This is a common Mac crash
User Descriptions
Callstack from Log
LogMac: === Critical error: === SIGSEGV: invalid attempt to access memory at address 0x18 LogMac: FMetalRHICommandContext::RHISetShaderUniformBuffer(FRHIPixelShader*, unsigned int, FRHIUniformBuffer*) Address = 0x3fdf4e0b (filename not found) [in UE4Editor-MetalRHI.dylib] FSelfShadowedCachedPointIndirectLightingPolicy::SetMesh(FRHICommandList&, FSceneView const&, FPrimitiveSceneProxy const*, FSelfShadowedTranslucencyPolicy::VertexParametersType const*, FSelfShadowedCachedPointIndirectLightingPolicy::PixelParametersType const*, FShader*, FShader*, FVertexFactory const*, FMaterialRenderProxy const*, FSelfShadowedTranslucencyPolicy::ElementDataType const&) const Address = 0x1a265ed9 (filename not found) [in UE4Editor-Renderer.dylib] TBasePassDrawingPolicy<FSelfShadowedCachedPointIndirectLightingPolicy>::SetMeshRenderState(FRHICommandList&, FViewInfo const&, FPrimitiveSceneProxy const*, FMeshBatch const&, int, FDrawingPolicyRenderState&, TBasePassDrawingPolicy<FSelfShadowedCachedPointIndirectLightingPolicy>::ElementDataType const&, FMeshDrawingPolicy::ContextDataType) const Address = 0x1ab77bef (filename not found) [in UE4Editor-Renderer.dylib] void FDrawTranslucentMeshAction::Process<FSelfShadowedCachedPointIndirectLightingPolicy>(FRHICommandList&, FProcessBasePassMeshParameters const&, FSelfShadowedCachedPointIndirectLightingPolicy const&, FSelfShadowedCachedPointIndirectLightingPolicy::ElementDataType const&) Address = 0x1ab76518 (filename not found) [in UE4Editor-Renderer.dylib] void ProcessBasePassMesh<FDrawTranslucentMeshAction>(FRHICommandList&, FProcessBasePassMeshParameters const&, FDrawTranslucentMeshAction&&) Address = 0x1ab354e5 (filename not found) [in UE4Editor-Renderer.dylib] FTranslucencyDrawingPolicyFactory::DrawMesh(FRHICommandList&, FViewInfo const&, FTranslucencyDrawingPolicyFactory::ContextType, FMeshBatch const&, unsigned long long const&, FDrawingPolicyRenderState const&, bool, FPrimitiveSceneProxy const*, FHitProxyId) Address = 0x1ab34200 (filename not found) [in UE4Editor-Renderer.dylib] FTranslucentPrimSet::RenderPrimitive(FRHICommandList&, FViewInfo const&, FDrawingPolicyRenderState const&, FPrimitiveSceneInfo*, FPrimitiveViewRelevance const&, FProjectedShadowInfo const*, ETranslucencyPass::Type) const Address = 0x1ab368f5 (filename not found) [in UE4Editor-Renderer.dylib] FTranslucentPrimSet::DrawPrimitives(FRHICommandListImmediate&, FViewInfo const&, FDrawingPolicyRenderState const&, FDeferredShadingSceneRenderer&, ETranslucencyPass::Type) const Address = 0x1ab378ec (filename not found) [in UE4Editor-Renderer.dylib] FDeferredShadingSceneRenderer::RenderTranslucency(FRHICommandListImmediate&) Address = 0x1ab3c043 (filename not found) [in UE4Editor-Renderer.dylib] FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate&) Address = 0x1a35605e (filename not found) [in UE4Editor-Renderer.dylib] FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::EURCMacro_FDrawSceneCommand::DoTask(ENamedThreads::Type, TRefCountPtr<FGraphEvent> const&) Address = 0x1a9ba790 (filename not found) [in UE4Editor-Renderer.dylib] TGraphTask<FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::EURCMacro_FDrawSceneCommand>::ExecuteTask(TArray<FBaseGraphTask*, FDefaultAllocator>&, ENamedThreads::Type) Address = 0x1aa1bd13 (filename not found) [in UE4Editor-Renderer.dylib] FNamedTaskThread::ProcessTasksNamedThread(int, bool) Address = 0x9dbc6cf (filename not found) [in UE4Editor-Core.dylib] FNamedTaskThread::ProcessTasksUntilQuit(int) Address = 0x9db85d5 (filename not found) [in UE4Editor-Core.dylib] FTaskGraphImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type) Address = 0x9db4e11 (filename not found) [in UE4Editor-Core.dylib] RenderingThreadMain(FEvent*) Address = 0xfeb7d72 (filename not found) [in UE4Editor-RenderCore.dylib] FRenderingThread::Run() Address = 0xfecc8e7 (filename not found) [in UE4Editor-RenderCore.dylib] FRunnableThreadPThread::Run() Address = 0x9e1d7f0 (filename not found) [in UE4Editor-Core.dylib] FRunnableThreadPThread::_ThreadProc(void*) Address = 0x9dd7b30 (filename not found) [in UE4Editor-Core.dylib] _pthread_body() Address = 0xa6e4d9af (filename not found) [in libsystem_pthread.dylib] _pthread_body() Address = 0xa6e4d8fb (filename not found) [in libsystem_pthread.dylib] thread_start() Address = 0xa6e4d101 (filename not found) [in libsystem_pthread.dylib]
repro steps currently unknown. The old user description may provide insight: "Enabling Volumetric Translucent Shadow for an object with Translucent Material and Forward Shading always crashes on MacOS Sierra , Unreal 4.13"
SEGV_MAPERR at 0x18 UE4Editor-MetalRHI.dylib!FMetalRHICommandContext::RHISetShaderUniformBuffer() UE4Editor-Renderer.dylib!FSelfShadowedCachedPointIndirectLightingPolicy::SetMesh() UE4Editor-Renderer.dylib!TBasePassDrawingPolicy<FSelfShadowedCachedPointIndirectLightingPolicy>::SetMeshRenderState() UE4Editor-Renderer.dylib!void FDrawTranslucentMeshAction::Process<FSelfShadowedCachedPointIndirectLightingPolicy>() UE4Editor-Renderer.dylib!void ProcessBasePassMesh<FDrawTranslucentMeshAction>() UE4Editor-Renderer.dylib!FTranslucencyDrawingPolicyFactory::DrawMesh() UE4Editor-Renderer.dylib!FTranslucentPrimSet::RenderPrimitive() UE4Editor-Renderer.dylib!FTranslucentPrimSet::DrawPrimitives() UE4Editor-Renderer.dylib!FDeferredShadingSceneRenderer::RenderTranslucency() 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>
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