         Alpha = MTLBlendOperationAdd 
         writeMask = None 
     Color Attachment 4: 
         pixelFormat = MTLPixelFormatInvalid 
         blending = 0 
         Source blend factors: 
         RGB   = MTLBlendFactorOne 
         Alpha = MTLBlendFactorOne 
         Destination blend factors: 
         RGB   = MTLBlendFactorZero 
         Alpha = MTLBlendFactorZero 
         Blend operations: 
         RGB   = MTLBlendOperationAdd 
         Alpha = MTLBlendOperationAdd 
         writeMask = None 
     Color Attachment 5: 
         pixelFormat = MTLPixelFormatInvalid 
         blending = 0 
         Source blend factors: 
         RGB   = MTLBlendFactorOne 
         Alpha = MTLBlendFactorOne 
         Destination blend factors: 
         RGB   = MTLBlendFactorZero 
         Alpha = MTLBlendFactorZero 
         Blend operations: 
         RGB   = MTLBlendOperationAdd 
         Alpha = MTLBlendOperationAdd 
         writeMask = None 
     Color Attachment 6: 
         pixelFormat = MTLPixelFormatInvalid 
         blending = 0 
         Source blend factors: 
         RGB   = MTLBlendFactorOne 
         Alpha = MTLBlendFactorOne 
         Destination blend factors: 
         RGB   = MTLBlendFactorZero 
         Alpha = MTLBlendFactorZero 
         Blend operations: 
         RGB   = MTLBlendOperationAdd 
         Alpha = MTLBlendOperationAdd 
         writeMask = None 
     Color Attachment 7: 
         pixelFormat = MTLPixelFormatInvalid 
         blending = 0 
         Source blend factors: 
         RGB   = MTLBlendFactorOne 
         Alpha = MTLBlendFactorOne 
         Destination blend factors: 
         RGB   = MTLBlendFactorZero 
         Alpha = MTLBlendFactorZero 
         Blend operations: 
         RGB   = MTLBlendOperationAdd 
         Alpha = MTLBlendOperationAdd 
         writeMask = None
 Fatal error: [File:/Users/build/Build/++UE4+Release-4.17+Compile/Sync/Engine/Source/Runtime/Apple/MetalRHI/Private/MetalRenderPipelineDesc.cpp] [Line: 580] 
 Failed to generate a render pipeline state object:
 
  Compiler encountered an internal error
Product Version: UE 4.17
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asked Aug 10 '17 at 06:00 AM in Bug Reports

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JonathanADaley
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2 answers: sort voted first

This issue is reported as fixed in the 4.17.1 Hotfix: https://forums.unrealengine.com/showthread.php?152504-4-17-1-Hotfix-Released

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answered Aug 17 '17 at 05:35 AM

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JonathanADaley
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Hi Jonathan,

I believe this is the same issue as the one in your other post. The same workaround I linked to in that post should help here as well.

Tim

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answered Aug 10 '17 at 07:16 PM

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