Unreal Engine 5.3.2 crashing on Mac Sonoma 14.4.1

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 = 0x10e5ad5bb (filename not found) [in UnrealEditor-RenderCore.dylib]
FDeferredShadingSceneRenderer::StoreLumenDepthHistory(FRDGBuilder&, FSceneTextures const&, FViewInfo&) Address = 0x12f8da335 (filename not found) [in UnrealEditor-Renderer.dylib]
FDeferredShadingSceneRenderer::RenderDiffuseIndirectAndAmbientOcclusion(FRDGBuilder&, FSceneTextures&, FLumenSceneFrameTemporaries const&, FRDGTexture
, bool, bool, bool, FAsyncLumenIndirectLightingOutputs&) Address = 0x12f6a870d (filename not found) [in UnrealEditor-Renderer.dylib]
FDeferredShadingSceneRenderer::Render(FRDGBuilder&) Address = 0x12f337880 (filename not found) [in UnrealEditor-Renderer.dylib]
RenderViewFamilies_RenderThread(FRHICommandListImmediate&, TArray<FSceneRenderer*, TSizedDefaultAllocator<32>> const&) Address = 0x12ff88d8e (filename not found) [in UnrealEditor-Renderer.dylib]
TEnqueueUniqueRenderCommandType<FRendererModule::BeginRenderingViewFamilies(FCanvas*, TArrayView<FSceneViewFamily*, int>)::FDrawSceneCommandName, FRendererModule::BeginRenderingViewFamilies(FCanvas*, TArrayView<FSceneViewFamily*, int>)::$_45>::DoTask(ENamedThreads::Type, TRefCountPtr const&) Address = 0x12ff8868d (filename not found) [in UnrealEditor-Renderer.dylib]
TGraphTask<TEnqueueUniqueRenderCommandType<FRendererModule::BeginRenderingViewFamilies(FCanvas*, TArrayView<FSceneViewFamily*, int>)::FDrawSceneCommandName, FRendererModule::BeginRenderingViewFamilies(FCanvas*, TArrayView<FSceneViewFamily*, int>)::$_45>>::ExecuteTask(TArray<FBaseGraphTask*, TSizedDefaultAllocator<32>>&, ENamedThreads::Type, bool) Address = 0x12ff8bfbb (filename not found) [in UnrealEditor-Renderer.dylib]
FNamedTaskThread::ProcessTasksNamedThread(int, bool) Address = 0x1108dd581 (filename not found) [in UnrealEditor-Core.dylib]
FNamedTaskThread::ProcessTasksUntilQuit(int) Address = 0x1108db7ce (filename not found) [in UnrealEditor-Core.dylib]
RenderingThreadMain(FEvent*) Address = 0x10e5b7245 (filename not found) [in UnrealEditor-RenderCore.dylib]
FRenderingThread::Run() Address = 0x10e5d35c7 (filename not found) [in UnrealEditor-RenderCore.dylib]
FRunnableThreadPThread::Run() Address = 0x110aa4607 (filename not found) [in UnrealEditor-Core.dylib]
FRunnableThreadPThread::_ThreadProc(void*) Address = 0x1109ffaa8 (filename not found) [in UnrealEditor-Core.dylib]
_pthread_start Address = 0x7ff81676e18b (filename not found) [in libsystem_pthread.dylib]
thread_start Address = 0x7ff816769ae3 (filename not found) [in libsystem_pthread.dylib]

First time using Unreal Engine and I’m just trying to open a new project but Unreal Editor keeps crashing after I click Create. Any help would be appreciated and if you have a suggestion, please explain in layman terms lol I’m new to this and just getting started.

From which template are you trying to create your project? Is that a mac with an Intel CPU or Apple Silicon (M1/2/3)?

I tried the blank, first person, and third person and they all crashed.

This is some other info about my Mac. I literally don’t use this computer for anything so storage space isn’t a problem.
Processor: 3 GHz 6-Core Intel Core i5
Graphics: Radeon Pro 560X 4 GB

Just to see if anything changes in the error message - could you try to create a project again from the ‘Handheld AR’ template or from one of the others with target platform set to ‘Mobile’ and quality preset set to ‘Scalable’ ?

My two cents, Sonoma is very new for most 3rd party software which may or may not be compatible / “optimized” for your newest Os.

I don’t have Sonoma but used macOs for decades. Even lesser sophisticated software may crash on newer systems.

Also plugins can cause app crashes even if your main software (Unreal editor) runs perfectly.

Crash Report for Handheld AR

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 = 0x1091ad5bb (filename not found) [in UnrealEditor-RenderCore.dylib]
FDeferredShadingSceneRenderer::StoreLumenDepthHistory(FRDGBuilder&, FSceneTextures const&, FViewInfo&) Address = 0x12a4da335 (filename not found) [in UnrealEditor-Renderer.dylib]
FDeferredShadingSceneRenderer::RenderDiffuseIndirectAndAmbientOcclusion(FRDGBuilder&, FSceneTextures&, FLumenSceneFrameTemporaries const&, FRDGTexture
, bool, bool, bool, FAsyncLumenIndirectLightingOutputs&) Address = 0x12a2a870d (filename not found) [in UnrealEditor-Renderer.dylib]
FDeferredShadingSceneRenderer::Render(FRDGBuilder&) Address = 0x129f37880 (filename not found) [in UnrealEditor-Renderer.dylib]
RenderViewFamilies_RenderThread(FRHICommandListImmediate&, TArray<FSceneRenderer*, TSizedDefaultAllocator<32>> const&) Address = 0x12ab88d8e (filename not found) [in UnrealEditor-Renderer.dylib]
TEnqueueUniqueRenderCommandType<FRendererModule::BeginRenderingViewFamilies(FCanvas*, TArrayView<FSceneViewFamily*, int>)::FDrawSceneCommandName, FRendererModule::BeginRenderingViewFamilies(FCanvas*, TArrayView<FSceneViewFamily*, int>)::$_45>::DoTask(ENamedThreads::Type, TRefCountPtr const&) Address = 0x12ab8868d (filename not found) [in UnrealEditor-Renderer.dylib]
TGraphTask<TEnqueueUniqueRenderCommandType<FRendererModule::BeginRenderingViewFamilies(FCanvas*, TArrayView<FSceneViewFamily*, int>)::FDrawSceneCommandName, FRendererModule::BeginRenderingViewFamilies(FCanvas*, TArrayView<FSceneViewFamily*, int>)::$_45>>::ExecuteTask(TArray<FBaseGraphTask*, TSizedDefaultAllocator<32>>&, ENamedThreads::Type, bool) Address = 0x12ab8bfbb (filename not found) [in UnrealEditor-Renderer.dylib]
FNamedTaskThread::ProcessTasksNamedThread(int, bool) Address = 0x10b4dd581 (filename not found) [in UnrealEditor-Core.dylib]
FNamedTaskThread::ProcessTasksUntilQuit(int) Address = 0x10b4db7ce (filename not found) [in UnrealEditor-Core.dylib]
RenderingThreadMain(FEvent*) Address = 0x1091b7245 (filename not found) [in UnrealEditor-RenderCore.dylib]
FRenderingThread::Run() Address = 0x1091d35c7 (filename not found) [in UnrealEditor-RenderCore.dylib]
FRunnableThreadPThread::Run() Address = 0x10b6a4607 (filename not found) [in UnrealEditor-Core.dylib]
FRunnableThreadPThread::_ThreadProc(void*) Address = 0x10b5ffaa8 (filename not found) [in UnrealEditor-Core.dylib]
_pthread_start Address = 0x7ff817b4318b (filename not found) [in libsystem_pthread.dylib]
thread_start Address = 0x7ff817b3eae3 (filename not found) [in libsystem_pthread.dylib]

No Crash Report for Vehicle, Target Platform Mobile, Quality-Scalable (Didn’t crash and actually loaded up the project.)

Crash Report for Blank, Target Platform Mobile, Quality-Scalable

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 = 0x1024ad5bb (filename not found) [in UnrealEditor-RenderCore.dylib]
FDeferredShadingSceneRenderer::StoreLumenDepthHistory(FRDGBuilder&, FSceneTextures const&, FViewInfo&) Address = 0x1237da335 (filename not found) [in UnrealEditor-Renderer.dylib]
FDeferredShadingSceneRenderer::RenderDiffuseIndirectAndAmbientOcclusion(FRDGBuilder&, FSceneTextures&, FLumenSceneFrameTemporaries const&, FRDGTexture
, bool, bool, bool, FAsyncLumenIndirectLightingOutputs&) Address = 0x1235a870d (filename not found) [in UnrealEditor-Renderer.dylib]
FDeferredShadingSceneRenderer::Render(FRDGBuilder&) Address = 0x123237880 (filename not found) [in UnrealEditor-Renderer.dylib]
RenderViewFamilies_RenderThread(FRHICommandListImmediate&, TArray<FSceneRenderer*, TSizedDefaultAllocator<32>> const&) Address = 0x123e88d8e (filename not found) [in UnrealEditor-Renderer.dylib]
TEnqueueUniqueRenderCommandType<FRendererModule::BeginRenderingViewFamilies(FCanvas*, TArrayView<FSceneViewFamily*, int>)::FDrawSceneCommandName, FRendererModule::BeginRenderingViewFamilies(FCanvas*, TArrayView<FSceneViewFamily*, int>)::$_45>::DoTask(ENamedThreads::Type, TRefCountPtr const&) Address = 0x123e8868d (filename not found) [in UnrealEditor-Renderer.dylib]
TGraphTask<TEnqueueUniqueRenderCommandType<FRendererModule::BeginRenderingViewFamilies(FCanvas*, TArrayView<FSceneViewFamily*, int>)::FDrawSceneCommandName, FRendererModule::BeginRenderingViewFamilies(FCanvas*, TArrayView<FSceneViewFamily*, int>)::$_45>>::ExecuteTask(TArray<FBaseGraphTask*, TSizedDefaultAllocator<32>>&, ENamedThreads::Type, bool) Address = 0x123e8bfbb (filename not found) [in UnrealEditor-Renderer.dylib]
FNamedTaskThread::ProcessTasksNamedThread(int, bool) Address = 0x1047dd581 (filename not found) [in UnrealEditor-Core.dylib]
FNamedTaskThread::ProcessTasksUntilQuit(int) Address = 0x1047db7ce (filename not found) [in UnrealEditor-Core.dylib]
RenderingThreadMain(FEvent*) Address = 0x1024b7245 (filename not found) [in UnrealEditor-RenderCore.dylib]
FRenderingThread::Run() Address = 0x1024d35c7 (filename not found) [in UnrealEditor-RenderCore.dylib]
FRunnableThreadPThread::Run() Address = 0x1049a4607 (filename not found) [in UnrealEditor-Core.dylib]
FRunnableThreadPThread::_ThreadProc(void*) Address = 0x1048ffaa8 (filename not found) [in UnrealEditor-Core.dylib]
_pthread_start Address = 0x7ff817b4318b (filename not found) [in libsystem_pthread.dylib]
thread_start Address = 0x7ff817b3eae3 (filename not found) [in libsystem_pthread.dylib]

Why did one work and not the others and how can I make it so I can load up a First Person, Third Person, or Blank project? Also noticing this (Unable to queue the extraction of the resource Lumen.DepthHistory because it has not been produced by any pass) in most, if not all the Crash Reports. Does anyone know what this means or how to fix?

I don’t think this message is related to Lumen itself, but to a dependency of it. That’s why I asked to create a project where Lumen should be disabled by default.

Now what happens if you create your project from other templates with ‘mobile/scalable’ setting?
Also open your working Vehicle project, go to the project settings and change the target hardware back to ‘Dektop/Maximum’ - is the project now crashjing after the restart ?

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]

Heard there was an update for Unreal Engine earlier today so I went to update it and I was able to load up a Third Person project with target platform set to Desktop and quality set to maximum first time and haven’t had any crashing so far. So, thanks to you guys for trying to help me with this problem until now. I guess an update to the Engine itself was the solution I needed. I’ll make sure to make a new post if I run into any more problems :dog: