Mac OS M1 chip.
When I open a level map , UE5 will crash.
Thanks!
Assertion failed: Backing.Buffer.GetStorageMode() == Mode [File:/Users/build/Build/++UE5/Sync/Engine/Source/Runtime/Apple/MetalRHI/Private/MetalVertexBuffer.cpp] [Line: 287]
FMetalRHIBuffer::FMetalRHIBuffer(unsigned int, EBufferUsageFlags, EMetalBufferUsage, ERHIResourceType) Address = 0x19478d945 (filename not found) [in UnrealEditor-MetalRHI.dylib]
FMetalResourceMultiBuffer::FMetalResourceMultiBuffer(unsigned int, EBufferUsageFlags, EMetalBufferUsage, unsigned int, FResourceArrayInterface*, ERHIResourceType) Address = 0x194793c32 (filename not found) [in UnrealEditor-MetalRHI.dylib]
FMetalDynamicRHI::CreateBuffer_RenderThread(FRHICommandListImmediate&, unsigned int, EBufferUsageFlags, unsigned int, ERHIAccess, FRHIResourceCreateInfo&) Address = 0x194794f8c (filename not found) [in UnrealEditor-MetalRHI.dylib]
FScatterUploadBuffer::Init(unsigned int, unsigned int, bool, char16_t const*) Address = 0x112155f34 (filename not found) [in UnrealEditor-RenderCore.dylib]
void FGPUScene::UploadGeneral(FRHICommandListImmediate&, FScene*, FUploadDataSourceAdapterScenePrimitives const&, FGPUSceneBufferState const&) Address = 0x1469db4bf (filename not found) [in UnrealEditor-Renderer.dylib]
TRDGLambdaPass<FEmptyShaderParameters, FGPUScene::UpdateInternal(FRDGBuilder&, FScene&)::$_54>::Execute(FRHIComputeCommandList&) Address = 0x1469d76aa (filename not found) [in UnrealEditor-Renderer.dylib]
FRDGBuilder::ExecutePass(FRDGPass*, FRHIComputeCommandList&) Address = 0x111f7ee20 (filename not found) [in UnrealEditor-RenderCore.dylib]
FRDGBuilder::Execute() Address = 0x111f4cd1a (filename not found) [in UnrealEditor-RenderCore.dylib]
CaptureSceneToScratchCubemap(FRHICommandListImmediate&, FSceneRenderer*, ECubeFace, int, bool, bool, FLinearColor const&, bool) Address = 0x1473162c8 (filename not found) [in UnrealEditor-Renderer.dylib]
TEnqueueUniqueRenderCommandType<CaptureSceneIntoScratchCubemap(FScene*, UE::Math::TVector, int, bool, bool, float, bool, bool, FLinearColor const&, bool)::CaptureCommandName, CaptureSceneIntoScratchCubemap(FScene*, UE::Math::TVector, int, bool, bool, float, bool, bool, FLinearColor const&, bool)::$_12>::DoTask(ENamedThreads::Type, TRefCountPtr const&) Address = 0x1473bf868 (filename not found) [in UnrealEditor-Renderer.dylib]
TGraphTask<TEnqueueUniqueRenderCommandType<CaptureSceneIntoScratchCubemap(FScene*, UE::Math::TVector, int, bool, bool, float, bool, bool, FLinearColor const&, bool)::CaptureCommandName, CaptureSceneIntoScratchCubemap(FScene*, UE::Math::TVector, int, bool, bool, float, bool, bool, FLinearColor const&, bool)::$_12> >::ExecuteTask(TArray<FBaseGraphTask*, TSizedDefaultAllocator<32> >&, ENamedThreads::Type, bool) Address = 0x1473bfce4 (filename not found) [in UnrealEditor-Renderer.dylib]
FNamedTaskThread::ProcessTasksNamedThread(int, bool) Address = 0x10c906449 (filename not found) [in UnrealEditor-Core.dylib]
FNamedTaskThread::ProcessTasksUntilQuit(int) Address = 0x10c904a00 (filename not found) [in UnrealEditor-Core.dylib]
FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type) Address = 0x10c90320f (filename not found) [in UnrealEditor-Core.dylib]
RenderingThreadMain(FEvent*) Address = 0x11203a9d4 (filename not found) [in UnrealEditor-RenderCore.dylib]
FRenderingThread::Run() Address = 0x112065e57 (filename not found) [in UnrealEditor-RenderCore.dylib]
FRunnableThreadPThread::Run() Address = 0x10ca8afc4 (filename not found) [in UnrealEditor-Core.dylib]
FRunnableThreadPThread::_ThreadProc(void*) Address = 0x10c9eb3b4 (filename not found) [in UnrealEditor-Core.dylib]
_pthread_start Address = 0x7ff8092894e1 (filename not found) [in libsystem_pthread.dylib]
thread_start Address = 0x7ff809284f6b (filename not found) [in libsystem_pthread.dylib]