UE4Editor for Mac crashes every time I try to load up our demo project. The project works fine on PC.
Steps to reproduce:
Load up SkookumScript demo project in UE4Editor 4.11 on Mac. Crashes at 96%. Every time.
Here is a link to the demo project:
You don’t need to have the SkookumScript plugin installed for the crash to happen. Just ignore any warnings about the missing SkookumScript plugin, and it will crash.
Thanks for your help!
P.S. here is the crash dump:
Application version 4.11.0-0
... built from changelist 2758231
OS version 10.10.5.5381
Running 1 x64 processors
Exception was " SEGV_MAPERR at 0x10"
Source context from "engine/source/runtime/renderer/private/lightmaprendering.cpp"
<SOURCE START>
<SOURCE END>
<CALLSTACK START>
GetPrecomputedLightingParameters(ERHIFeatureLevel::Type, FPrecomputedLightingParameters&, FIndirectLightingCache const*, FIndirectLightingCacheAllocation const*, FLightCacheInterface const*) Address = 0x119615aa5 [/Users/zorro/Perforce/UnrealEngine/4.11/Engine/Source/Runtime/Renderer/Private/LightMapRendering.cpp, line 125] [in UE4Editor-Renderer.dylib]
CreatePrecomputedLightingUniformBuffer(EUniformBufferUsage, ERHIFeatureLevel::Type, FIndirectLightingCache const*, FIndirectLightingCacheAllocation const*, FLightCacheInterface const*) Address = 0x119616770 [/Users/zorro/Perforce/UnrealEngine/4.11/Engine/Source/Runtime/Renderer/Private/LightMapRendering.cpp, line 243] [in UE4Editor-Renderer.dylib]
FPrimitiveSceneInfo::UpdatePrecomputedLightingBuffer() Address = 0x1198f0d46 [/Users/zorro/Perforce/UnrealEngine/4.11/Engine/Source/Runtime/Renderer/Private/PrimitiveSceneInfo.cpp, line 593] [in UE4Editor-Renderer.dylib]
FSceneRenderer::UpdatePrimitivePrecomputedLightingBuffers() Address = 0x1199eea45 [/Users/zorro/Perforce/UnrealEngine/4.11/Engine/Source/Runtime/Renderer/Private/SceneRendering.cpp, line 1663] [in UE4Editor-Renderer.dylib]
FDeferredShadingSceneRenderer::InitViews(FRHICommandListImmediate&) Address = 0x1199d4441 [/Users/zorro/Perforce/UnrealEngine/4.11/Engine/Source/Runtime/Renderer/Private/SceneVisibility.cpp, line 2759] [in UE4Editor-Renderer.dylib]
FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate&) Address = 0x11945ce13 [/Users/zorro/Perforce/UnrealEngine/4.11/Engine/Source/Runtime/Renderer/Private/DeferredShadingRenderer.cpp, line 846] [in UE4Editor-Renderer.dylib]
FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::EURCMacro_FDrawSceneCommand::DoTask(ENamedThreads::Type, TRefCountPtr<FGraphEvent> const&) Address = 0x1199f07fe [/Users/zorro/Perforce/UnrealEngine/4.11/Engine/Source/Runtime/Renderer/Private/SceneRendering.cpp, line 1733] [in UE4Editor-Renderer.dylib]
TGraphTask<FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::EURCMacro_FDrawSceneCommand>::ExecuteTask(TArray<FBaseGraphTask*, FDefaultAllocator>&, ENamedThreads::Type) Address = 0x119a2547d [/Users/zorro/Perforce/UnrealEngine/4.11/Engine/Source/Runtime/Core/Public/Stats/.h, line 1537] [in UE4Editor-Renderer.dylib]
FNamedTaskThread::ProcessTasksNamedThread(int, bool) Address = 0x10a8224e2 [/Users/zorro/Perforce/UnrealEngine/4.11/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp, line 148] [in UE4Editor-Core.dylib]
FNamedTaskThread::ProcessTasksUntilQuit(int) Address = 0x10a81dea5 [/Users/zorro/Perforce/UnrealEngine/4.11/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformProcess.cpp, line 498] [in UE4Editor-Core.dylib]
FTaskGraphImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type) Address = 0x10a81a87e [/Users/zorro/Perforce/UnrealEngine/4.11/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp, line 1487] [in UE4Editor-Core.dylib]
RenderingThreadMain(FEvent*) Address = 0x1111575aa [/Users/zorro/Perforce/UnrealEngine/4.11/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp, line 310] [in UE4Editor-RenderCore.dylib]
FRenderingThread::Run() Address = 0x11116d4dd [/Users/zorro/Perforce/UnrealEngine/4.11/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp, line 434] [in UE4Editor-RenderCore.dylib]
FRunnableThreadPThread::Run() Address = 0x10a86d9c6 [/Users/zorro/Perforce/UnrealEngine/4.11/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.cpp, line 26] [in UE4Editor-Core.dylib]
FRunnableThreadPThread::_ThreadProc(void*) Address = 0x10a831bcc [Runtime/Core/Private/GenericPlatform/../HAL/PThreadRunnableThread.h, line 168] [in UE4Editor-Core.dylib]
_pthread_body Address = 0x7fff8977905a (filename not found) [in libsystem_pthread.dylib]
_pthread_body Address = 0x7fff89778fd7 (filename not found) [in libsystem_pthread.dylib]
thread_start Address = 0x7fff897763ed (filename not found) [in libsystem_pthread.dylib]
<CALLSTACK END>