UE 5.3 crashes at initialization

I just downloaded UE for the first time. After installation, when I launch the program, during the initialization (every time around 75%) it crashes and gives me this message :

LoginId:a1a7f66750463231158001b4203cbc37
EpicAccountId:a226d7a931574448b144f16e7d2ba37e

Assertion failed: !GRHIGlobals.IsRHIInitialized || !GRHIGlobals.SupportsRHIThread [File:Runtime/RenderCore/Public/RHIStaticStates.h] [Line: 99]

Unknown() Address = 0x7ff80d6caba1 (filename not found) [in libsystem_c.dylib]
Unknown() Address = 0x7ff80d6ca9bb (filename not found) [in libsystem_c.dylib]
fatal_error_exit Address = 0x18e33a662 (filename not found) [in libpython3.9.dylib]
fatal_error Address = 0x18e33a433 (filename not found) [in libpython3.9.dylib]
Py_ExitStatusException Address = 0x18e33a3a9 (filename not found) [in libpython3.9.dylib]
Py_InitializeEx Address = 0x18e26a6e9 (filename not found) [in libpython3.9.dylib]
FPythonScriptPlugin::InitializePython() Address = 0x18e82bd54 (filename not found) [in UnrealEditor-PythonScriptPlugin.dylib]
FPythonScriptPlugin::StartupModule() Address = 0x18e82b4a0 (filename not found) [in UnrealEditor-PythonScriptPlugin.dylib]
FModuleManager::LoadModuleWithFailureReason(FName, EModuleLoadResult&, ELoadModuleFlags) Address = 0x10ada310c (filename not found) [in UnrealEditor-Core.dylib]
FModuleDescriptor::LoadModulesForPhase(ELoadingPhase::Type, TArray<FModuleDescriptor, TSizedDefaultAllocator<32>> const&, TMap<FName, EModuleLoadResult, FDefaultSetAllocator, TDefaultMapHashableKeyFuncs<FName, EModuleLoadResult, false>>&) Address = 0x10733b452 (filename not found) [in UnrealEditor-Projects.dylib]
FPluginManager::TryLoadModulesForPlugin(FPlugin const&, ELoadingPhase::Type) const Address = 0x10735bd3b (filename not found) [in UnrealEditor-Projects.dylib]
FPluginManager::LoadModulesForEnabledPlugins(ELoadingPhase::Type) Address = 0x10735e071 (filename not found) [in UnrealEditor-Projects.dylib]
FEngineLoop::LoadStartupModules() Address = 0x107096803 (filename not found) [in UnrealEditor]
FEngineLoop::PreInitPostStartupScreen(char16_t const*) Address = 0x10709183f (filename not found) [in UnrealEditor]
GuardedMain(char16_t const*) Address = 0x10707d9f6 (filename not found) [in UnrealEditor]
-[UEAppDelegate runGameThread:] Address = 0x10709a815 (filename not found) [in UnrealEditor]
-[FCocoaGameThread main] Address = 0x10ac110b4 (filename not found) [in UnrealEditor-Core.dylib]
Unknown() Address = 0x7ff80e758603 (filename not found) [in Foundation]
_pthread_start Address = 0x7ff80d7f91d3 (filename not found) [in libsystem_pthread.dylib]
thread_start Address = 0x7ff80d7f4bd3 (filename not found) [in libsystem_pthread.dylib]

I’m on a MacBook Pro with this spec :
-2,2 GHz Intel Core i7 6
-Radeon Pro 555X 4 Go
Intel UHD Graphics 630 1536 Mo

  • 16 Go 2400 MHz DDR4
  • Ventura 13.5.2 (22G91)

Also, UE is on a external drive.

Can someone please help me ? :frowning:

Hi there!

I am uncertain as of what is causing this issue but I did notice some things from your logs which you may want to consider.

Unreal as far as I know does not come with PythonScriptPlugin out of the box so I am unsure as of why that file would be missing. Perhaps your download was corrupted and you could try redownloading the Engine.

Other then that you might be hardware limited since minimum requirements for Unreal Engine suggest you need a 2.5Ghz or faster processing unit.
Source: Hardware and Software Specifications for Unreal Engine | Unreal Engine 5.0 Documentation

If you decide to redownload, I would suggest that you install it on internal storage, you can migrate it later if everything works by renaming the file, starting another installation on desired drive, stopping that and deleting a version file and then copying the first file there after which you resume download.

Another thing you could try is making sure your graphic drivers are up to date.

Good luck!

I have the same issue and the same story. Hardware spec is Macbook M1, macos 13.4.

The same error after reinstalling. The same error installing v5.2.1.

I have the same error.
Mac Air m1 16gb. Ventura 13.4.1
I install UE 5.3.1 on external disk (Kingston XS2000), and Xcode 14.3.1

Second try was with 5.2.1 and Xcode 14.3.1 - same error.

On youtube I saw there was UE 5.2.0 + Xcode 13.4.1, and everything worked. I dont see 5.2.0, only 5.2.1, so now I’m trying to set 13.4.1, but it didnt work with Ventura 13.4.1 ((

Xcode 14.0 + UE 5.1.1 / 5.2.1 / 5.3.1 - didnt work, same error. Any ideas?

@gooddimmi Do you install into the standard Epic Games directory or a custom one, and/or on external drive? I’m want to rule out the internal vs external drive causing the issue.

All 3 versions UE 5.1.1 / 5.2.1 / 5.3.1 were installed on an external drive since the MacBook’s drive was already filled with other software.
Epic Games launcher and Xcode installed on MacBook’s drive.

In essence, whether internal or external drive that should not have an impact since for the filesystem and the environment it is one filesystem whatever kind of drives are mounted.

I mounted the external drive to the default Epic Games path, that didn’t resolve the issue. So it is not default vs custom path.

UE has something screwed badly.

This part is the key:

FPythonScriptPlugin::InitializePython() Address = 0x18e82bd54 (filename not found) [in UnrealEditor-PythonScriptPlugin.dylib]
FPythonScriptPlugin::StartupModule() Address = 0x18e82b4a0 (filename not found) [in UnrealEditor-PythonScriptPlugin.dylib]

Looking into their code there is just path setting going on in FPythonScriptPlugin::InitializePython() before reaching the
crash line Py_InitializeEx(),

		Py_SetProgramName(PyProgramName.GetData());
		Py_SetPythonHome(PyHomePath.GetData());
		Py_InitializeEx(0);

with those two variables being set as,

	// Set-up the correct program name
	{
		FString ProgramName = FPlatformProcess::GetCurrentWorkingDirectory() / FPlatformProcess::ExecutableName(false);
		FPaths::NormalizeFilename(ProgramName);
		PyProgramName = PyUtil::TCHARToPyApiBuffer(*ProgramName);
	}

and,

	// Set-up the correct home path
	{
		// Build the full Python directory (UE_PYTHON_DIR may be relative to the engine directory for portability)
		FString PythonDir = UTF8_TO_TCHAR(UE_PYTHON_DIR);
		PythonDir.ReplaceInline(TEXT("{ENGINE_DIR}"), *FPaths::EngineDir(), ESearchCase::CaseSensitive);
		FPaths::NormalizeDirectoryName(PythonDir);
		FPaths::RemoveDuplicateSlashes(PythonDir);
		PyHomePath = PyUtil::TCHARToPyApiBuffer(*PythonDir);
	}

If it is humanly possible to compile the code I will add prints of the values to see if they get screwed in anyway.

Perhaps we need to install the latest version of python. I’ll try that a little later

UE has Python packaged inside. It uses the Python it comes with. The code that sets folders starts from UE installation folder. External installation does not help you.

I have experimented with getting the UE’s Python run, just need more time to understand the issues they have in their distribution.

So, the solution is to use APFS on the drive that you install UE to. It has solved the issue for me.

I am not going to try to explain what technical issue the APFS resolves, however, a few observations:

  • Installing to APFS drive takes minutes comparing to hours when installing to EXFAT.
  • The space consumed on APFS is the ~50GB as asked in requirements instead of 100GB+ when installed to EXFAT filesystem.
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Thanks for the information, I’ll still try to free up space on the MacBook’s disk and transfer the UE there since the external drive, when formatted in APFS, will not be visible to Windows, but for me this is important.

I also tried running it through the terminal using the command:

unrealengine.app -run=pythoneditorscriptplugin,editorscriptingutilities -edit=/Volumes/External/UnrealEngine/5.3/Engine/Binaries/Mac

but it didn’t work.

You were absolutely right. The external drive was exFAT, apparently for this reason there was an error. I freed up some space on the internal drive and installed 5.3.1 and now everything works. Thank you!

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