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UE 4 crashed on my MacBook Pro 13

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  • started a topic UE 4 crashed on my MacBook Pro 13

    UE 4 crashed on my MacBook Pro 13

    Hello I installed UE 4 version 4.15. Then I launched it and UE 4 crashed.

  • replied
    I agree with timtimmy that the error is related to the fact libAPEXFrameworkPROFILE dynamic library is not found and therefore the editor is trying to access the entries for the functions which otherwise would be present if the din library was loaded, therefore it is an attempt to access memory not initialized. Easy to reproduce by just removing the lib in a healthy machine.

    Now, why apex is not there is a mystery.

    Leave a comment:


  • replied
    Can you kindly clarify where it says it's a memory error? Maybe I can learn something

    This line
    Code:
    [2019.02.10-15.43.17:686][ 0]LogMac:Warning: dlopen failed: dlopen(/Volumes/Local Disk/EP/UE_4.15/Engine/Binaries/Mac/UE4Editor.app/Contents/MacOS/../../../Engine/Binaries/ThirdParty/PhysX/Mac/libAPEXFrameworkPROFILE.dylib, 5): image not found
    is the reason for this line,
    Code:
    [2019.02.10-15.43.17:978][ 0]LogMac: === Critical error: ===
    SIGSEGV: invalid attempt to access memory at address 0x3
    triggered somewhere inside of
    Code:
    LoadPhysXModules() Address = 0xb02a623 (filename not found) [in UE4Editor-Engine.dylib]
    It can't find the dylib during PhysX initialization, it tries to access it at a bad address, and it crashes.

    The rest of the log is the exception trace.

    Leave a comment:


  • replied
    The critical error was related to memory, that's why it's possibly running out of RAM, 8GB goes by fast.

    Leave a comment:


  • replied
    As ambershee helpfully points out, it has nothing to do with it being a Macbook Pro and the GPU or memory.

    The log indicates that the *actual* problem is the libAPEXFrameworkPROFILE dynamic library isn't loading. It could be corrupted, missing, or the permissions are bad on it. The Epic Games Launcher might be able to repair the installation. In the Epic Game's Launcher, go to the Unreal Engine - Library and click on the pulldown (down arrow) and choose verify. If that doesn't work, remove and reinstall the engine. Or install a newer version, 4.15 is a little old.

    Leave a comment:


  • replied
    I don't think this is a GPU problem, nor running out of memory, this looks like an issue inside UE4. Have you tried using a different engine version?

    Leave a comment:


  • replied
    Ok thanks you

    Leave a comment:


  • replied
    The Intel integrated GPU's are below the minimum requirements, also it looks like you're running out of RAM, you have 8GB which is on the low end, and in this case it is having a memory error.
    Most configurations of Mac's are not designed to do game development very well.

    Leave a comment:


  • replied
    Log file open, 02/10/19 17:43:16
    LogInitisplay: Running engine without a game
    LogPlatformFile: Not using cached read wrapper
    LogInitisplay: RandInit(-735187769) SRandInit(-735187702).
    LogTaskGraph: Started task graph with 5 named threads and 8 total threads with 1 sets of task threads.
    LogStats: Stats thread started at 5.928615
    LogInit: Build: ++UE4+Release-4.15-CL-3450819
    LogInit: Engine Version: 4.15.3-3450819+++UE4+Release-4.15
    LogInit: Compatible Engine Version: 4.15.0-3299760+++UE4+Release-4.15
    LogInit: Net CL: 3299760
    LogDevObjectVersion: Number of dev versions registered: 14
    LogDevObjectVersion: Dev-Blueprints (B0D832E4-1F89-4F0D-ACCF-7EB736FD4AA2): 8
    LogDevObjectVersion: Dev-Build (E1C64328-A22C-4D53-A36C-8E866417BD8C): 0
    LogDevObjectVersion: Dev-Core (375EC13C-06E4-48FB-B500-84F0262A717E): 2
    LogDevObjectVersion: Dev-Editor (E4B068ED-F494-42E9-A231-DA0B2E46BB41): 14
    LogDevObjectVersion: Dev-Framework (CFFC743F-43B0-4480-9391-14DF171D2073): 22
    LogDevObjectVersion: Dev-Mobile (B02B49B5-BB20-44E9-A304-32B752E40360): 0
    LogDevObjectVersion: Dev-Networking (A4E4105C-59A1-49B5-A7C5-40C4547EDFEE): 0
    LogDevObjectVersion: Dev-Online (39C831C9-5AE6-47DC-9A44-9C173E1C8E7C): 0
    LogDevObjectVersion: Dev-Physics (78F01B33-EBEA-4F98-B9B4-84EACCB95AA2): 0
    LogDevObjectVersion: Dev-Platform (6631380F-2D4D-43E0-8009-CF276956A95A): 0
    LogDevObjectVersion: Dev-Rendering (12F88B9F-8875-4AFC-A67C-D90C383ABD29): 12
    LogDevObjectVersion: Dev-Sequencer (7B5AE74C-D270-4C10-A958-57980B212A5A): 3
    LogDevObjectVersion: Dev-VR (D7296918-1DD6-4BDD-9DE2-64A83CC13884): 0
    LogDevObjectVersion: Dev-LoadTimes (C2A15278-BFE7-4AFE-6C17-90FF531DF755): 1
    LogInit: Compiled (64-bit): May 21 2017 11:07:51
    LogInit: Compiled with Clang: 8.1.0 (clang-802.0.42)
    LogInit: Build Configuration: Development
    LogInit: Branch Name: ++UE4+Release-4.15
    LogInit: Command line: -EpicPortal -epicusername=MarkiyanSHCH -epicuserid=4d04c3b54a544e839ede5f63246cf746 -epiclocale=en-UA
    LogInit: Base directory: /Volumes/Local Disk/EP/UE_4.15/Engine/Binaries/Mac/
    LogInit: Installed Engine Build: 1
    LogInit: Presizing for max 8388607 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool.
    LogInit: Object subsystem initialized
    [2019.02.10-15.43.17:326][ 0]LogInit: Selected Device Profile: [Mac]
    [2019.02.10-15.43.17:326][ 0]LogInit: Applying CVar settings loaded from the selected device profile: [Mac]
    [2019.02.10-15.43.17:535][ 0]LogInit: Setting Device Profile CVar: [[r.AOScatterTileCulling:0]]
    [2019.02.10-15.43.17:535][ 0]LogInit: Setting Device Profile CVar: [[r.DFShadowScatterTileCulling:0]]
    [2019.02.10-15.43.17:535][ 0]LogInit: Setting Device Profile CVar: [[r.Shaders.ZeroInitialise:1]]
    [2019.02.10-15.43.17:535][ 0]LogInit: Setting Device Profile CVar: [[r.Shaders.BoundsChecking:1]]
    [2019.02.10-15.43.17:535][ 0]LogInit: Setting Device Profile CVar: [[r.RHICmdStateCacheEnable:0]]
    [2019.02.10-15.43.17:547][ 0]LogInit: macOS 10.13.6 (17G2208)
    [2019.02.10-15.43.17:547][ 0]LogInit: Model: MacBookPro15,2
    [2019.02.10-15.43.17:547][ 0]LogInit: CPU: Intel(R) Core(TM) i5-8259U CPU @ 2.30GHz
    [2019.02.10-15.43.17:547][ 0]LogInit: CPU Page size=4096, Cores=4, HT=8
    [2019.02.10-15.43.17:547][ 0]LogInit: Computer: Markiyans-MacBook-Pro.local
    [2019.02.10-15.43.17:547][ 0]LogInit: User: markiaynshch
    [2019.02.10-15.43.17:547][ 0]LogInit: High frequency timer resolution =1000.000000 MHz
    [2019.02.10-15.43.17:547][ 0]LogInit: Power Source: AC Power
    [2019.02.10-15.43.17:547][ 0]LogInit: Memory total: Physical=8.0GB (8GB approx) Pagefile=1.0GB Virtual=9.0GB
    [2019.02.10-15.43.17:686][ 0]LogMac:Warning: dlopen failed: dlopen(/Volumes/Local Disk/EP/UE_4.15/Engine/Binaries/Mac/UE4Editor.app/Contents/MacOS/../../../Engine/Binaries/ThirdParty/PhysX/Mac/libAPEXFrameworkPROFILE.dylib, 5): image not found
    [2019.02.10-15.43.17:693][ 0]LogMac:Error: appError called: Assertion failed: Assertion failed: [File:/Users/build/Build/++UE4+Release-4.15+Compile/Sync/Engine/Source/Runtime/Engine/Private/PhysicsEngine/PhysXLibs.cpp] [Line: 125]
    Failed to load module '../../../Engine/Binaries/ThirdParty/PhysX/Mac/libAPEXFrameworkPROFILE.dylib'.

    [2019.02.10-15.43.17:978][ 0]LogMac: === Critical error: ===
    SIGSEGV: invalid attempt to access memory at address 0x3

    [2019.02.10-15.43.17:978][ 0]LogMac: FGenericPlatformMisc::RaiseException(unsigned int) Address = 0x8a328db (filename not found) [in UE4Editor-Core.dylib]
    FOutputDeviceMacError::Serialize(wchar_t const*, ELogVerbosity::Type, FName const&) Address = 0x8bfbb5f (filename not found) [in UE4Editor-Core.dylib]
    FOutputDevice::Logf(wchar_t const*, ...) Address = 0x8cdbd9c (filename not found) [in UE4Editor-Core.dylib]
    FDebug::AssertFailed(char const*, char const*, int, wchar_t const*, ...) Address = 0x8c564ab (filename not found) [in UE4Editor-Core.dylib]
    LoadPhysXModules()::$_0:perator()(FString const&) const Address = 0xb02acce (filename not found) [in UE4Editor-Engine.dylib]
    LoadPhysXModules() Address = 0xb02a623 (filename not found) [in UE4Editor-Engine.dylib]
    InitGamePhys() Address = 0xaff4008 (filename not found) [in UE4Editor-Engine.dylib]
    FEngineLoop::PreInit(wchar_t const*) Address = 0x8934dc0 (filename not found) [in UE4Editor]
    GuardedMain(wchar_t const*) Address = 0x8948cf1 (filename not found) [in UE4Editor]
    -[UE4AppDelegate runGameThread:] Address = 0x89566ba (filename not found) [in UE4Editor]
    -[FCocoaGameThread main] Address = 0x8b87506 (filename not found) [in UE4Editor-Core.dylib]
    __NSThread__start__() Address = 0x569601f8 (filename not found) [in Foundation]
    _pthread_body() Address = 0x7ca79661 (filename not found) [in libsystem_pthread.dylib]
    _pthread_body() Address = 0x7ca7950d (filename not found) [in libsystem_pthread.dylib]
    thread_start() Address = 0x7ca78bf9 (filename not found) [in libsystem_pthread.dylib]

    Leave a comment:


  • replied
    but I now people which work on MacBook Pro 13

    Leave a comment:


  • replied
    It doesn't meet the minimum requirements to run UE4, it needs a better GPU

    Leave a comment:

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