SEGV_MAPERR at 0x3 Bug when trying to launch a specific level in UE 4.13

I am getting a crash with the following crash report every time i attempt to load a specific level into the editor.

Info I know:

It only happens with the one level. (Level 6)

I am on a mac, the other users are on a pc. It works fine for everyone else.

This is the only map where the landscape tool was used.

Level will load to 52% before crashing and the output log does not give me any information before the crash.

Crash Report:

MachineId:8AA09866CD43565BACA8FA94FF121145
EpicAccountId:c17b98e014be49ec904c0e3c01883b28

 SEGV_MAPERR at 0x3

FGenericPlatformMisc::RaiseException(unsigned int) Address = 0x10410185b (filename not found) [in UE4Editor-Core.dylib]
FOutputDeviceMacError::Serialize(wchar_t const*, ELogVerbosity::Type, FName const&) Address = 0x1042be7c2 (filename not found) [in UE4Editor-Core.dylib]
FOutputDevice::Logf(wchar_t const*, ...) Address = 0x10433a207 (filename not found) [in UE4Editor-Core.dylib]
FDebug::AssertFailed(char const*, char const*, int, wchar_t const*, ...) Address = 0x10433595b (filename not found) [in UE4Editor-Core.dylib]
FShaderResource::AddRef() Address = 0x10b110bc5 (filename not found) [in UE4Editor-ShaderCore.dylib]
FShader::SetResource(FShaderResource*) Address = 0x10b1198c9 (filename not found) [in UE4Editor-ShaderCore.dylib]
FShader::FShader(FShader::CompiledShaderInitializerType const&) Address = 0x10b118f3a (filename not found) [in UE4Editor-ShaderCore.dylib]
FMaterialShader::FMaterialShader(FMaterialShaderType::CompiledShaderInitializerType const&) Address = 0x11311d42d (filename not found) [in UE4Editor-Renderer.dylib]
FMeshMaterialShader::FMeshMaterialShader(FMeshMaterialShaderType::CompiledShaderInitializerType const&) Address = 0x112b29275 (filename not found) [in UE4Editor-Renderer.dylib]
TDepthOnlyVS::TDepthOnlyVS(FMeshMaterialShaderType::CompiledShaderInitializerType const&) Address = 0x112c03eb2 (filename not found) [in UE4Editor-Renderer.dylib]
TDepthOnlyVS::ConstructCompiledInstance(FMeshMaterialShaderType::CompiledShaderInitializerType const&) Address = 0x112b92c72 (filename not found) [in UE4Editor-Renderer.dylib]
FMeshMaterialShaderType::FinishCompileShader(FUniformExpressionSet const&, FSHAHash const&, FShaderCompileJob const&, FShaderPipelineType const*, FString const&) Address = 0x106974079 (filename not found) [in UE4Editor-Engine.dylib]
FMaterialShaderMap::ProcessCompilationResultsForSingleJob(FShaderCompileJob*, FShaderPipelineType const*, FSHAHash const&) Address = 0x106973986 (filename not found) [in UE4Editor-Engine.dylib]
FMaterialShaderMap::ProcessCompilationResults(TArray const&, int&, float&, TMap, FDefaultSetAllocator, TDefaultMapKeyFuncs, false> >&) Address = 0x1069753ae (filename not found) [in UE4Editor-Engine.dylib]
FShaderCompilingManager::ProcessCompiledShaderMaps(TMap >&, float, bool) Address = 0x106e47c9b (filename not found) [in UE4Editor-Engine.dylib]
FShaderCompilingManager::FinishCompilation(wchar_t const*, TArray const&) Address = 0x106e4f82e (filename not found) [in UE4Editor-Engine.dylib]
FMaterialShaderMap::Compile(FMaterial*, FMaterialShaderMapId const&, TRefCountPtr, FMaterialCompilationOutput const&, EShaderPlatform, bool, bool) Address = 0x10696f960 (filename not found) [in UE4Editor-Engine.dylib]
FMaterial::BeginCompileShaderMap(FMaterialShaderMapId const&, EShaderPlatform, TRefCountPtr&, bool) Address = 0x10698d8a3 (filename not found) [in UE4Editor-Engine.dylib]
FMaterial::CacheShaders(FMaterialShaderMapId const&, EShaderPlatform, bool) Address = 0x10698ce98 (filename not found) [in UE4Editor-Engine.dylib]
UMaterialInstance::CacheShadersForResources(EShaderPlatform, TArray const&, bool) Address = 0x106931caa (filename not found) [in UE4Editor-Engine.dylib]
UMaterialInstance::CacheResourceShadersForRendering() Address = 0x10692cbd3 (filename not found) [in UE4Editor-Engine.dylib]
UMaterialInstance::PostLoad() Address = 0x1069344fd (filename not found) [in UE4Editor-Engine.dylib]
UObject::ConditionalPostLoad() Address = 0x104e96869 (filename not found) [in UE4Editor-CoreUObject.dylib]
UMaterialInstance::PostLoad() Address = 0x106934401 (filename not found) [in UE4Editor-Engine.dylib]
UObject::ConditionalPostLoad() Address = 0x104e96869 (filename not found) [in UE4Editor-CoreUObject.dylib]
EndLoad() Address = 0x10501b84e (filename not found) [in UE4Editor-CoreUObject.dylib]
LoadPackageInternalInner(UPackage*, wchar_t const*, unsigned int, FLinkerLoad*, bool) Address = 0x105018562 (filename not found) [in UE4Editor-CoreUObject.dylib]
LoadPackage(UPackage*, wchar_t const*, unsigned int) Address = 0x105013d66 (filename not found) [in UE4Editor-CoreUObject.dylib]
ResolveName(UObject*&, FString&, bool, bool, unsigned int) Address = 0x10500eb2f (filename not found) [in UE4Editor-CoreUObject.dylib]
StaticLoadObjectInternal(UClass*, UObject*, wchar_t const*, wchar_t const*, unsigned int, UPackageMap*, bool) Address = 0x1050144b2 (filename not found) [in UE4Editor-CoreUObject.dylib]
StaticLoadObject(UClass*, UObject*, wchar_t const*, wchar_t const*, unsigned int, UPackageMap*, bool) Address = 0x10500d081 (filename not found) [in UE4Editor-CoreUObject.dylib]
FAssetData::GetAsset() const Address = 0x118ae8528 (filename not found) [in UE4Editor-ContentBrowser.dylib]
SContentBrowser::OnAssetsActivated(TArray const&, EAssetTypeActivationMethod::Type) Address = 0x118d17e74 (filename not found) [in UE4Editor-ContentBrowser.dylib]
TBaseSPMethodDelegateInstance (TArray const&, EAssetTypeActivationMethod::Type)>::Execute(TArray const&, EAssetTypeActivationMethod::Type) const Address = 0x118e083e0 (filename not found) [in UE4Editor-ContentBrowser.dylib]
TBaseSPMethodDelegateInstance const&, EAssetTypeActivationMethod::Type)>::ExecuteIfSafe(TArray const&, EAssetTypeActivationMethod::Type) const Address = 0x118e0848b (filename not found) [in UE4Editor-ContentBrowser.dylib]
SAssetView::OnListMouseButtonDoubleClick(TSharedPtr) Address = 0x118c9fbed (filename not found) [in UE4Editor-ContentBrowser.dylib]
_ZN21TMemberFunctionCallerI10SAssetViewMS0_Fv10TSharedPtrI14FAssetViewItemL7ESPMode0EEEEclIJRS4_EEEDTclpmdtdefpT3ObjdtdefpT9MemFunPtrspcl7ForwardIT_Efp_EEEDpOSA_ Address = 0x118db26c3 (filename not found) [in UE4Editor-ContentBrowser.dylib]
TBaseSPMethodDelegateInstance (TSharedPtr)>::Execute(TSharedPtr) const Address = 0x118db24ea (filename not found) [in UE4Editor-ContentBrowser.dylib]
TBaseSPMethodDelegateInstance)>::ExecuteIfSafe(TSharedPtr) const Address = 0x118db25aa (filename not found) [in UE4Editor-ContentBrowser.dylib]
TBaseDelegate >::ExecuteIfBound(TSharedPtr) const Address = 0x118c3be93 (filename not found) [in UE4Editor-ContentBrowser.dylib]
SListView >::Private_OnItemDoubleClicked(TSharedPtr) Address = 0x118b9da32 (filename not found) [in UE4Editor-ContentBrowser.dylib]
STableRow >::OnMouseButtonDoubleClick(FGeometry const&, FPointerEvent const&) Address = 0x118c3ef49 (filename not found) [in UE4Editor-ContentBrowser.dylib]
non-virtual thunk to STableRow >::OnMouseButtonDoubleClick(FGeometry const&, FPointerEvent const&) Address = 0x118c449a2 (filename not found) [in UE4Editor-ContentBrowser.dylib]
FSlateApplication::RoutePointerDoubleClickEvent(FWidgetPath&, FPointerEvent&) Address = 0x10b2a4b18 (filename not found) [in UE4Editor-Slate.dylib]
FSlateApplication::ProcessMouseButtonDoubleClickEvent(TSharedPtr const&, FPointerEvent&) Address = 0x10b2a3fd5 (filename not found) [in UE4Editor-Slate.dylib]
FSlateApplication::OnMouseDoubleClick(TSharedPtr const&, EMouseButtons::Type, FVector2D) Address = 0x10b2a38e6 (filename not found) [in UE4Editor-Slate.dylib]
FMacApplication::ProcessMouseDownEvent(FDeferredMacEvent const&, TSharedPtr) Address = 0x1042706ed (filename not found) [in UE4Editor-Core.dylib]
FMacApplication::ProcessEvent(FDeferredMacEvent const&) Address = 0x104268bd5 (filename not found) [in UE4Editor-Core.dylib]
FMacApplication::ProcessDeferredEvents(float) Address = 0x1042685ff (filename not found) [in UE4Editor-Core.dylib]
FSlateApplication::TickPlatform(float) Address = 0x10b26b3d5 (filename not found) [in UE4Editor-Slate.dylib]
FSlateApplication::Tick() Address = 0x10b26a9c8 (filename not found) [in UE4Editor-Slate.dylib]
FEngineLoop::Tick() Address = 0x104029be5 (filename not found) [in UE4Editor]
GuardedMain(wchar_t const*) Address = 0x104030c2f (filename not found) [in UE4Editor]
-[UE4AppDelegate runGameThread:] Address = 0x104043b4c (filename not found) [in UE4Editor]
-[FCocoaGameThread main] Address = 0x104260726 (filename not found) [in UE4Editor-Core.dylib]
Unknown() Address = 0x7fff9f450e64 (filename not found) [in Foundation]
_pthread_body Address = 0x7fff8c25b99d (filename not found) [in libsystem_pthread.dylib]
_pthread_body Address = 0x7fff8c25b91a (filename not found) [in libsystem_pthread.dylib]
thread_start Address = 0x7fff8c259351 (filename not found) [in libsystem_pthread.dylib]

System:

OSX 10.11.5
MacBook Pro (Retina, 15-inch, Late 2013)
2.3 ghz Intel Core i7
16gb 1600 mhz DDR3
Macintosh HD
Intel Iris Pro 1536 MB

Hi TimTensity,

Can you provide this project or if not the entire project, have one of your PC team members provide a working Level 6 for evaluation. If you are willing to provide this, you can send a link to your zipped project on Dropbox, Google Drive or the like in a private message to me on our .

This would be the best for us to examine this bug, but if it is not possible, let us know and we’ll try examining this a different way. Be advised, most developers are off until after the New Year so we may not have a chance to look at this until then.

Any help appreciated,

.

Hello ,

I am having trouble finding you on the . Can you possibly send me a link to your account there?

Thanks,

Let me know if this does not work:

That link worked great. I sent it over to you.

Hi TimTensity,

Thank you for providing your project for evaluation. While I was not able to reproduce the crash on the same model Mac, here are some observations that may help you open the file without crashing:

  1. The only test machines available at this time are running instead of. Upgrading to may resolve this issue.
  2. I was able to open the project and level with and without the Substance plug in enabled. As a test, you may want to disable the Substance plug in to see if it is causing a conflict.
  3. There was no light importance volume found, this should be corrected by your PC team members before sharing with you. (Otherwise light building takes extensive memory.)
  4. Cylinder 13 and 15 are in the same location (Minor error but should be corrected.)
  5. Try opening with all other programs closed (Could be a RAM issue.)
  6. Try opening with all peripherals unplugged from MacBook Pro, if present.

Let me know if any of these suggestions resolves your issue.

Thanks,

.

Hello ,

Me and my team tried every one of your steps listed here including updating to osx . Unfortunately the bug is still occurring.

Since I am not getting a crash on this end while testing on the same Mac system, I wonder if it might have something to do with the Wwise files that you did not include with the packager… Have you tested a copy of the exact package you sent to me -not linked to source control?

Hi ,

I actually tested the exact same copy that I sent you, transferred into a separate file directory, not connected to source control or Wwise.

I received the exact same bug with the crash happening at 52% load, 5 out of 5 times.

I did a screen share with one of my pc teammates who loaded it onto his computer for the first time and it seems like I am getting my crash at the same point where other people get their second loading bar (looked like it was loading lighting).

Another update for you ,

We have come to the realization that it is the landscape tool causing the issue. Could still be Ram but I’m not sure how after attempting to lad with no other programs running.

We removed the landscape tool and the landscape gizmo from the map. I was able to load in successfully.

After adding the Gizmo to the map, I was able to load in successfully.

After removing the Gizmo and adding the landscape, I received the exact same crash again.

We are worried it may be the ram since the landscape actor is 53 MB. Is this common? or is this something we can fix? To be honest though I never saw a memory spike before a crash. I only barely went above 50% when launching the program by itself.

Thanks for all the continued support! Hope this info helps!!!

I’m posting some screen shots from our test machine to see if anything pops out as different from your machine. I’m assuming that, along with the Intel Iris Pro graphics you have posted above, your MacBook Pro additionally possesses the Nvidia GeForce GT 750M (2GB) GPU. Also, make sure that this GPU is selected as the System Default as shown in the second image below and that your drivers are up to date:

Test machine system specs:

Level Loads without any issues besides the Wwise warning:

Memory Usage: Note that less than half of the system ram is being used:

Hi ,

So as of now I am running the same settings as yours. Including a similar ram usage. I do realize that I am on osx 10.12.2 and you are on 10.12.1 but i had already tested this on that version of OS before updating to 10.12.2

I was not able to find the gpu information in the top right of UE4 like your second picture but According to my activity monitor Unreal Editor is requiring the High Performance GPU. If you could inform me of how to actually monitor this inside of Unreal I’m hoping this could be the root of the problem.

I would also like to mention that for this round of tests I did a fresh reinstall of UE 4.13.2 so we can rule out a bad engine file on my computer.

Hi ,

I am also experiencing a crash while trying to create a new landscape on a new level. Again pointing to the landscape and my system not working well together.

New steps I followed for similar crash.

  • Create new level
  • Select Default
  • Enter Landscape mode
  • Leave all settings default
  • Create

At this point I get a loading bar that stays at 0% and then UE4 crashes.

At this point it definitely seems to be an issue with your system and the landscape tool which is very GPU intensive. You should be able to tell if your system is equipped with the Nvidia GeForceGT 750m card by going to Apple>About this Mac, as shown in the first image above.

To set the Nvidia card as the default GPU for UE4, go to Unreal Editor>Preferences>Plugins>Graphic Switching: Select the Nvidia GPU, then set as default. (You will have to restart the editor for this to take effect.)

Let me know if this is A possible on your machine and B resolves the issue.

Hey ,

My engine was pulling from the Nvidia GPU.

However this has been fixed. I updated the engine to 4.14.1 and everything worked fine. I had to update the Wwise plugin to the newest version as well but now everything is running smoothly.

Not sure why 4.13.2 was giving me all those problems but thank you very much for the help!

Thanks for letting us know what you did to resolve the issue.