x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

4.17.2 crash on project load (Mac) 100% repro

I'm trying to open a project in 4.17.2 for the first time following an upgrade to 4.17 from 4.15 (note the project has been opened and converted by others in my team).

I'm on a Mac (OS X 10.11.6) and the Unreal crashes at the end of its load process (i.e after 100% loaded). Crash report is below.

I have tried editing the ConsoleVariables.ini file to uncomment 'r.Shaders.Optimize=0' but that doesn't make a difference.

I am running an nVidia graphics card (GeForce GTX 775M). I was running the game with no significant issues on 4.15.


LoginId:d9bdca207c439a0733087bb142428c96 EpicAccountId:63b7cbd1b31a44a0abdd7f28828a3349

SEGV_MAPERR at 0x3

FGenericPlatformMisc::RaiseException(unsigned int) Address = 0x10c11f25b (filename not found) [in UE4Editor-Core.dylib] FOutputDeviceMacError::Serialize(wchar_t const*, ELogVerbosity::Type, FName const&) Address = 0x10c33694f (filename not found) [in UE4Editor-Core.dylib] FOutputDevice::Logf(wchar_t const*, ...) Address = 0x10c41d1bd (filename not found) [in UE4Editor-Core.dylib] FDebug::AssertFailed(char const*, char const*, int, wchar_t const*, ...) Address = 0x10c37008e (filename not found) [in UE4Editor-Core.dylib] TMetalBaseShader::Init(TArray const&, FMetalCodeHeader&) Address = 0x1436759f8 (filename not found) [in UE4Editor-MetalRHI.dylib] FMetalVertexShader::FMetalVertexShader(TArray const&) Address = 0x1436735ef (filename not found) [in UE4Editor-MetalRHI.dylib] FMetalDynamicRHI::RHICreateVertexShader(TArray const&) Address = 0x143684da3 (filename not found) [in UE4Editor-MetalRHI.dylib] FDynamicRHI::CreateVertexShader_RenderThread(FRHICommandListImmediate&, TArray const&) Address = 0x11317746f (filename not found) [in UE4Editor-RHI.dylib] FShaderCodeLibrary::CreateVertexShader(EShaderPlatform, FSHAHash, TArray const&) Address = 0x11332a6d7 (filename not found) [in UE4Editor-ShaderCore.dylib] FShaderResource::InitRHI() Address = 0x11330b367 (filename not found) [in UE4Editor-ShaderCore.dylib] FRenderResource::InitResource() Address = 0x1130c41a5 (filename not found) [in UE4Editor-RenderCore.dylib] FShaderResource::InitializeShaderRHI() Address = 0x11330ceed (filename not found) [in UE4Editor-ShaderCore.dylib] FDeferredShadingSceneRenderer::BeginOcclusionTests(FRHICommandListImmediate&, bool) Address = 0x11ddca5fc (filename not found) [in UE4Editor-Renderer.dylib] FDeferredShadingSceneRenderer::RenderOcclusion(FRHICommandListImmediate&, bool) Address = 0x11d74cd58 (filename not found) [in UE4Editor-Renderer.dylib] FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate&) Address = 0x11d752823 (filename not found) [in UE4Editor-Renderer.dylib] FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::EURCMacro_FDrawSceneCommand::DoTask(ENamedThreads::Type, TRefCountPtr const&) Address = 0x11dde2320 (filename not found) [in UE4Editor-Renderer.dylib] TGraphTask::ExecuteTask(TArray&, ENamedThreads::Type) Address = 0x11de466b0 (filename not found) [in UE4Editor-Renderer.dylib] FNamedTaskThread::ProcessTasksNamedThread(int, bool) Address = 0x10c14278f (filename not found) [in UE4Editor-Core.dylib] FNamedTaskThread::ProcessTasksUntilQuit(int) Address = 0x10c141798 (filename not found) [in UE4Editor-Core.dylib] FTaskGraphImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type) Address = 0x10c13d521 (filename not found) [in UE4Editor-Core.dylib] RenderingThreadMain(FEvent*) Address = 0x1130bccb1 (filename not found) [in UE4Editor-RenderCore.dylib] FRenderingThread::Run() Address = 0x1130d25d7 (filename not found) [in UE4Editor-RenderCore.dylib] FRunnableThreadPThread::Run() Address = 0x10c1c1250 (filename not found) [in UE4Editor-Core.dylib] FRunnableThreadPThread::_ThreadProc(void*) Address = 0x10c163140 (filename not found) [in UE4Editor-Core.dylib] _pthread_body Address = 0x7fff9c5f799d (filename not found) [in libsystem_pthread.dylib] _pthread_body Address = 0x7fff9c5f791a (filename not found) [in libsystem_pthread.dylib] thread_start Address = 0x7fff9c5f5351 (filename not found) [in libsystem_pthread.dylib]

Product Version: UE 4.17
Tags:
more ▼

asked Nov 08 '17 at 11:49 AM in Bug Reports

avatar image

Mark Angus
21 1 4

avatar image Mark Angus Nov 08 '17 at 12:10 PM

I can open a blank project which suggests a Project Settings issue.

avatar image Mark Angus Nov 08 '17 at 01:06 PM

Some progress - changing the DefaultEngine.ini to

MaxShaderLanguageVersion=1

Allows the project to open but without a level loaded. The Unreal then crashes on loading a level, however.

FGenericPlatformMisc::RaiseException(unsigned int) Address = 0x103bf425b (filename not found) [in UE4Editor-Core.dylib] FOutputDeviceMacError::Serialize(wchar_t const*, ELogVerbosity::Type, FName const&) Address = 0x103e0b94f (filename not found) [in UE4Editor-Core.dylib] FOutputDevice::Logf(wchar_t const*, ...) Address = 0x103ef21bd (filename not found) [in UE4Editor-Core.dylib] FDebug::AssertFailed(char const*, char const*, int, wchar_t const*, ...) Address = 0x103e4508e (filename not found) [in UE4Editor-Core.dylib] FUploadObjectsToBufferCS* TShaderMap::GetShader() const Address = 0x1152ddd82 (filename not found) [in UE4Editor-Renderer.dylib] FDeferredShadingSceneRenderer::UpdateGlobalDistanceFieldObjectBuffers(FRHICommandListImmediate&) Address = 0x115254f02 (filename not found) [in UE4Editor-Renderer.dylib] FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate&) Address = 0x115245310 (filename not found) [in UE4Editor-Renderer.dylib] FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::EURCMacro_FDrawSceneCommand::DoTask(ENamedThreads::Type, TRefCountPtr const&) Address = 0x1158d7320 (filename not found) [in UE4Editor-Renderer.dylib] TGraphTask::ExecuteTask(TArray&, ENamedThreads::Type) Address = 0x11593b6b0 (filename not found) [in UE4Editor-Renderer.dylib]

avatar image Mark Angus Nov 08 '17 at 01:15 PM

FNamedTaskThread::ProcessTasksNamedThread(int, bool) Address = 0x103c1778f (filename not found) [in UE4Editor-Core.dylib] FNamedTaskThread::ProcessTasksUntilQuit(int) Address = 0x103c16798 (filename not found) [in UE4Editor-Core.dylib] FTaskGraphImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type) Address = 0x103c12521 (filename not found) [in UE4Editor-Core.dylib] RenderingThreadMain(FEvent*) Address = 0x10aba2cb1 (filename not found) [in UE4Editor-RenderCore.dylib] FRenderingThread::Run() Address = 0x10abb85d7 (filename not found) [in UE4Editor-RenderCore.dylib] FRunnableThreadPThread::Run() Address = 0x103c96250 (filename not found) [in UE4Editor-Core.dylib] FRunnableThreadPThread::_ThreadProc(void*) Address = 0x103c38140 (filename not found) [in UE4Editor-Core.dylib] _pthread_body Address = 0x7fff9c5f799d (filename not found) [in libsystem_pthread.dylib] _pthread_body Address = 0x7fff9c5f791a (filename not found) [in libsystem_pthread.dylib] thread_start Address = 0x7fff9c5f5351 (filename not found) [in libsystem_pthread.dylib]

avatar image Mark Angus Nov 08 '17 at 04:12 PM

I've tracked down the log which shows the critical error on loading a level:

[2017.11.08-15.02.10:485][993]LogMac: === Critical error: === SIGSEGV: invalid attempt to access memory at address 0x3

[2017.11.08-15.02.10:485][993]LogMac: FGenericPlatformMisc::RaiseException(unsigned int) Address = 0xcae925b (filename not found) [in UE4Editor-Core.dylib] FOutputDeviceMacError::Serialize(wchar_t const*, ELogVerbosity::Type, FName const&) Address = 0xcd0094f (filename not found) [in UE4Editor-Core.dylib] FOutputDevice::Logf(wchar_t const*, ...) Address = 0xcde71bd (filename not found) [in UE4Editor-Core.dylib] FDebug::AssertFailed(char const*, char const*, int, wchar_t const*, ...) Address = 0xcd3a08e (filename not found) [in UE4Editor-Core.dylib] FUploadObjectsToBufferCS* TShaderMap::GetShader() const Address = 0x1e1cdd82 (filename not found) [in UE4Editor-Renderer.dylib] FDeferredShadingSceneRenderer::UpdateGlobalDistanceFieldObjectBuffers(FRHICommandListImmediate&) Address = 0x1e144f02 (filename not found) [in UE4Editor-Renderer.dylib] FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate&) Address = 0x1e135310 (filename not found) [in UE4Editor-Renderer.dylib] FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::EURCMacro_FDrawSceneCommand::DoTask(ENamedThreads::Type, TRefCountPtr const&) Address = 0x1e7c7320 (filename not found) [in UE4Editor-Renderer.dylib] TGraphTask::ExecuteTask(TArray&, ENamedThreads::Type) Address = 0x1e82b6b0 (filename not found) [in UE4Editor-Renderer.dylib] FNamedTaskThread::ProcessTasksNamedThread(int, bool) Address = 0xcb0c78f (filename not found) [in UE4Editor-Core.dylib] FNamedTaskThread::ProcessTasksUntilQuit(int) Address = 0xcb0b798 (filename not found) [in UE4Editor-Core.dylib]

avatar image Mark Angus Nov 08 '17 at 04:12 PM

FTaskGraphImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type) Address = 0xcb07521 (filename not found) [in UE4Editor-Core.dylib] RenderingThreadMain(FEvent*) Address = 0x13a92cb1 (filename not found) [in UE4Editor-RenderCore.dylib] FRenderingThread::Run() Address = 0x13aa85d7 (filename not found) [in UE4Editor-RenderCore.dylib] FRunnableThreadPThread::Run() Address = 0xcb8b250 (filename not found) [in UE4Editor-Core.dylib] FRunnableThreadPThread::_ThreadProc(void*) Address = 0xcb2d140 (filename not found) [in UE4Editor-Core.dylib] _pthread_body() Address = 0x9c5f799d (filename not found) [in libsystem_pthread.dylib] _pthread_body() Address = 0x9c5f791a (filename not found) [in libsystem_pthread.dylib] thread_start() Address = 0x9c5f5351 (filename not found) [in libsystem_pthread.dylib]

avatar image Mark Angus Nov 09 '17 at 02:58 PM

Bump? I would really appreciate some support as currently I'm unable to even open Unreal.

avatar image ColdSteel48 Nov 10 '17 at 10:16 PM

For me 4.17 doesn't work at all on Mac - because launcher deletes the Shader folder. Some people suggested that a full format of Mac and reinstalling everything from scratch fixes the issue.

And I am on El-Capitan.

avatar image Mark Angus Nov 11 '17 at 01:18 PM

I found some release notes which suggested 10.12 is now the minimum spec for 4.17.

Having upgraded to Sierra I can now run Unreal, although it crashes every 20 minutes or so. I'm going to report that issue as well, although as you can see they seem disinterested in these reports :(

avatar image ColdSteel48 Nov 11 '17 at 02:23 PM

Yeah, I already suggested them to stop advertising this as Mac compatible - it is clearly not.

avatar image ColdSteel48 Nov 11 '17 at 03:51 PM

I stayed in 4.16 as somewhat stable Mac version :-)

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

In case anyone else has the same issue I did, it seems Unreal no longer supports OS X 10.11. I updated the OS to 10.12 (Sierra) and am now able to load. You appear to now need a minimum of Metal 1.2 to run Unreal.

more ▼

answered Nov 10 '17 at 04:30 PM

avatar image

Mark Angus
21 1 4

avatar image Tim C ♦♦ STAFF Nov 13 '17 at 07:40 PM

Hi Mark,

You are correct about the minimum supported MacOS and Metal versions with 4.17. Some of the changes incorporated in that version of the Engine required the minimum supported MacOS version to be increased to 10.12, and the minimum Metal version to be increased to 1.2.

Tim

avatar image ColdSteel48 Nov 13 '17 at 07:44 PM

I have 10.12 and it is not supported as well.

avatar image Tim C ♦♦ STAFF Nov 14 '17 at 07:41 PM

Hi ColdSteel48,

Are you also experiencing a crash when opening your project? Would it be possible to get the callstack and log when this happens?

Tim

avatar image ColdSteel48 Nov 14 '17 at 07:46 PM

Hey Tim, Here is my question with alm the INFO I could gather.

https://answers.unrealengine.com/questions/688217/ue-417-doesnt-launch-on-mac.html

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question