Crash everytime - Macbook pro

I have recently downloaded UE4 on my Macbook pro and I have been experiencing crashes every-time I try to work on environment building on a brand new project .
I have also tried uninstalling and installing but it has also crashed .

My specs are :
2.8 GHz Intel Core i7
16 GB 1600 MHz DDR3
251 GB

Unfortunately I was not able to file the report as every time it lags at submission and I have to force quit .
I installed on another Macbook however to test if the issue is on my machine but it also crashed as I tried to environment build and I got this code .

Fatal error: [File:/Users/build/Build/++UE4+Release-4.19+Compile/Sync/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp] [Line: 1944] Failed to compile default material /Engine/EngineMaterials/WorldGridMaterial.WorldGridMaterial!

FGenericPlatformMisc::RaiseException(unsigned int) Address = 0x109cc747b (filename not found) [in UE4Editor-Core.dylib]

FMacErrorOutputDevice::Serialize(wchar_t const*, ELogVerbosity::Type, FName const&) Address = 0x10fe205e9 (filename not found) [in UE4Editor-ApplicationCore.dylib]

FOutputDevice::LogfImpl(wchar_t const*, …) Address = 0x109f7f9ad (filename not found) [in UE4Editor-Core.dylib]

FDebug::AssertFailed(char const*, char const*, int, wchar_t const*, …) Address = 0x109ef55bb (filename not found) [in UE4Editor-Core.dylib]

FShaderCompilingManager::ProcessCompiledShaderMaps(TMap >&, float) Address = 0x10c6593e7 (filename not found) [in UE4Editor-Engine.dylib]

FShaderCompilingManager::FinishCompilation(wchar_t const*, TArray const&) Address = 0x10c660c36 (filename not found) [in UE4Editor-Engine.dylib]

FMaterialShaderMap::Compile(FMaterial*, FMaterialShaderMapId const&, TRefCountPtr, FMaterialCompilationOutput const&, EShaderPlatform, bool, bool) Address = 0x10c0d5704 (filename not found) [in UE4Editor-Engine.dylib]

FMaterial::BeginCompileShaderMap(FMaterialShaderMapId const&, EShaderPlatform, TRefCountPtr&, bool) Address = 0x10c0ef628 (filename not found) [in UE4Editor-Engine.dylib]

FMaterial::CacheShaders(FMaterialShaderMapId const&, EShaderPlatform, bool) Address = 0x10c0a1773 (filename not found) [in UE4Editor-Engine.dylib]

UMaterialInstance::CacheShadersForResources(EShaderPlatform, TArray const&, bool) Address = 0x10c0a05d9 (filename not found) [in UE4Editor-Engine.dylib]

UMaterialInstance::CacheResourceShadersForRendering() Address = 0x10c09789f (filename not found) [in UE4Editor-Engine.dylib]

UMaterialInstanceConstant::SetParentEditorOnly(UMaterialInterface*) Address = 0x10c0b0ab5 (filename not found) [in UE4Editor-Engine.dylib]

ULandscapeComponent::GetCombinationMaterial(bool) Address = 0x116d4fd54 (filename not found) [in UE4Editor-Landscape.dylib]

ULandscapeComponent::UpdateMaterialInstances_Internal(FMaterialUpdateContext&) Address = 0x116d50743 (filename not found) [in UE4Editor-Landscape.dylib]

ALandscapeProxy::UpdateAllComponentMaterialInstances() Address = 0x116d51815 (filename not found) [in UE4Editor-Landscape.dylib]

ALandscapeProxy::Import(FGuid, int, int, int, int, int, int, unsigned short const*, wchar_t const*, TArray const&, ELandscapeImportAlphamapType) Address = 0x116d722d0 (filename not found) [in UE4Editor-Landscape.dylib]

FLandscapeEditorDetailCustomization_NewLandscape::OnCreateButtonClicked() Address = 0x151cd60f5 (filename not found) [in UE4Editor-LandscapeEditor.dylib]

TBaseSPMethodDelegateInstance::Execute() const Address = 0x151e08b96 (filename not found) [in UE4Editor-LandscapeEditor.dylib]

SButton::OnMouseButtonUp(FGeometry const&, FPointerEvent const&) Address = 0x11014dc41 (filename not found) [in UE4Editor-Slate.dylib]

FSlateApplication::RoutePointerUpEvent(FWidgetPath&, FPointerEvent&) Address = 0x10ff1572b (filename not found) [in UE4Editor-Slate.dylib]

FSlateApplication::ProcessMouseButtonUpEvent(FPointerEvent&) Address = 0x10feb7477 (filename not found) [in UE4Editor-Slate.dylib]

FSlateApplication::OnMouseUp(EMouseButtons::Type, FVector2D) Address = 0x10ff1e83e (filename not found) [in UE4Editor-Slate.dylib]

FMacApplication::ProcessMouseUpEvent(FDeferredMacEvent const&, TSharedPtr) Address = 0x10fe17ecf (filename not found) [in UE4Editor-ApplicationCore.dylib]

FMacApplication::ProcessEvent(FDeferredMacEvent const&) Address = 0x10fe0ced8 (filename not found) [in UE4Editor-ApplicationCore.dylib]

FMacApplication::ProcessDeferredEvents(float) Address = 0x10fe0ca0f (filename not found) [in UE4Editor-ApplicationCore.dylib]

FSlateApplication::TickPlatform(float) Address = 0x10fee3129 (filename not found) [in UE4Editor-Slate.dylib]

FSlateApplication::Tick(ESlateTickType) Address = 0x10fee26d3 (filename not found) [in UE4Editor-Slate.dylib]

FEngineLoop::Tick() Address = 0x109bba5de (filename not found) [in UE4Editor]

GuardedMain(wchar_t const*) Address = 0x109bc3252 (filename not found) [in UE4Editor]

-[UE4AppDelegate runGameThread:] Address = 0x109bd1240 (filename not found) [in UE4Editor]

-[FCocoaGameThread main] Address = 0x109e78057 (filename not found) [in UE4Editor-Core.dylib]

Unknown() Address = 0x7fff4ddd8ee8 (filename not found) [in Foundation]

_pthread_body Address = 0x7fff738ab6c1 (filename not found) [in libsystem_pthread.dylib]

_pthread_body Address = 0x7fff738ab56d (filename not found) [in libsystem_pthread.dylib]

thread_start Address = 0x7fff738aac5d (filename not found) [in libsystem_pthread.dylib]

PC or Mac version?

Mac iOS - Laptop

Try updating UE4 to latest version. If problem persist, install it on Windows. You can’t go wrong there. Mac version of UE4 still needs to be polished (feels like a late beta).

I’m using the latest but yeah it still crashes. I don’t have a window machine unfortunately =(

Thank u though for taking the time to answer this !

You can try to build the Engine from Source with r.Shaders.Optimize=0; uncommented in ConsoleVariables.ini… That helped me to get the Editor starting on my Mac…

No problem, anytime.

I’m using Mac version too on a MBP. So far it has run great (w/o realtime). Haven’t got into environment building though. I’ll repost feedback when I get there.

Since 4.19 it crashes constantly on my 2015 mac book pro, used to work fine in 4.18. Landscapes are corrupted whenever trying to launch to iOS as well. Wish there was another option when developing for iOS than actually using a Mac. I think the landscape bug might be on EPIC’s radar at least, Unreal Engine Issues and Bug Tracker (UE-58074). Vote if it’s affecting you.

The thread give me " unknown issue " , unable to find record .

I realised it’s been an ongoing issue when I kept looking in the forums for issues , and it’s sad to see the lack of support for IOS .

Could you please explain this further ?

Ya, this link was live a few hours ago, now suddenly it’s “unknown”. I’m at a loss. Everything was working fine until 4.19.2 dropped.