All right so I did what you said and here is what I’m getting…
After I changed the settings of the Vehicle_mobile project, saved, and relaunched, Unreal Launcher crashed when I tried to open it. Edit: This crash happens now quite frequently when trying to launch the editor and takes a couple of tries to get it going.
LoginId:f6150bfd234f6dbb97b5f2a7171b82cb
EpicAccountId:37bf18540d4a4d4a8b123b3523541bd8
Caught signal
UE::Core::Private::Function::TFunctionRefCaller<FSlateRHIResourceManager::CreateTextures(TArray<FSlateBrush const*, TSizedDefaultAllocator<32>> const&)::$_52, void (int)>::Call(void*, int&) Address = 0x13eaebcc5 (filename not found) [in UnrealEditor-SlateRHIRenderer.dylib]
void ParallelForImpl::ParallelForInternal<TFunctionRef<void (int)>, ParallelFor(int, TFunctionRef<void (int)>, EParallelForFlags)::‘lambda’(), std::nullptr_t>(char16_t const*, int, int, TFunctionRef<void (int)>, ParallelFor(int, TFunctionRef<void (int)>, EParallelForFlags)::‘lambda’(), EParallelForFlags, TArrayView<std::nullptr_t, int> const&)::FParallelExecutor::operator()(bool, char16_t const*) const Address = 0x13eabea91 (filename not found) [in UnrealEditor-SlateRHIRenderer.dylib]
LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask* (bool), 112u>::TTaskDelegateImpl<void LowLevelTasks::FTask::Init<void ParallelForImpl::ParallelForInternal<TFunctionRef<void (int)>, ParallelFor(int, TFunctionRef<void (int)>, EParallelForFlags)::‘lambda’(), std::nullptr_t>(char16_t const*, int, int, TFunctionRef<void (int)>, ParallelFor(int, TFunctionRef<void (int)>, EParallelForFlags)::‘lambda’(), EParallelForFlags, TArrayView<std::nullptr_t, int> const&)::FParallelExecutor>(char16_t const*, LowLevelTasks::ETaskPriority, TFunctionRef<void (int)>&&, LowLevelTasks::ETaskFlags)::‘lambda’(bool), false>::CallAndMove(LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask* (bool), 112u>&, void*, unsigned int, bool) Address = 0x13eabfd08 (filename not found) [in UnrealEditor-SlateRHIRenderer.dylib]
LowLevelTasks::FTask::ExecuteTask() Address = 0x113dd5c15 (filename not found) [in UnrealEditor-Core.dylib]
LowLevelTasks::FScheduler::ExecuteTask(LowLevelTasks::FTask*&) Address = 0x113da6fc5 (filename not found) [in UnrealEditor-Core.dylib]
bool LowLevelTasks::FScheduler::TryExecuteTaskFrom<LowLevelTasks::TLocalQueueRegistry<1024u>::TLocalQueue, &LowLevelTasks::TLocalQueueRegistry<1024u>::TLocalQueue::DequeueGlobal(bool, bool), false>(LowLevelTasks::TLocalQueueRegistry<1024u>::TLocalQueue*, LowLevelTasks::TLocalQueueRegistry<1024u>::FOutOfWork&, bool, bool) Address = 0x113da7f9b (filename not found) [in UnrealEditor-Core.dylib]
LowLevelTasks::FScheduler::WorkerMain(LowLevelTasks::FSleepEvent*, LowLevelTasks::TLocalQueueRegistry<1024u>::TLocalQueue*, unsigned int, bool) Address = 0x113da7a2a (filename not found) [in UnrealEditor-Core.dylib]
FThreadImpl::Run() Address = 0x113ff7d85 (filename not found) [in UnrealEditor-Core.dylib]
FRunnableThreadPThread::Run() Address = 0x113fa4607 (filename not found) [in UnrealEditor-Core.dylib]
FRunnableThreadPThread::_ThreadProc(void*) Address = 0x113effaa8 (filename not found) [in UnrealEditor-Core.dylib]
_pthread_start Address = 0x7ff80c26b18b (filename not found) [in libsystem_pthread.dylib]
thread_start Address = 0x7ff80c266ae3 (filename not found) [in libsystem_pthread.dylib]
After a quick restart it opened and I was able to launch the Vehicle_mobile with the new settings saved Desktop/Maximum.
When I tried to make a first person project with Mobile/Scalable settings, I got this crash report.
LoginId:f6150bfd234f6dbb97b5f2a7171b82cb
EpicAccountId:37bf18540d4a4d4a8b123b3523541bd8
Assertion failed: Resource->bProduced || Resource->bExternal || Resource->bQueuedForUpload [File:./Runtime/RenderCore/Private/RenderGraphValidation.cpp] [Line: 521] Unable to queue the extraction of the resource Lumen.DepthHistory because it has not been produced by any pass.
FRDGUserValidation::ValidateExtractTexture(FRDGTexture*, TRefCountPtr) Address = 0x1098995bb (filename not found) [in UnrealEditor-RenderCore.dylib]
FDeferredShadingSceneRenderer::StoreLumenDepthHistory(FRDGBuilder&, FSceneTextures const&, FViewInfo&) Address = 0x12adda335 (filename not found) [in UnrealEditor-Renderer.dylib]
FDeferredShadingSceneRenderer::RenderDiffuseIndirectAndAmbientOcclusion(FRDGBuilder&, FSceneTextures&, FLumenSceneFrameTemporaries const&, FRDGTexture, bool, bool, bool, FAsyncLumenIndirectLightingOutputs&) Address = 0x12aba870d (filename not found) [in UnrealEditor-Renderer.dylib]
FDeferredShadingSceneRenderer::Render(FRDGBuilder&) Address = 0x12a837880 (filename not found) [in UnrealEditor-Renderer.dylib]
RenderViewFamilies_RenderThread(FRHICommandListImmediate&, TArray<FSceneRenderer*, TSizedDefaultAllocator<32>> const&) Address = 0x12b488d8e (filename not found) [in UnrealEditor-Renderer.dylib]
TEnqueueUniqueRenderCommandType<FRendererModule::BeginRenderingViewFamilies(FCanvas*, TArrayView<FSceneViewFamily*, int>)::FDrawSceneCommandName, FRendererModule::BeginRenderingViewFamilies(FCanvas*, TArrayView<FSceneViewFamily*, int>)::$_45>::DoTask(ENamedThreads::Type, TRefCountPtr const&) Address = 0x12b48868d (filename not found) [in UnrealEditor-Renderer.dylib]
TGraphTask<TEnqueueUniqueRenderCommandType<FRendererModule::BeginRenderingViewFamilies(FCanvas*, TArrayView<FSceneViewFamily*, int>)::FDrawSceneCommandName, FRendererModule::BeginRenderingViewFamilies(FCanvas*, TArrayView<FSceneViewFamily*, int>)::$_45>>::ExecuteTask(TArray<FBaseGraphTask*, TSizedDefaultAllocator<32>>&, ENamedThreads::Type, bool) Address = 0x12b48bfbb (filename not found) [in UnrealEditor-Renderer.dylib]
FNamedTaskThread::ProcessTasksNamedThread(int, bool) Address = 0x10bddd581 (filename not found) [in UnrealEditor-Core.dylib]
FNamedTaskThread::ProcessTasksUntilQuit(int) Address = 0x10bddb7ce (filename not found) [in UnrealEditor-Core.dylib]
RenderingThreadMain(FEvent*) Address = 0x1098a3245 (filename not found) [in UnrealEditor-RenderCore.dylib]
FRenderingThread::Run() Address = 0x1098bf5c7 (filename not found) [in UnrealEditor-RenderCore.dylib]
FRunnableThreadPThread::Run() Address = 0x10bfa4607 (filename not found) [in UnrealEditor-Core.dylib]
FRunnableThreadPThread::_ThreadProc(void*) Address = 0x10beffaa8 (filename not found) [in UnrealEditor-Core.dylib]
_pthread_start Address = 0x7ff80c26b18b (filename not found) [in libsystem_pthread.dylib]
thread_start Address = 0x7ff80c266ae3 (filename not found) [in libsystem_pthread.dylib]