Constant engine crash stoping my workflow HELP!

Here is the log

I keep getting an engine crash and it’s driving me crazy and killing my workflow. It’s causing a ton of problems. Here is the crash log. Any suggestions?

SEGV_NOOP at 0x0

rml::internal::LargeObjectCache::get(rml::internal::ExtMemoryPool*, unsigned long) Address = 0x108925239 (filename not found) [in UE4Editor-Core.dylib]
rml::internal::ExtMemoryPool::mallocLargeObject(unsigned long, unsigned long) Address = 0x1089253af (filename not found) [in UE4Editor-Core.dylib]
rml::internal::reallocAligned(rml::internal::MemoryPool*, void*, unsigned long, unsigned long) Address = 0x108928fe8 (filename not found) [in UE4Editor-Core.dylib]
scalable_aligned_realloc Address = 0x108929b39 (filename not found) [in UE4Editor-Core.dylib]
FMallocTBB::Realloc(void*, unsigned long, unsigned int) Address = 0x108a730e8 (filename not found) [in UE4Editor-Core.dylib]
FMemory::Realloc(void*, unsigned long, unsigned int) Address = 0x108a7b447 (filename not found) [in UE4Editor-Core.dylib]
FSlateStatTrackingMemoryAllocator::ForAnyElementType::ResizeAllocation(int, int, int) Address = 0x1108f3fa3 (filename not found) [in UE4Editor-SlateCore.dylib]
void FSlateElementBatcher::AddShapedTextElement<(ESlateVertexRounding)1>(FSlateDrawElement const&)::‘lambda’(FFontOutlineSettings const&, FColor const&, UObject const*, int, int)::operator()(FFontOutlineSettings const&, FColor const&, UObject const*, int, int) const Address = 0x110925914 (filename not found) [in UE4Editor-SlateCore.dylib]
void FSlateElementBatcher::AddShapedTextElement<(ESlateVertexRounding)1>(FSlateDrawElement const&) Address = 0x11085a37a (filename not found) [in UE4Editor-SlateCore.dylib]
FSlateElementBatcher::AddElementsInternal(TArray<FSlateDrawElement, FDefaultAllocator> const&, FVector2D const&) Address = 0x11082521b (filename not found) [in UE4Editor-SlateCore.dylib]
FSlateElementBatcher::AddElements(FSlateWindowElementList&) Address = 0x1108237aa (filename not found) [in UE4Editor-SlateCore.dylib]
FSlateRHIRenderer::DrawWindows_Private(FSlateDrawBuffer&) Address = 0x12aa0fd93 (filename not found) [in UE4Editor-SlateRHIRenderer.dylib]
FSlateApplication::PrivateDrawWindows(TSharedPtr<SWindow, (ESPMode)0>) Address = 0x10fe53b65 (filename not found) [in UE4Editor-Slate.dylib]
FSlateApplication::TickApplication(ESlateTickType, float) Address = 0x10fe5c0fe (filename not found) [in UE4Editor-Slate.dylib]
FSlateApplication::Tick(ESlateTickType) Address = 0x10fe59d84 (filename not found) [in UE4Editor-Slate.dylib]
FEngineLoop::Tick() Address = 0x1088a6e52 (filename not found) [in UE4Editor]
GuardedMain(wchar_t const*) Address = 0x1088af478 (filename not found) [in UE4Editor]
-[UE4AppDelegate runGameThread:] Address = 0x1088bc880 (filename not found) [in UE4Editor]
-[FCocoaGameThread main] Address = 0x108b63e67 (filename not found) [in UE4Editor-Core.dylib]
Unknown() Address = 0x7fff38190104 (filename not found) [in Foundation]
_pthread_body Address = 0x7fff63275305 (filename not found) [in libsystem_pthread.dylib]
_pthread_start Address = 0x7fff6327826f (filename not found) [in libsystem_pthread.dylib]
thread_start Address = 0x7fff63274415 (filename not found) [in libsystem_pthread.dylib]

Any insight as to what is causing this error?

I’m on an iMac. 24gb ddr4 ram, i7 4.2ghz. Already reinstalled the engine and recreated my whole project. The error just keeps popping up.

I know this is an old post but I am crashing in the same way. It seems to be related to rendering text in Slate UI elements: FSlateElementBatcher::AddShapedTextElement

So glad I’m not the only one. I totally gave up on the movie screen project I was working on that was causing this error. I just couldn’t progress and test any changes in my project without this crash happening.

Did you submit the crash log with the screen that shows up after the crash? Those are really useful for devs to dig bugs and are sent automatically to the dev team.

I would be nice also to know which UE4 release is that and something about what you are doing in your project. The spec on your machine seems ok, but the errors there are showing access errors while trying to allocate memory, there could be a lot of possibilities here:

Hardware part:

  • bad memory module


  • corrupted plugin in use
  • corrupted file for a mesh with a lot of vertices

It would be nice to know which is the graphics card and the amount of VRAM on it. Did you check for any updated graphics card driver?

I’m using a brand new 27" imac. I did just upgrade my memory by adding 16gb (2 8gb sticks). I already had 2 4gb sticks in the imac. My new total is now 24gb. All slots show up correctly and show the added memory under system info.

In the answer hub I found a topic discussing this same error in the mac environment. It appeared to be an engine issue that multiple people were reporting. I have submitted the error report on multiple occassions.