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

This may be related to this bug report: BUG: Crash in FMetalRenderPipelineDesc::CreatePipelineStateForBoundShaderState - Blueprint - Epic Developer Community Forums

Hi ,

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.

This issue is reported as fixed in the 4.17.1 Hotfix: 4.17.1 Hotfix Released - Announcements - Epic Developer Community Forums