This is a common crash affecting Mac users in the 4.16 release.
Mark.S: "one of the visualisation shaders is setting up bogus render state"
Callstack from Log
LogActorFactory: Actor Factory created SM_grass2 [2017.06.28-20.29.47:326][993]LogMac:Error: appError called: Assertion failed: Assertion failed: [File:/Users/build/Build/++UE4+Release-4.16+Compile/Sync/Engine/Source/Runtime/Apple/MetalRHI/Private/MetalRenderPipelineDesc.cpp] [Line: 584] Failed to generate a render pipeline state object: fragment shader color output does not have enough component for the pixel format (MTLPixelFormatBGRA8Unorm) [2017.06.28-20.29.47:333][993]LogCrashTracker: [2017.06.28-20.29.47:334][993]LogMac: === Critical error: === SIGSEGV: invalid attempt to access memory at address 0x3 [2017.06.28-20.29.47:334][993]LogMac: FGenericPlatformMisc::RaiseException(unsigned int) Address = 0xe00f1b (filename not found) [in UE4Editor-Core.dylib] FOutputDeviceMacError::Serialize(wchar_t const*, ELogVerbosity::Type, FName const&) Address = 0xffcd7f (filename not found) [in UE4Editor-Core.dylib] FOutputDevice::Logf(wchar_t const*, ...) Address = 0x10dd88d (filename not found) [in UE4Editor-Core.dylib] FDebug::AssertFailed(char const*, char const*, int, wchar_t const*, ...) Address = 0x1043afe (filename not found) [in UE4Editor-Core.dylib] FMetalRenderPipelineDesc::CreatePipelineStateForBoundShaderState(FMetalBoundShaderState*, FMetalHashedVertexDescriptor const&) const Address = 0x386b93a6 (filename not found) [in UE4Editor-MetalRHI.dylib] FMetalBoundShaderState::PrepareToDraw(FMetalHashedVertexDescriptor const&, FMetalRenderPipelineDesc const&) Address = 0x3868b9d2 (filename not found) [in UE4Editor-MetalRHI.dylib] FMetalContext::PrepareToDraw(unsigned int, EMetalIndexType) Address = 0x38685888 (filename not found) [in UE4Editor-MetalRHI.dylib] FMetalRHICommandContext::RHIDrawIndexedPrimitive(FRHIIndexBuffer*, unsigned int, int, unsigned int, unsigned int, unsigned int, unsigned int, unsigned int) Address = 0x38667ba8 (filename not found) [in UE4Editor-MetalRHI.dylib] DrawRectangle(FRHICommandList&, float, float, float, float, float, float, float, float, FIntPoint, FIntPoint, FShader*, EDrawRectangleFlags, unsigned int) Address = 0x1169f258 (filename not found) [in UE4Editor-Renderer.dylib] FRCPassPostProcessVisualizeShadingModels::Process(FRenderingCompositePassContext&) Address = 0x11744a41 (filename not found) [in UE4Editor-Renderer.dylib] FRenderingCompositionGraph::RecursivelyProcess(FRenderingCompositeOutputRef const&, FRenderingCompositePassContext&) const Address = 0x116e9512 (filename not found) [in UE4Editor-Renderer.dylib] FRenderingCompositePassContext::Process(FRenderingCompositePass*, wchar_t const*) Address = 0x116e6936 (filename not found) [in UE4Editor-Renderer.dylib] FPostProcessing::Process(FRHICommandListImmediate&, FViewInfo const&, TRefCountPtr<IPooledRenderTarget>&) Address = 0x11500dd0 (filename not found) [in UE4Editor-Renderer.dylib] FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate&) Address = 0x1127ff37 (filename not found) [in UE4Editor-Renderer.dylib] FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::EURCMacro_FDrawSceneCommand::DoTask(ENamedThreads::Type, TRefCountPtr<FGraphEvent> const&) Address = 0x118e00f0 (filename not found) [in UE4Editor-Renderer.dylib] TGraphTask<FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::EURCMacro_FDrawSceneCommand>::ExecuteTask(TArray<FBaseGraphTask*, FDefaultAllocator>&, ENamedThreads::Type) Address = 0x11941673 (filename not found) [in UE4Editor-Renderer.dylib] FNamedTaskThread::ProcessTasksNamedThread(int, bool) Address = 0xe2318f (filename not found) [in UE4Editor-Core.dylib] FNamedTaskThread::ProcessTasksUntilQuit(int) Address = 0xe1f095 (filename not found) [in UE4Editor-Core.dylib] FTaskGraphImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type) Address = 0xe1b8d1 (filename not found) [in UE4Editor-Core.dylib] RenderingThreadMain(FEvent*) Address = 0x6f19d72 (filename not found) [in UE4Editor-RenderCore.dylib] FRenderingThread::Run() Address = 0x6f2e8e7 (filename not found) [in UE4Editor-RenderCore.dylib] FRunnableThreadPThread::Run() Address = 0xe82480 (filename not found) [in UE4Editor-Core.dylib] FRunnableThreadPThread::_ThreadProc(void*) Address = 0xe3e5f0 (filename not found) [in UE4Editor-Core.dylib] _pthread_body() Address = 0xaff3693b (filename not found) [in libsystem_pthread.dylib] _pthread_body() Address = 0xaff36887 (filename not found) [in libsystem_pthread.dylib] thread_start() Address = 0xaff3608d (filename not found) [in libsystem_pthread.dylib]
repro steps currently unknown
UE4Editor-MetalRHI.dylib!FMetalRenderPipelineDesc::CreatePipelineStateForBoundShaderState() UE4Editor-MetalRHI.dylib!FMetalBoundShaderState::PrepareToDraw() UE4Editor-MetalRHI.dylib!FMetalContext::PrepareToDraw() UE4Editor-MetalRHI.dylib!FMetalRHICommandContext::RHIDrawIndexedPrimitive() UE4Editor-Renderer.dylib!DrawRectangle() UE4Editor-Renderer.dylib!FRCPassPostProcessVisualizeShadingModels::Process() UE4Editor-Renderer.dylib!FRenderingCompositionGraph::RecursivelyProcess() UE4Editor-Renderer.dylib!FRenderingCompositePassContext::Process() UE4Editor-Renderer.dylib!FPostProcessing::Process() UE4Editor-Renderer.dylib!FDeferredShadingSceneRenderer::Render() UE4Editor-Renderer.dylib!FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::EURCMacro_FDrawSceneCommand::DoTask() UE4Editor-Renderer.dylib!TGraphTask<FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::EURCMacro_FDrawSceneCommand>::ExecuteTask() UE4Editor-Core.dylib!FNamedTaskThread::ProcessTasksNamedThread() UE4Editor-Core.dylib!FNamedTaskThread::ProcessTasksUntilQuit() UE4Editor-Core.dylib!FTaskGraphImplementation::ProcessThreadUntilRequestReturn() UE4Editor-RenderCore.dylib!RenderingThreadMain() UE4Editor-RenderCore.dylib!FRenderingThread::Run() UE4Editor-Core.dylib!FRunnableThreadPThread::Run() UE4Editor-Core.dylib!FRunnableThreadPThread::_ThreadProc() libsystem_pthread.dylib!<Unknown> libsystem_pthread.dylib!<Unknown> libsystem_pthread.dylib!<Unknown>
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
Hey, why do i get this when i snap two similar meshes together?
How can i modify the param name in EQS node
How to achieve HLSL Multiple Render Target in Material blueprints?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-46674 in the post.
0 |
Component | UE - Graphics Features |
---|---|
Affects Versions | 4.15, 4.16 |
Target Fix | 4.17 |
Created | Jun 29, 2017 |
---|---|
Resolved | Jul 6, 2017 |
Updated | Apr 27, 2018 |