Description

This is a common Mac crash

User Descriptions

  • Enabling Volumetric Translucent Shadow for an object with Translucent Material and Forward Shading always crashes on MacOS Sierra , Unreal 4.13

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]
Steps to Reproduce

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"

Callstack
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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Fixed
ComponentRendering
Affects Versions4.114.124.134.16
Target Fix4.18
Fix Commit3581989
CreatedJul 6, 2017
ResolvedAug 11, 2017
UpdatedAug 11, 2017