Rendering Issue on a Macbook M2, keeps crashing

HI,I am using unreal engine on a macbook m2 & when I am trying to render a sequence it crashes and says
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Fatal error: [File:./Runtime/Apple/MetalRHI/Private/MetalCommandList.cpp] [Line: 99] Command Buffer UniformPlacement DownsampleFactor=8 Failed with OutOfMemory Error! Error Domain: MTLCommandBufferErrorDomain Code: 8 Description Insufficient Memory (00000008:kIOGPUCommandBufferCallbackErrorOutOfMemory) Unknown Unknown

ReportMetalCommandBufferFailure(MTL::CommandBuffer*, char16_t const*, bool) Address = 0x29956f1e8 (filename not found) [in UnrealEditor-MetalRHI.dylib]
MetalCommandBufferFailureOutOfMemory(MTL::CommandBuffer*) Address = 0x2995997c4 (filename not found) [in UnrealEditor-MetalRHI.dylib]
std::__1::__function::__func<FMetalCommandList::Commit(FMetalCommandBuffer*, TArray<TDelegate<void (MTL::CommandBuffer*), FDefaultDelegateUserPolicy>, TSizedDefaultAllocator<32>>, bool, bool)::$_4, std::__1::allocator<FMetalCommandList::Commit(FMetalCommandBuffer*, TArray<TDelegate<void (MTL::CommandBuffer*), FDefaultDelegateUserPolicy>, TSizedDefaultAllocator<32>>, bool, bool)::$_4>, void (MTL::CommandBuffer*)>::operator()(MTL::CommandBuffer*&&) Address = 0x2995b06d0 (filename not found) [in UnrealEditor-MetalRHI.dylib]
invocation function for block in MTL::CommandBuffer::addCompletedHandler(std::__1::function<void (MTL::CommandBuffer*)> const&) Address = 0x299596900 (filename not found) [in UnrealEditor-MetalRHI.dylib]
Unknown() Address = 0x18bda0208 (filename not found) [in Metal]
Unknown() Address = 0x18bda05e4 (filename not found) [in Metal]
Unknown() Address = 0x1a048f20c (filename not found) [in IOGPU]
Unknown() Address = 0x18bda029c (filename not found) [in Metal]
Unknown() Address = 0x1a04907d4 (filename not found) [in IOGPU]
Unknown() Address = 0x1a0498c44 (filename not found) [in IOGPU]
Unknown() Address = 0x1a0498d50 (filename not found) [in IOGPU]
Unknown() Address = 0x181aa39d0 (filename not found) [in libdispatch.dylib]
Unknown() Address = 0x181abfc5c (filename not found) [in libdispatch.dylib]
Unknown() Address = 0x181aaad28 (filename not found) [in libdispatch.dylib]
Unknown() Address = 0x181ac0998 (filename not found) [in libdispatch.dylib]
Unknown() Address = 0x181aaad28 (filename not found) [in libdispatch.dylib]
Unknown() Address = 0x181aaba08 (filename not found) [in libdispatch.dylib]
Unknown() Address = 0x181aaad28 (filename not found) [in libdispatch.dylib]
Unknown() Address = 0x181aab9d4 (filename not found) [in libdispatch.dylib]
Unknown() Address = 0x181ab661c (filename not found) [in libdispatch.dylib]
Unknown() Address = 0x181ab5e90 (filename not found) [in libdispatch.dylib]
Unknown() Address = 0x181c4d114 (filename not found) [in libsystem_pthread.dylib]
Unknown() Address = 0x181c4be30 (filename not found) [in libsystem_pthread.dylib]

hopefully anyone has a solutioon regarding this.

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Yeah me too started happening a lot since I upgraded to 5.4.2 did you do the same?

yes, had the same issue since

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I’ve logged a bug complaint to get some help, so if I get a reply, I’ll let you know! I tried doing a Mac update as well but that hasn’t fixed it. I spent the better part of today looking for some more info but it’s pretty scarce. I am glad that I’m not the only one the planet that is having this issue it was starting to feel that way after a few searches.

Have you tried updating/fix redirectors? That seemed to help me a little bit in reducing the number of times it was crashing today but that might be a singular problem I was having that was adding to the issue.

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■■■■ bro thanks a lot, geneuinely helps, yea I tried it I think we have to hack the way for now to render stuff sadly

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Yeah keep me updated if you find any work arounds. I’ve just started using Scalability settings more and that seems to help. I just stay in low setting while editing by blueprints and then switch to high when I want to see a full scene. I’m only 1 year into teaching myself so half the time I don’t know if it’s something I’ve created or Mac/Unreal issue but fingers crossed I get a reply about it soon. I’ll post it here when I do.

Have you had any luck with this yet? It’s literally destroying any kind of productive session I could have now. The engine is pretty much usable for me now

no luck lol idk why this is happening, I will try again and let you know!

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Yeah same haven’t gotten a reply either yet. I looked into the error report and its said on my Mac side it was a problem with Core 7 causing the error due to being unstable or something like that. I’m not that well equipt to get that deep into it but that was what I saw on my end of the error reports.

what mac do you have? I got an M2
macbook air

M1 16gb

Hopefully found the solution for us… Open up content browser> Right click on one of your blueprints> go to size map.

You get this… in the top right corner you go to the drop down arrow and click Disk Size.

From this window you can zoom in and out on the assets in the window to enlarge them and see what parts of the blueprint are using the most memory. Most of mine were references to a character I wasn’t using and looking at this one I need to reduce the sizes of my Hammock Mesh and Texture Sizes.

Here’s the video I have been watching… he goes into some depth on how to replace character references and save memory space.

Hoping this is what we were stuck with. let me know if it helps you.

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Greetings @Rahul_Mis

Welcome to the Unreal Engine Community Forum. The information that Jason is providing is excellent! If you two are unable to resolve the issue let me know and I’ll be happy to look into it with you! Thanks.

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Thanks heaps for the comment. Any help would be great! I’m pretty much just teaching myself UE5 over the past year. I managed to get my Disk Usage down to below 16Gb for the memory of the game. But I’m still getting this error (Not as often but still happening). I’m running a 16gb M1 Macbook pro.

I was thinking that getting this Disk Usage below 16gb would stop the error but it’s only slightly held it back.

This is what my crash Logs say…

[2024.06.29-14.04.00:966][883]LogMac: 0x2b80b1e8 UnrealEditor-MetalRHI.dylib!ReportMetalCommandBufferFailure(MTL::CommandBuffer*, char16_t const*, bool) [UnknownFile])
0x2b8357c4 UnrealEditor-MetalRHI.dylib!MetalCommandBufferFailureOutOfMemory(MTL::CommandBuffer*) [UnknownFile])
0x2b84c6d0 UnrealEditor-MetalRHI.dylib!std::__1::__function::__func<FMetalCommandList::Commit(FMetalCommandBuffer*, TArray<TDelegate<void (MTL::CommandBuffer*), FDefaultDelegateUserPolicy>, TSizedDefaultAllocator<32>>, bool, bool)::$_4, std::__1::allocator<FMetalCommandList::Commit(FMetalCommandBuffer*, TArray<TDelegate<void (MTL::CommandBuffer*), FDefaultDelegateUserPolicy>, TSizedDefaultAllocator<32>>, bool, bool)::$_4>, void (MTL::CommandBuffer*)>::operator()(MTL::CommandBuffer*&&) [UnknownFile])
0x2b832900 UnrealEditor-MetalRHI.dylib!invocation function for block in MTL::CommandBuffer::addCompletedHandler(std::__1::function<void (MTL::CommandBuffer*)> const&) [UnknownFile])
0x96e5eac0 Metal!MTLDispatchListApply() [UnknownFile])
0x96e5ee9c Metal!-[_MTLCommandBuffer didCompleteWithStartTime:endTime:error:] [UnknownFile])
0xabb6ceb8 IOGPU!-[IOGPUMetalCommandBuffer didCompleteWithStartTime:endTime:error:] [UnknownFile])
0x96e5eb54 Metal!-[_MTLCommandQueue commandBufferDidComplete:startTime:completionTime:error:] [UnknownFile])
0xabb6e480 IOGPU!__62-[IOGPUMetalCommandBuffer fillCommandBufferArgs:commandQueue:]_block_invoke.50 [UnknownFile])
0xabb769e4 IOGPU!IOGPUNotificationQueueDispatchAvailableCompletionNotifications() [UnknownFile])
0xabb76af0 IOGPU!__IOGPUNotificationQueueSetDispatchQueue_block_invoke() [UnknownFile])
0x8c9424a8 libdispatch.dylib!_dispatch_client_callout4() [UnknownFile])
0x8c95e888 libdispatch.dylib!_dispatch_mach_msg_invoke() [UnknownFile])
0x8c949898 libdispatch.dylib!_dispatch_lane_serial_drain() [UnknownFile])
0x8c95f5d8 libdispatch.dylib!_dispatch_mach_invoke() [UnknownFile])
0x8c949898 libdispatch.dylib!_dispatch_lane_serial_drain() [UnknownFile])
0x8c94a578 libdispatch.dylib!_dispatch_lane_invoke() [UnknownFile])
0x8c949898 libdispatch.dylib!_dispatch_lane_serial_drain() [UnknownFile])
0x8c94a544 libdispatch.dylib!_dispatch_lane_invoke() [UnknownFile])
0x8c9552d0 libdispatch.dylib!_dispatch_root_queue_drain_deferred_wlh() [UnknownFile])
0x8c954b44 libdispatch.dylib!_dispatch_workloop_worker_thread() [UnknownFile])
0x8caef00c libsystem_pthread.dylib!_pthread_wqthread() [UnknownFile])
0x8caedd28 libsystem_pthread.dylib!start_wqthread() [UnknownFile])

[2024.06.29-14.04.00:985][883]LogExit: Executing StaticShutdownAfterError

Appending System Log:
Jun 29 21:44:41 MacBook-Pro-2 syslogd[370]: ASL Sender Statistics
Jun 29 21:54:43 MacBook-Pro-2 syslogd[370]: ASL Sender Statistics

If it’s still moderately close to the 16GB, it could still be what is causing the issue. Are you running DirectX with this? If so, does the issue happen with DX11? (Assuming you’re running it with DX12)

No idea whether I am running DirectX or not how do I check? I’ve just been launching it directly through the Unreal Engine Library. I’ve gotten it down to around 14.2gb and its running a lot nicer today.

You can change the DirectX version in your config files in the project. It will be in the Config/DefaultEngine. (DefaultGraphicsRHI=DefaultGraphicsRHI_DX12)

oh sure i will check that

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i need sometime so then I can check thankyou for the Advice tho!!!

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You’re welcome! Let me know if it doesn’t resolve them problem and we can look into other options. Thanks Rahul!

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