While working on a shared project, sometimes certain levels become unusable after pulling from remote and cause unreal to crash when the level is opened or on initialization when the project opens into that map. Not a programmer so no clue what’s going on so sharing the crash report here. Please help.
MachineId:7D3A41206A4B442D839759A650E1D3E9
EpicAccountId:fa5799ff5f274923b26f8df220b2c417
SEGV_MAPERR at 0x2c8
SamplerStage::bindSamplerToTexture(unsigned char, unsigned char, bool&, bool&) Address = 0x136e5b2e2 (filename not found) [in AppleIntelHD5000GraphicsMTLDriver]
SamplerStage::writeSamplerState() Address = 0x136e5adbf (filename not found) [in AppleIntelHD5000GraphicsMTLDriver]
IGRenderStateSamplers::writeIf() Address = 0x136e528cc (filename not found) [in AppleIntelHD5000GraphicsMTLDriver]
IGAccelRenderCommandEncoder::programPipeline(sPrimitiveData const&) Address = 0x136e4dca8 (filename not found) [in AppleIntelHD5000GraphicsMTLDriver]
IGAccelRenderCommandEncoder::drawIndexedPrimitives(unsigned long, unsigned int, unsigned long, MTLIGAccelBuffer*, unsigned int, unsigned int, unsigned int, unsigned int) Address = 0x136e4e796 (filename not found) [in AppleIntelHD5000GraphicsMTLDriver]
-[MTLIGAccelRenderCommandEncoder drawIndexedPrimitives:indexCount:indexType:indexBuffer:indexBufferOffset:instanceCount:baseVertex:baseInstance:] Address = 0x136e3cc6d (filename not found) [in AppleIntelHD5000GraphicsMTLDriver]
FMetalRHICommandContext::RHIDrawIndexedPrimitive(FRHIIndexBuffer*, unsigned int, int, unsigned int, unsigned int, unsigned int, unsigned int, unsigned int) Address = 0x137a6889e [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Apple/MetalRHI/Private/MetalCommands.cpp, line 576] [in UE4Editor-MetalRHI.dylib]
FMeshDrawingPolicy::DrawMesh(FRHICommandList&, FMeshBatch const&, int, bool) const Address = 0x11945fb65 [Runtime/RHI/Public/RHICommandList.h, line 1598] [in UE4Editor-Renderer.dylib]
void FDrawBasePassDynamicMeshAction::Process(FRHICommandList&, FProcessBasePassMeshParameters const&, FUniformLightMapPolicy const&, FUniformLightMapPolicy::ElementDataType const&) const Address = 0x1193349c9 [Runtime/Engine/Public/SceneUtils.h, line 38] [in UE4Editor-Renderer.dylib]
void ProcessBasePassMesh(FRHICommandList&, FProcessBasePassMeshParameters const&, FDrawBasePassDynamicMeshAction const&) Address = 0x1192d401f [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Renderer/Private/BasePassRendering.h, line 1260] [in UE4Editor-Renderer.dylib]
FBasePassOpaqueDrawingPolicyFactory::DrawDynamicMesh(FRHICommandList&, FViewInfo const&, FBasePassOpaqueDrawingPolicyFactory::ContextType, FMeshBatch const&, bool, bool, FPrimitiveSceneProxy const*, FHitProxyId, bool) Address = 0x11928118f [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Renderer/Private/BasePassRendering.cpp, line 490] [in UE4Editor-Renderer.dylib]
FDeferredShadingSceneRenderer::RenderBasePassDynamicData(FRHICommandList&, FViewInfo const&, bool&) Address = 0x1192a67a4 [Runtime/Core/Public/Containers/Array.h, line 827] [in UE4Editor-Renderer.dylib]
FDeferredShadingSceneRenderer::RenderBasePass(FRHICommandListImmediate&) Address = 0x1192bcc1f [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Renderer/Private/DeferredShadingRenderer.cpp, line 2022] [in UE4Editor-Renderer.dylib]
FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate&) Address = 0x1192afa60 [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Renderer/Private/DeferredShadingRenderer.cpp, line 1137] [in UE4Editor-Renderer.dylib]
FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::EURCMacro_FDrawSceneCommand::DoTask(ENamedThreads::Type, TRefCountPtr const&) Address = 0x1198987f3 [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Renderer/Private/SceneRendering.cpp, line 1927] [in UE4Editor-Renderer.dylib]
TGraphTask::ExecuteTask(TArray&, ENamedThreads::Type) Address = 0x1198cb00b [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Core/Public/Stats/.h, line 1537] [in UE4Editor-Renderer.dylib]
FNamedTaskThread::ProcessTasksNamedThread(int, bool) Address = 0x10a8ee810 [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp, line 259] [in UE4Editor-Core.dylib]
FNamedTaskThread::ProcessTasksUntilQuit(int) Address = 0x10a8ea215 [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformProcess.cpp, line 498] [in UE4Editor-Core.dylib]
FTaskGraphImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type) Address = 0x10a8e67d1 [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp, line 1725] [in UE4Editor-Core.dylib]
RenderingThreadMain(FEvent*) Address = 0x1113fafd4 [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp, line 319] [in UE4Editor-RenderCore.dylib]
FRenderingThread::Run() Address = 0x111411b17 [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp, line 459] [in UE4Editor-RenderCore.dylib]
FRunnableThreadPThread::Run() Address = 0x10a93e328 [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.cpp, line 26] [in UE4Editor-Core.dylib]
FRunnableThreadPThread::_ThreadProc(void*) Address = 0x10a900371 [Runtime/Core/Private/GenericPlatform/…/HAL/PThreadRunnableThread.h, line 172] [in UE4Editor-Core.dylib]
_pthread_body Address = 0x7fff88c3699d (filename not found) [in libsystem_pthread.dylib]
_pthread_body Address = 0x7fff88c3691a (filename not found) [in libsystem_pthread.dylib]
thread_start Address = 0x7fff88c34351 (filename not found) [in libsystem_pthread.dylib]