When building our custom editor on MacOS the build succeeds, but throws the error “Plugin Resonance Audio Failed to load” when trying to run the editor.
Steps to Reproduce
On intel Mac Pro Tower running MacOS Sonoma 14.7.5
and Xcode 16.2
- sync latest from perforce
- Generate Project files for our game
- Double Click on the UE5 (Mac).xcworkspace to load into Xcode
- Select the 'yourgamehere’Editor Target
- Select build for Any Mac (arm64, x86_64)
- Select Product -> Clean Build Folder
- Select Product -> Build
- Double click on the resulting UnrealEditor app artifact
I also built the Intel only (My Mac) version of our editor, and it threw a different error this time when running it debug mode via Xcode.
Main Thread Checker: UI API called on a background thread: -[NSWindow isZoomed] PID: 52612, TID: 595479, Thread name: (none), Queue name: com.apple.root.default-qos.overcommit, QoS: 0 Backtrace: 4 UnrealEditor-ApplicationCore.dylib 0x000000010f2f23ec _ZN10FMacWindow23ApplySizeAndModeChangesEiiiiN11EWindowMode4TypeE + 2124 5 UnrealEditor-SlateCore.dylib 0x000000011303f27e _ZN7SWindow16ResizeWindowSizeEN2UE4Math8TVector2IfEE + 318 6 UnrealEditor-Slate.dylib 0x00000001137ffd3d _ZL24PrepassWindowAndChildren10TSharedRefI7SWindowL7ESPMode1EERK10TSharedPtrIS0_LS1_1EER8TWeakPtrI7SWidgetLS1_1EE + 637 7 UnrealEditor-Slate.dylib 0x00000001137ffe56 _ZL24PrepassWindowAndChildren10TSharedRefI7SWindowL7ESPMode1EERK10TSharedPtrIS0_LS1_1EER8TWeakPtrI7SWidgetLS1_1EE + 918 8 UnrealEditor-Slate.dylib 0x00000001137ff739 _ZN17FSlateApplication11DrawPrepassE10TSharedPtrI7SWindowL7ESPMode1EE + 777 9 UnrealEditor-Slate.dylib 0x00000001137fda5e _ZN17FSlateApplication18PrivateDrawWindowsE10TSharedPtrI7SWindowL7ESPMode1EE + 2702 10 UnrealEditor-Slate.dylib 0x00000001137fcf66 _ZN17FSlateApplication11DrawWindowsEv + 118 11 UnrealEditor-Slate.dylib 0x0000000113803418 _ZN17FSlateApplication18TickAndDrawWidgetsEf + 1640 12 UnrealEditor-Slate.dylib 0x0000000113801872 _ZN17FSlateApplication4TickE14ESlateTickType + 1474 13 UnrealEditor 0x000000010e147892 _ZN11FEngineLoop4TickEv + 35586 14 UnrealEditor 0x000000010e123d18 _Z11GuardedMainPKDs + 760 15 UnrealEditor 0x000000010e16f3c6 -[UEAppDelegate runGameThread:] + 166 16 UnrealEditor-Core.dylib 0x00000001110d578b -[FCocoaGameThread main] + 267 17 Foundation 0x00007ff8087e889c __NSThread__start__ + 1013 18 libsystem_pthread.dylib 0x000000010e786783 _pthread_start + 99 19 libsystem_pthread.dylib 0x000000010e78ebff thread_start + 15 232707 HALC_ProxyIOContext.cpp:1346 HALC_ProxyIOContext::IOWorkLoop: skipping cycle due to overload [UE] Fatal error: [File:Runtime/Apple/MetalRHI/Private/Shaders/Types/Templates/MetalBaseShader.h] [Line: 515] [UE] [2025.06.05-17.02.41:387][ 0]LogMetal: Error: Failed to create function: Error Domain=MTLLibraryErrorDomain Code=5 "Function Main_000086b6_27991079 was not found in the library" UserInfo={NSLocalizedDescription=Function Main_000086b6_27991079 was not found in the library}
Full console out attached.
Asking around to see if this is something we’ve already seen/fixed internally. What engine version are you on?
Hi Max,
Thank you for your response! We are on UE 5.4.4.
Here is some more info that might help. I was able to successfully build the lyra editor on that system from the same UE5.4.4 Engine workspace as our game. Then subsequently from the lyra editor UI, I was able build a universal binary mac build of the lyra game.
That makes me think there is something about the way the metal shaders are configured in our game that is different from Lyra, even though our game is based on the Lyra framework.
interesting. This isn’t something we’ve seen internally.
Metal shader config should be totally separate from Resonance.
Are you using Google Resonance for spatialization? If not, are you able to disable the plugin?