Unreal Engine 4.17 Crashes on Launch

Hello Unreal Community,

Really need some help with getting the Unreal Engine working on my comp!
I’ve tried installing and reinstalling both Epic Games Launcher and Unreal Engine.
Restarting the comp. Been reading other reports on a lib case sensitive file? But I don’t exactly know what to do about that. Truly appreciate anyone who looks at this! I’ve submitted crash reports every time it fails.

Comp Specs

MacBook Pro (Retina, 15-inch, Mid 2014)
running on MacOS Sierra version 10.12.6

Processor 2.8GHz Intel Core i&

Graphics Intel Iris Pro 1536MB

Here’s the error code:

LoginId:68904415574c1b668df578b096d1d11b
EpicAccountId:e3d6cecde8d24ddbabecfb72ea1aa243

SEGV_MAPERR at 0x3

FGenericPlatformMisc::RaiseException(unsigned int) Address = 0x10186ac9b (filename not found) [in UE4Editor-Core.dylib]
FOutputDeviceMacError::Serialize(wchar_t const*, ELogVerbosity::Type, FName const&) Address = 0x101a8225f (filename not found) [in UE4Editor-Core.dylib]
FOutputDevice::Logf(wchar_t const*, …) Address = 0x101b6894d (filename not found) [in UE4Editor-Core.dylib]
FDebug::AssertFailed(char const*, char const*, int, wchar_t const*, …) Address = 0x101abb81e (filename not found) [in UE4Editor-Core.dylib]
FMetalRenderPipelineDesc::CreatePipelineStateForBoundShaderState(FMetalBoundShaderState*, FMetalHashedVertexDescriptor const&) const Address = 0x1377fa51a (filename not found) [in UE4Editor-MetalRHI.dylib]
FMetalBoundShaderState::PrepareToDraw(FMetalHashedVertexDescriptor const&, FMetalRenderPipelineDesc const&) Address = 0x1377c5c92 (filename not found) [in UE4Editor-MetalRHI.dylib]
FMetalContext::PrepareToDraw(unsigned int, EMetalIndexType) Address = 0x1377bfa28 (filename not found) [in UE4Editor-MetalRHI.dylib]
FMetalRHICommandContext::RHIEndDrawPrimitiveUP() Address = 0x1377a5408 (filename not found) [in UE4Editor-MetalRHI.dylib]
DrawPrimitiveUP(FRHICommandList&, unsigned int, unsigned int, void const*, unsigned int) Address = 0x112e7cdb9 (filename not found) [in UE4Editor-Renderer.dylib]
FProjectedShadowInfo::RenderProjection(FRHICommandListImmediate&, int, FViewInfo const*, bool, bool) const Address = 0x1135d8ef7 (filename not found) [in UE4Editor-Renderer.dylib]
FSceneRenderer::RenderShadowProjections(FRHICommandListImmediate&, FLightSceneInfo const*, IPooledRenderTarget*, bool, bool) Address = 0x1135dccf4 (filename not found) [in UE4Editor-Renderer.dylib]
FDeferredShadingSceneRenderer::RenderShadowProjections(FRHICommandListImmediate&, FLightSceneInfo const*, IPooledRenderTarget*, bool&) Address = 0x1135dd396 (filename not found) [in UE4Editor-Renderer.dylib]
FDeferredShadingSceneRenderer::RenderLights(FRHICommandListImmediate&) Address = 0x112fdb6c3 (filename not found) [in UE4Editor-Renderer.dylib]
FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate&) Address = 0x112e88a11 (filename not found) [in UE4Editor-Renderer.dylib]
FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::EURCMacro_FDrawSceneCommand::DoTask(ENamedThreads::Type, TRefCountPtr const&) Address = 0x1135133d0 (filename not found) [in UE4Editor-Renderer.dylib]
TGraphTask::ExecuteTask(TArray&, ENamedThreads::Type) Address = 0x113577760 (filename not found) [in UE4Editor-Renderer.dylib]
FNamedTaskThread::ProcessTasksNamedThread(int, bool) Address = 0x10188e1cf (filename not found) [in UE4Editor-Core.dylib]
FNamedTaskThread::ProcessTasksUntilQuit(int) Address = 0x10188d1d8 (filename not found) [in UE4Editor-Core.dylib]
FTaskGraphImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type) Address = 0x101888f61 (filename not found) [in UE4Editor-Core.dylib]
RenderingThreadMain(FEvent*) Address = 0x108813cb1 (filename not found) [in UE4Editor-RenderCore.dylib]
FRenderingThread::Run() Address = 0x1088295d7 (filename not found) [in UE4Editor-RenderCore.dylib]
FRunnableThreadPThread::Run() Address = 0x10190cc90 (filename not found) [in UE4Editor-Core.dylib]
FRunnableThreadPThread::_ThreadProc(void*) Address = 0x1018aeb80 (filename not found) [in UE4Editor-Core.dylib]
_pthread_body Address = 0x7fff9be7593b (filename not found) [in libsystem_pthread.dylib]
_pthread_body Address = 0x7fff9be75887 (filename not found) [in libsystem_pthread.dylib]
thread_start Address = 0x7fff9be7508d (filename not found) [in libsystem_pthread.dylib]

This also occurs for us when we package our game in Development on MacOS using RunUAT:

Start UAT: mono AutomationTool.exe BuildCookRun -project=/Users/jenkinsci/CI/workspace/Galacide/Galacide/Galacide.uproject -noP4 -ForceDebugInfo -clientconfig=Development -serverconfig=Development -allmaps -stage -iterate -cook -build -platform= -archive -archivedirectory=/Users/jenkinsci/CI/workspace/steamworks/tools/ContentBuilder/content/Galacide//Development
Automation.ParseCommandLine: Parsing command line: BuildCookRun -project=/Users/jenkinsci/CI/workspace/Galacide/Galacide/Galacide.uproject -noP4 -ForceDebugInfo -clientconfig=Development -serverconfig=Development -allmaps -stage -iterate -cook -build -platform= -archive -archivedirectory=/Users/jenkinsci/CI/workspace/steamworks/tools/ContentBuilder/content/Galacide//Development -compile

MacOS Sierra 10.12.6
iMac (21.5-inch, Late 2013)
Processor: 3.1 GHz Intel Core i7
Memory 16gb 1600 MHz DDR3
Graphics NVidia Geforce GT 7500M 1024 MB