Editor crash when creating a VR project on MacOS with Apple silicon (M2). UE 5.3.2

After creating a new project with the VR template, the editor starts compiling the shaders and when finished it crashes before opening the full editor. I get the following crash report:


Caught signal

Unknown() Address = 0x1857a511c (filename not found) [in libsystem_kernel.dylib]
Unknown() Address = 0x1856eca40 (filename not found) [in libsystem_c.dylib]
Unknown() Address = 0x1856ebd30 (filename not found) [in libsystem_c.dylib]
Unknown() Address = 0x18fa783fc (filename not found) [in Metal]
Unknown() Address = 0x18fa55380 (filename not found) [in Metal]
Unknown() Address = 0x18fa4b2e0 (filename not found) [in Metal]
Unknown() Address = 0x18f9df6d0 (filename not found) [in Metal]
Unknown() Address = 0x1a402b70c (filename not found) [in IOGPU]
Unknown() Address = 0x1a402b618 (filename not found) [in IOGPU]
Unknown() Address = 0x1ef187fbc (filename not found) [in AGXMetalG14X]
Unknown() Address = 0x1ef1880e8 (filename not found) [in AGXMetalG14X]
Unknown() Address = 0x1ef187ddc (filename not found) [in AGXMetalG14X]
mtlpp::Texture::NewTextureView(mtlpp::PixelFormat, mtlpp::TextureType, ns::Range const&, ns::Range const&) Address = 0x2d153f8e4 (filename not found) [in UnrealEditor-MetalRHI.dylib]
FMetalShaderResourceView::UpdateView() Address = 0x2d1612150 (filename not found) [in UnrealEditor-MetalRHI.dylib]
TRHILambdaCommand<FRHICommandListBase, FMetalShaderResourceView::FMetalShaderResourceView(FRHICommandListBase&, FRHIViewableResource*, FRHIViewDesc const&)::$_46>::ExecuteAndDestruct(FRHICommandListBase&, FRHICommandListDebugContext&) Address = 0x2d162ce18 (filename not found) [in UnrealEditor-MetalRHI.dylib]
FRHICommandListBase::Execute(TRHIPipelineArray<IRHIComputeContext*>&, FRHICommandListBase::FPersistentState::FGPUStats*) Address = 0x10131d75c (filename not found) [in UnrealEditor-RHI.dylib]
UE::Core::Private::Function::TFunctionRefCaller<FRHICommandListImmediate::ExecuteAndReset(bool)::$_69, void ()>::Call(void*) Address = 0x1013a2cd4 (filename not found) [in UnrealEditor-RHI.dylib]
TGraphTask<TFunctionGraphTaskImpl<void (), (ESubsequentsMode::Type)0>>::ExecuteTask(TArray<FBaseGraphTask*, TSizedDefaultAllocator<32>>&, ENamedThreads::Type, bool) Address = 0x10137fc54 (filename not found) [in UnrealEditor-RHI.dylib]
FNamedTaskThread::ProcessTasksNamedThread(int, bool) Address = 0x10409f890 (filename not found) [in UnrealEditor-Core.dylib]
FNamedTaskThread::ProcessTasksUntilQuit(int) Address = 0x10409db74 (filename not found) [in UnrealEditor-Core.dylib]
FRHIThread::Run() Address = 0x101d6f0e8 (filename not found) [in UnrealEditor-RenderCore.dylib]
FRunnableThreadPThread::Run() Address = 0x104250e4c (filename not found) [in UnrealEditor-Core.dylib]
FRunnableThreadPThread::_ThreadProc(void*) Address = 0x1041b1e50 (filename not found) [in UnrealEditor-Core.dylib]
Unknown() Address = 0x1857dd034 (filename not found) [in libsystem_pthread.dylib]
Unknown() Address = 0x1857d7e3c (filename not found) [in libsystem_pthread.dylib]

I had it crashing before with older version of the Unreal Engine and managed to solve it with changing the following setting to False in DefaultEngine.ini:

vr.InstancedStereo=False

This time however it seems like it’s something else which crashes the engine. The are no logs created in the project /Saved/Logs/ directory

Good day Olivier, some one else here on the forum suggest a change to DefaultEngine.ini when I had a similar issue.

In you project’s “Config” folder open DefaultEngine.ini in TextEdit and set the r.ForwardShading value to false from true

Line should now read

r.ForwardShading=False

This should let the the project load, and you can package for Android. Let us know if this works for you. I have found that the project now loads and let’s me successfully package the template as an APK.

However, there is a runtime issue on Quest 2 that I am researching and will post separately about that.

hth
Steve

Hi there,

Same problem here on M1…
The solution of @scbenoit is working but changes the way the quest is rendering stuff…
Not sure if it will impact performance :thinking:

Thanks for the help anyway.

Glad it worked @FlyingRedkite

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