How can I fix Fortnite Battle Royale crashing upon startup? I use Mac OSX El Capitan 10.11.6

SEGV_MAPERR at 0x3

FGenericPlatformMisc::RaiseException(unsigned int) Address = 0x104071d3b [/Users/build/Build/++Fortnite+Release-Cert+Full/Sync/FortniteGame/Intermediate/Build/Mac/FortniteClient/Shipping/Core/…/…/…/…/…/…/…/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformMisc.cpp, line 336] [in FortniteClient-Mac-Shipping]
FOutputDeviceMacError::Serialize(wchar_t const*, ELogVerbosity::Type, FName const&) Address = 0x1041454af [/Users/build/Build/++Fortnite+Release-Cert+Full/Sync/FortniteGame/Intermediate/Build/Mac/FortniteClient/Shipping/Core/…/…/…/…/…/…/…/Engine/Source/Runtime/Core/Private/Mac/MacPlatformOutputDevices.cpp, line 103] [in FortniteClient-Mac-Shipping]
FOutputDevice::Logf(wchar_t const*, …) Address = 0x1041a2ddc [/Users/build/Build/++Fortnite+Release-Cert+Full/Sync/FortniteGame/Intermediate/Build/Mac/FortniteClient/Shipping/Core/…/…/…/…/…/…/…/Engine/Source/Runtime/Core/Private/Misc/OutputDevice.cpp, line 70] [in FortniteClient-Mac-Shipping]
FDebug::AssertFailed(char const*, char const*, int, wchar_t const*, …) Address = 0x10416b1f4 [/Users/build/Build/++Fortnite+Release-Cert+Full/Sync/Engine/Source/Runtime/Core/Public/Containers/ContainerAllocationPolicies.h, line 368] [in FortniteClient-Mac-Shipping]
FMetalComputeShader::FMetalComputeShader(TArray const&) Address = 0x10403b492 [/Users/build/Build/++Fortnite+Release-Cert+Full/Sync/Engine/Source/Runtime/Core/Public/Containers/ContainerAllocationPolicies.h, line 368] [in FortniteClient-Mac-Shipping]
FMetalDynamicRHI::RHICreateComputeShader(TArray const&) Address = 0x10403edd9 [Runtime/ShaderCore/Public/ShaderCache.h, line 155] [in FortniteClient-Mac-Shipping]
FShaderCache::InternalSubmitShader(FShaderCacheKey const&, TArray const&, FShaderCacheState*) Address = 0x10466afbd [Runtime/RHI/Public/RHICommandList.inl, line 56] [in FortniteClient-Mac-Shipping]
FShaderCache::InternalLogShader(EShaderPlatform, EShaderFrequency, FSHAHash, unsigned int, TArray const&, FShaderCacheState*)::EURCMacro_LogShader::DoTask(ENamedThreads::Type, TRefCountPtr const&) Address = 0x104665dcc [/Users/build/Build/++Fortnite+Release-Cert+Full/Sync/Engine/Source/Runtime/Core/Public/Containers/ContainerAllocationPolicies.h, line 368] [in FortniteClient-Mac-Shipping]
FShaderCache::InternalLogShader(EShaderPlatform, EShaderFrequency, FSHAHash, unsigned int, TArray const&, FShaderCacheState*) Address = 0x10466190d [/Users/build/Build/++Fortnite+Release-Cert+Full/Sync/FortniteGame/Intermediate/Build/Mac/FortniteClient/Shipping/ShaderCore/…/…/…/…/…/…/…/Engine/Source/Runtime/ShaderCore/Private/ShaderCache.cpp, line 789] [in FortniteClient-Mac-Shipping]
FShaderResource::Serialize(FArchive&) Address = 0x1046589b8 [/Users/build/Build/++Fortnite+Release-Cert+Full/Sync/FortniteGame/Intermediate/Build/Mac/FortniteClient/Shipping/ShaderCore/…/…/…/…/…/…/…/Engine/Source/Runtime/ShaderCore/Private/Shader.cpp, line 480] [in FortniteClient-Mac-Shipping]
FShader::SerializeBase(FArchive&, bool) Address = 0x104657d78 [/Users/build/Build/++Fortnite+Release-Cert+Full/Sync/FortniteGame/Intermediate/Build/Mac/FortniteClient/Shipping/ShaderCore/…/…/…/…/…/…/…/Engine/Source/Runtime/ShaderCore/Private/Shader.cpp, line 979] [in FortniteClient-Mac-Shipping]
TShaderMap::SerializeShaderForLoad(FShaderType*, FArchive&, bool, bool) Address = 0x10536fac6 [Runtime/ShaderCore/Public/Shader.h, line 1590] [in FortniteClient-Mac-Shipping]
TShaderMap::SerializeInline(FArchive&, bool, bool) Address = 0x105366a4a [Runtime/ShaderCore/Public/Shader.h, line 1674] [in FortniteClient-Mac-Shipping]
SerializeGlobalShaders(FArchive&, TShaderMap*) Address = 0x105368885 [/Users/build/Build/++Fortnite+Release-Cert+Full/Sync/FortniteGame/Intermediate/Build/Mac/FortniteClient/Shipping/Engine/…/…/…/…/…/…/…/Engine/Source/Runtime/Engine/Private/GlobalShader.cpp, line 474] [in FortniteClient-Mac-Shipping]
GetGlobalShaderMap(EShaderPlatform, bool) Address = 0x105367d60 [/Users/build/Build/++Fortnite+Release-Cert+Full/Sync/FortniteGame/Intermediate/Build/Mac/FortniteClient/Shipping/Engine/…/…/…/…/…/…/…/Engine/Source/Runtime/Engine/Private/GlobalShader.cpp, line 612] [in FortniteClient-Mac-Shipping]
FEngineLoop::PreInit(wchar_t const*) Address = 0x102fe6bd0 [/Users/build/Build/++Fortnite+Release-Cert+Full/Sync/FortniteGame/Intermediate/Build/Mac/FortniteClient/Shipping/Launch/…/…/…/…/…/…/…/Engine/Source/Runtime/Launch/Private/LaunchEngineLoop.cpp, line 1716] [in FortniteClient-Mac-Shipping]
GuardedMain(wchar_t const*) Address = 0x102fec5ba [/Users/build/Build/++Fortnite+Release-Cert+Full/Sync/FortniteGame/Intermediate/Build/Mac/FortniteClient/Shipping/Launch/…/…/…/…/…/…/…/Engine/Source/Runtime/Launch/Private/Launch.cpp, line 127] [in FortniteClient-Mac-Shipping]
-[UE4AppDelegate runGameThread:] Address = 0x102ff2837 [/Users/build/Build/++Fortnite+Release-Cert+Full/Sync/FortniteGame/Intermediate/Build/Mac/FortniteClient/Shipping/Launch/…/…/…/…/…/…/…/Engine/Source/Runtime/Launch/Private/Mac/LaunchMac.cpp, line 212] [in FortniteClient-Mac-Shipping]
-[FCocoaGameThread main] Address = 0x1040fd4d0 [/Users/build/Build/++Fortnite+Release-Cert+Full/Sync/FortniteGame/Intermediate/Build/Mac/FortniteClient/Shipping/Core/…/…/…/…/…/…/…/Engine/Source/Runtime/Core/Private/Mac/CocoaThread.cpp, line 376] [in FortniteClient-Mac-Shipping]
Unknown() Address = 0x7fff862ebc84 (filename not found) [in Foundation]
_pthread_body Address = 0x7fff996e299d (filename not found) [in libsystem_pthread.dylib]
_pthread_body Address = 0x7fff996e291a (filename not found) [in libsystem_pthread.dylib]
thread_start Address = 0x7fff996e0351 (filename not found) [in libsystem_pthread.dylib]

Fortnite requires macOS 10.12.6 or newer, you’ll need to update your OS to play. I’m surprised that Epic Games Launcher allowed you to install the game in a first place, I was sure it had a mechanism to check game’s requirements and make sure that the OS you’re running is compatible before downloading/installing.

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