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unreal engine crashes on iMac 5k AMD Radeon R9 M295X 4096 MB

5k iMac AMD Radeon R9 M295X 4096 MB -- 32GB RAM 10.12.3 (16D32) macOS Sierra

Crashes every launch on Fort Nite --- Does the Unreal Engine just have problems with that specific AMD line?

  SEGV_MAPERR at 0x3
 FGenericPlatformMisc::RaiseException(unsigned int) Address = 0x105296ddb (filename not found) [in FortniteClient-Mac-Shipping]
 FOutputDeviceMacError::Serialize(wchar_t const*, ELogVerbosity::Type, FName const&) Address = 0x10536b79f (filename not found) [in FortniteClient-Mac-Shipping]
 FOutputDevice::Logf(wchar_t const*, ...) Address = 0x1053c8edc (filename not found) [in FortniteClient-Mac-Shipping]
 FDebug::AssertFailed(char const*, char const*, int, wchar_t const*, ...) Address = 0x1053911f4 (filename not found) [in FortniteClient-Mac-Shipping]
 FMetalRenderPipelineDesc::CreatePipelineStateForBoundShaderState(FMetalBoundShaderState*, FMetalHashedVertexDescriptor const&) const Address = 0x105257b78 (filename not found) [in FortniteClient-Mac-Shipping]
 FMetalBoundShaderState::PrepareToDraw(FMetalHashedVertexDescriptor const&, FMetalRenderPipelineDesc const&) Address = 0x10524be85 (filename not found) [in FortniteClient-Mac-Shipping]
 FMetalContext::PrepareToDraw(unsigned int, EMetalIndexType) Address = 0x10524a348 (filename not found) [in FortniteClient-Mac-Shipping]
 FMetalRHICommandContext::RHIDrawIndexedPrimitive(FRHIIndexBuffer*, unsigned int, int, unsigned int, unsigned int, unsigned int, unsigned int, unsigned int) Address = 0x105240d1d (filename not found) [in FortniteClient-Mac-Shipping]
 FMeshDrawingPolicy::DrawMesh(FRHICommandList&, FMeshBatch const&, int, bool) const Address = 0x105a0ed89 (filename not found) [in FortniteClient-Mac-Shipping]
 void FDrawTranslucentMeshAction::Process<FUniformLightMapPolicy>(FRHICommandList&, FProcessBasePassMeshParameters const&, FUniformLightMapPolicy const&, FUniformLightMapPolicy::ElementDataType const&) Address = 0x105cbc75b (filename not found) [in FortniteClient-Mac-Shipping]
 void ProcessBasePassMesh<FDrawTranslucentMeshAction>(FRHICommandList&, FProcessBasePassMeshParameters const&, FDrawTranslucentMeshAction&&) Address = 0x105ca2bf1 (filename not found) [in FortniteClient-Mac-Shipping]
 FTranslucencyDrawingPolicyFactory::DrawMesh(FRHICommandList&, FViewInfo const&, FTranslucencyDrawingPolicyFactory::ContextType, FMeshBatch const&, unsigned long long const&, FDrawingPolicyRenderState const&, bool, FPrimitiveSceneProxy const*, FHitProxyId) Address = 0x105ca234c (filename not found) [in FortniteClient-Mac-Shipping]
 FTranslucencyDrawingPolicyFactory::DrawDynamicMesh(FRHICommandList&, FViewInfo const&, FTranslucencyDrawingPolicyFactory::ContextType, FMeshBatch const&, bool, FDrawingPolicyRenderState const&, FPrimitiveSceneProxy const*, FHitProxyId) Address = 0x105ca2d5e (filename not found) [in FortniteClient-Mac-Shipping]
 FTranslucentPrimSet::RenderPrimitive(FRHICommandList&, FViewInfo const&, FDrawingPolicyRenderState const&, FPrimitiveSceneInfo*, FPrimitiveViewRelevance const&, FProjectedShadowInfo const*, ETranslucencyPass::Type) const Address = 0x105ca2f97 (filename not found) [in FortniteClient-Mac-Shipping]
 FTranslucentPrimSet::DrawPrimitives(FRHICommandListImmediate&, FViewInfo const&, FDrawingPolicyRenderState const&, FDeferredShadingSceneRenderer&, ETranslucencyPass::Type) const Address = 0x105ca341e (filename not found) [in FortniteClient-Mac-Shipping]
 FDeferredShadingSceneRenderer::RenderTranslucency(FRHICommandListImmediate&) Address = 0x105ca3e14 (filename not found) [in FortniteClient-Mac-Shipping]
 FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate&) Address = 0x1059c8c76 (filename not found) [in FortniteClient-Mac-Shipping]
 FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::EURCMacro_FDrawSceneCommand::DoTask(ENamedThreads::Type, TRefCountPtr<FGraphEvent> const&) Address = 0x105c478dc (filename not found) [in FortniteClient-Mac-Shipping]
 TGraphTask<FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::EURCMacro_FDrawSceneCommand>::ExecuteTask(TArray<FBaseGraphTask*, FDefaultAllocator>&, ENamedThreads::Type) Address = 0x105c6c12a (filename not found) [in FortniteClient-Mac-Shipping]
 FNamedTaskThread::ProcessTasksNamedThread(int, bool) Address = 0x1052a42d2 (filename not found) [in FortniteClient-Mac-Shipping]
 FNamedTaskThread::ProcessTasksUntilQuit(int) Address = 0x1052a3c55 (filename not found) [in FortniteClient-Mac-Shipping]
 RenderingThreadMain(FEvent*) Address = 0x10593ae3b (filename not found) [in FortniteClient-Mac-Shipping]
 FRenderingThread::Run() Address = 0x10593fc17 (filename not found) [in FortniteClient-Mac-Shipping]
 FRunnableThreadPThread::Run() Address = 0x1052c297a (filename not found) [in FortniteClient-Mac-Shipping]
 FRunnableThreadPThread::_ThreadProc(void*) Address = 0x1052ac2cd (filename not found) [in FortniteClient-Mac-Shipping]
 _pthread_body Address = 0x7fffb0344aab (filename not found) [in libsystem_pthread.dylib]
 _pthread_body Address = 0x7fffb03449f7 (filename not found) [in libsystem_pthread.dylib]
 thread_start Address = 0x7fffb03441fd (filename not found) [in libsystem_pthread.dylib]

[1]: /storage/temp/204209-crashreport.zip

Product Version: UE 4.17
crashreport.zip (56.8 kB)
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asked Aug 14 '17 at 01:06 PM in Bug Reports

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I'm glad i'm not the only one with the same issue under OSX. I generally use bootcamp to run the game as it crashes every time now.

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answered Mar 13 '18 at 12:51 PM

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