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]

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

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]

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]

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]

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]

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

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.

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 :frowning:

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

I stayed in 4.16 as somewhat stable Mac version :slight_smile:

I have 10.12 and it is not supported as well.

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.

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.

Hi ,

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

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