Editor crashes during initialization, but only on macOS 10.12, not 10.11.6.
Crash is due to a shader not compiling...
Update: Crash was not occurring on Nvidia or Intel. This was strictly an AMD issue.
Result: Editor crashes when initializing...
MachineId:C9F27841A840AF8730F8E19260DC873D EpicAccountId:332d297b99194124bfc6a8686ff90ec4 SEGV_MAPERR at 0x3 FGenericPlatformMisc::RaiseException(unsigned int) Address = 0x106bdc71b (filename not found) [in UE4Editor-Core.dylib] FOutputDeviceMacError::Serialize(wchar_t const*, ELogVerbosity::Type, FName const&) Address = 0x106db6e06 (filename not found) [in UE4Editor-Core.dylib] FOutputDevice::Logf(wchar_t const*, ...) Address = 0x106e348b7 (filename not found) [in UE4Editor-Core.dylib] FDebug::AssertFailed(char const*, char const*, int, wchar_t const*, ...) Address = 0x106e3002b (filename not found) [in UE4Editor-Core.dylib] FMetalBoundShaderState::PrepareToDraw(FMetalContext*, FMetalHashedVertexDescriptor const&, FMetalRenderPipelineDesc const&, MTLRenderPipelineReflection**) Address = 0x139e76051 (filename not found) [in UE4Editor-MetalRHI.dylib] FMetalContext::PrepareToDraw(unsigned int) Address = 0x139e5f1ec (filename not found) [in UE4Editor-MetalRHI.dylib] FMetalRHICommandContext::RHIDrawIndexedPrimitive(FRHIIndexBuffer*, unsigned int, int, unsigned int, unsigned int, unsigned int, unsigned int, unsigned int) Address = 0x139e62c6e (filename not found) [in UE4Editor-MetalRHI.dylib] DrawRectangle(FRHICommandList&, float, float, float, float, float, float, float, float, FIntPoint, FIntPoint, FShader*, EDrawRectangleFlags, unsigned int) Address = 0x115cf5e3c (filename not found) [in UE4Editor-Renderer.dylib] FRCPassPostProcessCombineLUTs::Process(FRenderingCompositePassContext&) Address = 0x115b33474 (filename not found) [in UE4Editor-Renderer.dylib] FRenderingCompositionGraph::RecursivelyProcess(FRenderingCompositeOutputRef const&, FRenderingCompositePassContext&) const Address = 0x115d0e152 (filename not found) [in UE4Editor-Renderer.dylib] FRenderingCompositePassContext::Process(FRenderingCompositePass*, wchar_t const*) Address = 0x115d0bf9d (filename not found) [in UE4Editor-Renderer.dylib] FPostProcessing::Process(FRHICommandListImmediate&, FViewInfo const&, TRefCountPtr<IPooledRenderTarget>&) Address = 0x115c6460c (filename not found) [in UE4Editor-Renderer.dylib] FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate&) Address = 0x1158b15e3 (filename not found) [in UE4Editor-Renderer.dylib] FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::EURCMacro_FDrawSceneCommand::DoTask(ENamedThreads::Type, TRefCountPtr<FGraphEvent> const&) Address = 0x115f5f22d (filename not found) [in UE4Editor-Renderer.dylib] TGraphTask<FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::EURCMacro_FDrawSceneCommand>::ExecuteTask(TArray<FBaseGraphTask*, FDefaultAllocator>&, ENamedThreads::Type) Address = 0x115fc0a9b (filename not found) [in UE4Editor-Renderer.dylib] FNamedTaskThread::ProcessTasksNamedThread(int, bool) Address = 0x106c1fdd0 (filename not found) [in UE4Editor-Core.dylib] FNamedTaskThread::ProcessTasksUntilQuit(int) Address = 0x106c1b7d5 (filename not found) [in UE4Editor-Core.dylib] FTaskGraphImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type) Address = 0x106c17f61 (filename not found) [in UE4Editor-Core.dylib] RenderingThreadMain(FEvent*) Address = 0x10db04324 (filename not found) [in UE4Editor-RenderCore.dylib] FRenderingThread::Run() Address = 0x10db1aa77 (filename not found) [in UE4Editor-RenderCore.dylib] FRunnableThreadPThread::Run() Address = 0x106c6c4f8 (filename not found) [in UE4Editor-Core.dylib] FRunnableThreadPThread::_ThreadProc(void*) Address = 0x106c320e1 (filename not found) [in UE4Editor-Core.dylib] _pthread_body Address = 0x7fff90836acb (filename not found) [in libsystem_pthread.dylib] _pthread_body Address = 0x7fff90836a17 (filename not found) [in libsystem_pthread.dylib] thread_start Address = 0x7fff90836241 (filename not found) [in libsystem_pthread.dylib]
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
What method is used to fill polygonal regions when drawing spline mesh at run time?
How does TextureRenderTarget2D get TArray<uint8> type data?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-34355 in the post.
0 |
Component | UE - Platform - Apple |
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Affects Versions | 4.13 |
Target Fix | 4.13 |
Created | Aug 8, 2016 |
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Resolved | Aug 8, 2016 |
Updated | Apr 27, 2018 |