Trying to open a cooked game but immediately crashes on Mac

Unreal ver 4.18.3
Mac OS 10.12.6

Game runs fine in engine, but when packaging it immediately crashes with the report:

LoginId:51dfe120bc4554233078cab9a79ef778
EpicAccountId:0a5e5502265a4a378f1d9737480961c5

SEGV_MAPERR at 0x3

FGenericPlatformMisc::RaiseException(unsigned
int) Address = 0x108100fbb (filename
not found) [in StrategyGame2]
FMacErrorOutputDevice::Serialize(wchar_t
const*, ELogVerbosity::Type, FName
const&) Address = 0x1088d8f0e
(filename not found) [in
StrategyGame2]
FOutputDevice::Logf(wchar_t const*,
…) Address = 0x10830e07d (filename
not found) [in StrategyGame2]
FDebug::AssertFailed(char const*, char
const*, int, wchar_t const*, …)
Address = 0x1082a014b (filename not
found) [in StrategyGame2]
FScopedRecursionNotAllowed::FScopedRecursionNotAllowed()
Address = 0x1085b9ea0 (filename not
found) [in StrategyGame2]
FAsyncLoadingThread::ProcessAsyncLoading(int&,
bool, bool, float, FFlushTree*)
Address = 0x10858864b (filename not
found) [in StrategyGame2]
FAsyncLoadingThread::TickAsyncThread(bool,
bool, float, bool&, FFlushTree*)
Address = 0x108593fb8 (filename not
found) [in StrategyGame2]
FAsyncLoadingThread::TickAsyncLoading(bool,
bool, float, FFlushTree*) Address =
0x108592f6b (filename not found) [in
StrategyGame2] FlushAsyncLoading(int)
Address = 0x108598033 (filename not
found) [in StrategyGame2]
LoadPackageInternal(UPackage*, wchar_t
const*, unsigned int, FLinkerLoad*)
Address = 0x1087d03d7 (filename not
found) [in StrategyGame2]
LoadPackage(UPackage*, wchar_t const*,
unsigned int) Address = 0x1087ccbd6
(filename not found) [in
StrategyGame2] ResolveName(UObject*&,
FString&, bool, bool, unsigned int)
Address = 0x1087c8b5b (filename not
found) [in StrategyGame2]
StaticLoadObjectInternal(UClass*,
UObject*, wchar_t const*, wchar_t
const*, unsigned int, UPackageMap*,
bool) Address = 0x1087cd32b (filename
not found) [in StrategyGame2]
StaticLoadObject(UClass*, UObject*,
wchar_t const*, wchar_t const*,
unsigned int, UPackageMap*, bool)
Address = 0x1087ce28c (filename not
found) [in StrategyGame2]
FAkAudioStyle::Create() Address =
0x10b771a17
[Runtime/SlateCore/Public/Styling/SlateColor.h,
line 62] [in StrategyGame2]
FAkAudioStyle::Initialize() Address =
0x10b770956
[Runtime/Core/Public/Templates/SharedPointer.h,
line 653] [in StrategyGame2]
FAkAudioModule::StartupModule()
Address = 0x10b7704f3
[/Users/Kyle/Documents/Unreal
Projects/StrategyGame/Plugins/Wwise/Source/AkAudio/Private/AkAudioModule.cpp,
line 20] [in StrategyGame2]
FModuleManager::LoadModuleWithFailureReason(FName,
EModuleLoadResult&, bool) Address =
0x10834f966 (filename not found) [in
StrategyGame2]
FModuleManager::LoadModule(FName,
bool) Address = 0x10834ed72 (filename
not found) [in StrategyGame2]
FAkAudioDevice::Get() Address =
0x10b762a0d
[/Users/Kyle/Documents/Unreal
Projects/StrategyGame/Plugins/Wwise/Source/AkAudio/Private/AkAudioDevice.cpp,
line 1972] [in StrategyGame2]
UAkAudioBank::PostLoad() Address =
0x10b764a46
[/Users/Kyle/Documents/Unreal
Projects/StrategyGame/Plugins/Wwise/Source/AkAudio/Private/AkAudioBank.cpp,
line 55] [in StrategyGame2]
UObject::ConditionalPostLoad() Address
= 0x1086c1203 (filename not found) [in StrategyGame2]
FAsyncPackage::PostLoadObjects()
Address = 0x1085a0fc9 (filename not
found) [in StrategyGame2]
FAsyncPackage::TickAsyncPackage(bool,
bool, float&, FFlushTree*) Address =
0x10858b5c7 (filename not found) [in
StrategyGame2]
FAsyncLoadingThread::ProcessAsyncLoading(int&,
bool, bool, float, FFlushTree*)
Address = 0x108589b41 (filename not
found) [in StrategyGame2]
FAsyncLoadingThread::TickAsyncThread(bool,
bool, float, bool&, FFlushTree*)
Address = 0x108593fb8 (filename not
found) [in StrategyGame2]
FAsyncLoadingThread::TickAsyncLoading(bool,
bool, float, FFlushTree*) Address =
0x108592f6b (filename not found) [in
StrategyGame2] FlushAsyncLoading(int)
Address = 0x108598033 (filename not
found) [in StrategyGame2]
LoadPackageInternal(UPackage*, wchar_t
const*, unsigned int, FLinkerLoad*)
Address = 0x1087d03d7 (filename not
found) [in StrategyGame2]
LoadPackage(UPackage*, wchar_t const*,
unsigned int) Address = 0x1087ccbd6
(filename not found) [in
StrategyGame2] ResolveName(UObject*&,
FString&, bool, bool, unsigned int)
Address = 0x1087c8b5b (filename not
found) [in StrategyGame2]
StaticLoadObjectInternal(UClass*,
UObject*, wchar_t const*, wchar_t
const*, unsigned int, UPackageMap*,
bool) Address = 0x1087cd32b (filename
not found) [in StrategyGame2]
StaticLoadObject(UClass*, UObject*,
wchar_t const*, wchar_t const*,
unsigned int, UPackageMap*, bool)
Address = 0x1087ce28c (filename not
found) [in StrategyGame2]
StaticLoadClass(UClass*, UObject*,
wchar_t const*, wchar_t const*,
unsigned int, UPackageMap*) Address =
0x1087cf1bf (filename not found) [in
StrategyGame2]
ConstructorHelpersInternal::FindOrLoadClass(FString&,
UClass*) Address = 0x10805d178
[/Users/Shared/Epic
Games/UE_4.18/Engine/Source/Runtime/CoreUObject/Public/UObject/ConstructorHelpers.h,
line 86] [in StrategyGame2]
ConstructorHelpers::FClassFinder::FClassFinder(wchar_t
const*) Address = 0x10805c55c
[/Users/Shared/Epic
Games/UE_4.18/Engine/Source/Runtime/CoreUObject/Public/UObject/ConstructorHelpers.h,
line 159] [in StrategyGame2]
AStrategyGameMode::AStrategyGameMode(FObjectInitializer
const&) Address = 0x108010791
[/Users/Kyle/Documents/Unreal
Projects/StrategyGame/Source/StrategyGame/Private/StrategyGameMode.cpp,
line 18] [in StrategyGame2]
UClass::CreateDefaultObject() Address
= 0x1085f3db9 (filename not found) [in StrategyGame2]
ProcessNewlyLoadedUObjects() Address =
0x1087bb62b (filename not found) [in
StrategyGame2]
FEngineLoop::PreInit(wchar_t const*)
Address = 0x10808971b (filename not
found) [in StrategyGame2]
GuardedMain(wchar_t const*) Address =
0x10809d28f (filename not found) [in
StrategyGame2]
-[UE4AppDelegate runGameThread:] Address = 0x1080a6980 (filename not
found) [in StrategyGame2]
-[FCocoaGameThread main] Address = 0x108246c37 (filename not found) [in
StrategyGame2] Unknown() Address =
0x1172d011d (filename not found) [in
Foundation]
_pthread_body Address = 0x7fffc296293b (filename not found) [in
libsystem_pthread.dylib]
_pthread_body Address = 0x7fffc2962887 (filename not found) [in
libsystem_pthread.dylib] thread_start
Address = 0x7fffc296208d (filename not
found) [in libsystem_pthread.dylib]

Also during packaging I get no errors but some warnings like

UATHelper: Packaging (Mac):
LogScript: Warning:
UAkGameplayStatics::PostEvent: NULL
Actor specified!

and

UATHelper: Packaging (Mac): LogInit:
Display: LogBlueprint: Warning:
[Compiler Projectile_arbalest_auto]
Get : ‘Shoot dir’ variable not found.
Base class was probably changed.
/Game/Projectiles/Projectile_arbalest_auto.Projectile_arbalest_auto
UATHelper: Packaging (Mac): LogInit:
Display: LogBlueprint: Warning:
[Compiler Projectile_arbalest_auto]
Get : ‘Sights’ variable not found.
Base class was probably changed.
/Game/Projectiles/Projectile_arbalest_auto.Projectile_arbalest_auto
UATHelper: Packaging (Mac): LogInit:
Display: LogBlueprint: Warning:
[Compiler Wall_arbalest_auto]
‘Projectile Arbalest Auto’ does not
inherit from ‘Wall Arbalest Auto’ (
Cast To Projectile_arbalest_auto
would always fail). UATHelper:
Packaging (Mac): LogInit: Display:
LogBlueprint: Warning: [Compiler
Projectile_arbalest_auto] [0018.04]
Compile of Projectile_arbalest_auto
successful, but with 2 Warning(s) [in
32 ms]
(/Game/Projectiles/Projectile_arbalest_auto.Projectile_arbalest_auto)
UATHelper: Packaging (Mac): LogInit:
Display: LogBlueprint: Warning:
[Compiler Wall_arbalest_auto]
[0018.04] Compile of
Wall_arbalest_auto successful, but
with 1 Warning(s) [in 32 ms]
(/Game/Buildings/Wall/Wall_arbalest_auto.Wall_arbalest_auto)
UATHelper: Packaging (Mac): LogInit:
Display: LogBlueprint: Warning:
[Compiler Wall_Flamethrower] Get :
‘Build’ variable not found. Base class
was probably changed.
/Game/Buildings/Wall/Wall_Flamethrower.Wall_Flamethrower
UATHelper: Packaging (Mac): LogInit:
Display: LogBlueprint: Warning:
[Compiler Wall_Flamethrower] [0018.22]
Compile of Wall_Flamethrower
successful, but with 1 Warning(s) [in
46 ms]
(/Game/Buildings/Wall/Wall_Flamethrower.Wall_Flamethrower)
UATHelper: Packaging (Mac): LogInit:
Display: LogScript: Warning:
UAkGameplayStatics::PostEvent: NULL
Actor specified!

However when checking these blueprints I can compile with no errors or warnings