Edit: This probably has nothing to do with macs.
<unknown module>! UBlueprint* CastChecked<UBlueprint, UObject>(UObject*, ECastCheckedType::Type) 
<unknown module>! UBlueprintGeneratedClass::GetAuthoritativeClass() 
<unknown module>! UK2Node_CallFunction::CreateSelfPin(UFunction const*) 
<unknown module>! UK2Node_CallFunction::CreatePinsForFunctionCall(UFunction const*) 
<unknown module>! UK2Node_CallFunction::AllocateDefaultPins() 
<unknown module>! UK2Node::ReconstructNode() 
<unknown module>! UEdGraphSchema_K2::ReconstructNode(UEdGraphNode&, bool) 
<unknown module>! FBlueprintEditorUtils::RefreshExternalBlueprintDependencyNodes(UBlueprint*, UStruct*) 
<unknown module>! UBlueprintGeneratedClass::ConditionalRecompileClass(TArray<UObject*, FDefaultAllocator>*) 
<unknown module>! FScopedClassDependencyGather::~FScopedClassDependencyGather() 
User is seeing a crash when they are opening their Blueprint + Code Project on their Macbook Pro Retina.
The user has also attached multiple txt documents to this post that may help decipher the error that they are seeing.
Crash Logs:
Callstack: attachment
Unable to reproduce internally
Head over to the existing Questions & Answers thread and let us know what's up.
| 0 | 
| Component | UE - Gameplay - Blueprint | 
|---|---|
| Affects Versions | 4.6.1 | 
| Target Fix | 4.8 | 
| Created | Feb 2, 2015 | 
|---|---|
| Resolved | Apr 27, 2015 | 
| Updated | Apr 27, 2018 |