Unreal Engine 5.3 Released

Good testing results to know the details of the performace
I upgraded my 5.2 project to 5.3 and it became 20% slower, Lumen and Nanite were not used as they’re not performant enough for most player hardware at current stage. There were lots of red errors from the 5.3 and it couldn’t compile

I still need to make it work on my Mac book

Hi @TheRedPixel ,
The versions prior to 5.3 binary were built with Visual Studio 2019.
In 5.3 Vs2019 has been deprecated, because of suppport issues and Visual Studio 2022 is now the default.
Back in the beginning I wrote a post called
Visual Studio 2022 is 64 bit and compiles and runs UE 5.0 EA approximately 20% FASTER
When the latest version of compiler VS 2022 version 17.8 delivers this speed . Thank you

2 Likes

It’s good to know that Visual studio version could affect the editor performance, there are still too many plugins included in UE5 versions, if there would be UE5 lite version provided without lots of unused plugins it should be even more performant than UE4

Good afternoon!

After upgrading to the engine version 5.3 from version 5.2.1, an error
occurred with the fact that landscape materials are being reset.

I use the Brushify road pack.



5.2.1

That is, layerInfo is saved, the materials themselves work correctly if they are reassigned, for example, to base layers like Dune, Forest, etc
. But if I add a new material to the Landscape Layer blend function, then it is drawn with water now.

Just tested the Electric Dreams Env. Results are exactly the same in my testing

2 Likes

DataTables with large structs now have extremely poor performance. I welcome that addition of a “Reset to default” arrow but having a DT open shrinks my fps from +120fps to less than 30fps. Please have a look at that.

Also you changed something in your async physics. Since UE5.3 the async physics tick is nit async anymore but probably substepped? Everything in my project since the change to UE5.3 that is in the ASync physics tick now behaves incorrect, either physics, FMOD Audio oder camera changes.

UPDATE

The 5.3.1 Hotfix is now live and includes many fixes for Unreal Engine 5.3.

|Issue|Summary|
|UE-195863|Cannot have Take Recorder up on more than one machine in a multi user session|
|UE-195538|UE5.3 modernized Xcode Workflow fails to process AdditionalBundleResources UBT property for iOS|
|UE-195526|Path tracer’s depth output should match filtering of alpha channel|
|UE-195511|Reloading a DMX asset will crash the editor|
|UE-195496|Runtime crash when the FieldNotify variable is set in BP.|
|UE-195476|Separate Translucency and Screen Percentage doesn’t work together|
|UE-195467|Set the IsVanilla field in the SessionSummary event on Linux install builds|
|UE-195295|Add new iPhone15 models to BaseDeviceProfiles.ini|
|UE-195250|Crash when using Break PCG Link function|
|UE-195241|Moving HeterogeneousVolume Component does not trigger a path tracing invalidation event|
|UE-195239|Rivermax library fails to load with 5.3 from launcher|
|UE-195238|Path tracing Heterogeneous Volumes with Sky Atmosphere causes a crash|
|UE-195229|Default physical material present on water body collision components|
|UE-195152|Evaluate and update project templates to disable Local Exposure by default as appropriate|
|UE-195112|Off launcher 5.3 UE crashes on launch when using the Virtual Production template|
|UE-195071|UMG Class Tiles do not show names in Library of Blueprint Editor|
|UE-195024|Fix Interchange import to unlock Twinmotion shipping on UE 5.3|
|UE-194959|Switchboard - Tools >Fill DDC actions fail with unhandled exception|
|UE-194924|Multi-User - Crash (Assert) on MU Editor Client when Foliage is drawn|
|UE-194917|Crash when enabling Nanite on a Geometry Collection|
|UE-194916|Animated SVTs created from importing .vdb files created in Houdini are jittering|
|UE-194915|Crash when playing back an animated SVT in reverse|
|UE-194914|Animated SparseVolumeTexture imports break on .vdb files exported from Houdini|
|UE-194787|Crash when using TimingInsights.ExportTimerStatistics execute command with timing regions.|
|UE-194698|Reset to default value a PCG Graph while having parameters crashes|
|UE-194453|Vulnerability exposed by outdate NuGet packages causing warnings for UE devs using latest VS|
|UE-194418|iOS build settings are not disabled when modern Xcode is turned on|
|UE-194358|Switching project to Vulkan or Vulkan SM6 crashes engine on restart|
|UE-194334|Bottom half of the screen displays the background sky, VFXs and some items when looking downwards.|
|UE-194161|QAGame crashes with Assertion failed: StencilLayout VulkanRHIPrivate on AMD GPUs|
|UE-193409|Non-Partitioned PCG Generated on Load during Runtime do not appear when Quick Launching|
|UE-193322|Packaged TM_SceneQueries Lines Traces do not behave the same as they do in PIE|
|UE-193244|LiveLink doesn’t work with 3 or more VRPN devices and terminates the Editor|
|UE-192701|All face-locked stereo layers are world-locked relative to TrackingToWorld and fail to track player movement|
|UE-188183|Opening Unreal Editor on Mac does not start the Unreal Trace Server.|
|UE-181459|Vioso SDK Update|

Anyone else have their groom assets break when in play mode on OSX (The socket location breaks, and the beard or eyebrows just float in the air)? Have to reopen the groom asset and save then the groom goes back to normal.

5.3.1 did not fix the bug with landscape materials, water is still drawn there

https://forums.unrealengine.com/t/unreal-engine-5-3-released/1284817/113?u=manking-1

I’m extremlly disappointed they did not adress this issue yet!!!

2 Likes

Yep, same with City Sample.

Test done in launch game via right click on the project. Turned off AI in both test to measure GPU rasterization only.

In case anyone feels a performance uplift void in the recent UE5 releases.
Might want to vote for this thread:

Another Error updating plugin multiscreen from 5.2 to 5.3 on MAC platform (m1 max).
Nothing happens in the launcher.


Logs
[2023.09.27-21.51.58:447][876]LogUriHandler: Warning: Was unable to parse URI [ActivateLauncher]
[2023.09.27-21.52.00:433][991]LogCommunityPortalAppManager: RequestAppInstall: AppId is: ue:dc50f793548c41138f7e6029e195cebb:MultiScreen_5.3
[2023.09.27-21.52.00:433][991]LogCommunityPortalAppManager: RequestAppInstall: FAppInstallRequestConfig:
[2023.09.27-21.52.00:433][991]LogCommunityPortalAppManager: RequestAppInstall: .SourcePath:
[2023.09.27-21.52.00:433][991]LogCommunityPortalAppManager: RequestAppInstall: .DestinationPath: /Users/manking/inetpub/UE5/UE_5.3
[2023.09.27-21.52.00:433][991]LogCommunityPortalAppManager: RequestAppInstall: .SourceProjectName:
[2023.09.27-21.52.00:433][991]LogCommunityPortalAppManager: RequestAppInstall: .OverrideEngineAssociation:
[2023.09.27-21.52.00:433][991]LogCommunityPortalAppManager: RequestAppInstall: .DestinationProjectName:
[2023.09.27-21.52.00:433][991]LogCommunityPortalAppManager: RequestAppInstall: .bIsExecutable: true
[2023.09.27-21.52.00:433][991]LogCommunityPortalAppManager: RequestAppInstall: .bIsApplication: false
[2023.09.27-21.52.00:433][991]LogCommunityPortalAppManager: RequestAppInstall: .bIsEngine: false
[2023.09.27-21.52.00:433][991]LogCommunityPortalAppManager: RequestAppInstall: .bRequiresAuthExchangeCode: false
[2023.09.27-21.52.00:433][991]LogCommunityPortalAppManager: RequestAppInstall: .bIsCodeProject: false
[2023.09.27-21.52.00:433][991]LogCommunityPortalAppManager: RequestAppInstall: .bDownloadLatest: false
[2023.09.27-21.52.00:433][991]LogCommunityPortalAppManager: RequestAppInstall: .bOverwriteExisting: false
[2023.09.27-21.52.00:433][991]LogCommunityPortalAppManager: RequestAppInstall: .bCreateShortcut: true
[2023.09.27-21.52.00:433][991]LogCommunityPortalAppManager: RequestAppInstall: .MainAppId: ::
[2023.09.27-21.52.00:433][991]LogCommunityPortalAppManager: RequestAppInstall: Found 0 DLC to INSTALL
[2023.09.27-21.52.00:433][991]LogCommunityPortalAppManager: RequestAppInstall: Found 0 DLC to UNINSTALL
[2023.09.27-21.52.00:433][991]LogCommunityPortalAppManager: RequestAppInstall: Found 0 DLC to UPDATE
[2023.09.27-21.52.00:433][991]LogCommunityPortalAppManager: RequestAppInstall: Found 0 Mod to INSTALL
[2023.09.27-21.52.00:433][991]LogCommunityPortalAppManager: RequestAppInstall: Found 0 Mod to UNINSTALL
[2023.09.27-21.52.00:433][991]LogCommunityPortalAppManager: RequestAppInstall: Found 0 Mod to UPDATE
[2023.09.27-21.52.39:948][164]LogUriHandler: Warning: Was unable to parse URI [ActivateLauncher]

To All, you MUST restart your PC/MAC and check in the Epic Game Launcher → Settings to see if an update needs to be done.
If you do this you will see the word “Update” under 5.3 version icon.
This applies to Windows 11 and some versions of Windows 10.
Wait for the patch over 9GB to complete.

If things dont appear working first Click the 5.3.1 icon and on the drop down click “Verify” to make sure there has not been corruption in previous load.

The Megascans Bridge plugin must be unticked, project restarted. The plugins ticked again to install the plugin and project restarted in 5.3.*

1 Like

Yes, I tried to perform all these operations, as well as completely removed both the 5.3 engine and the Epic game Launcher application. Everything works correctly for me, all plugins are installed EXCEPT MULTISCREEN. Only it freezes and does not install on the engine of the new version 5.3 for mac. Under 5.2 was installed correctly.

Hi are you talking about this plugin for Mac and PC the plugin is 5.3 compatible

MultiScreen in Code Plugins - UE Marketplace (unrealengine.com)

If so you must unload/untick this from your project, download the update version from Marketplace, then tick/enable the plugin.

Lots of documentation is at
Search - Split Screen Unreal Engine UE5 and UE4

There are video but not sure as dont have a MAC,
Unreal Engine 5 Split Screen Survival Series #3 - Starting On Interaction #unrealengine #ue5 - YouTube

Update from Publisher is vague

I can't install the plugin on the 5.3 version of the engine for Mac os.
By Manking-1 on September 16, 2023 11:58 AM
Was this question helpful?
Hi! I can't install the plugin on the 5.3 version of the engine for Mac os. 

It was installed correctly on version 5.2. 

In the windows version, version 5.3 is installed correctly.

Latest Answer from Publisher
By Ivan Elizarov on September 16, 2023 12:02 PM
Was this answer helpful?
Hi! 

Please send image problem to mail Lenina62-ivan@mail.ru, need look. You closed Epic Games? Open Library and install 5.3 version?

1 Like

It looks like you don’t read what they write to you. The plugin installation button in the epic game launcher application in the marketplace of this particular plugin does not work.

The Epic game Launcher application for mac os is broken in version 5.3.1.
To install the multiscreen plugin, you need to get the source code in the archive from the developer, then compile this plugin via xcode for the Engine 5 compiled from the github sources 5.3.1. Next, copy the received files (files are created there in the binary folder) to the UE_5.3/Engine/Plugins/Marketplace/MultiScreen folder.
After that, everything will work in the application, although the plugin will not be displayed in the list of connected in epic game launcher.

1 Like

After importing my project from Unreal engine 5.2 into unreal engine 5.3 I get an error in player controller and main character class while loading the project. The message says:

“Failed to find script package for import object ‘Package /Script/InputBlueprintNodes’”

When I open the blueprints with errors all the enhanced input action event nodes have been deleted. If I recreate them everything works as it should, but if I close and open the editor again (compiling and saving the blueprints before closing), then all the enhanced input action events are deleted again. these are the events that control player movement, trigger jumps etc.

Has anyone else experienced this? Is there a fix for it or a bug report somewhere?
In 5.2 works fine, it is when I open the project and convert it to 5.3.1 when this errors start to happen.
There is a reddit post on the issue:

https://www.reddit.com/r/unrealengine/comments/16l7wyi/enhanced_input_action_nodes_being_deleted/

My brain tells me to move away from blueprint as soon as possible. Searching in the UE source code the LOG that prints the warning message I am having only appears in one place. Why is it not detecting the package if the files are present?

UPDATE: I reproduced the error in a brand new default 3rd person project. Just select C++, create the project and try to add IA_ nodes to default 3rd person character blueprint main event graph.

Save exit and then on next start the nodes are deleted. I will file another bug report with the steps to reproduce and the project.

Seriously epic, this is “production ready”???

Every time try to paint landscape material Brushify will crash.
mac M1.
WHAT HAPPENED EPIC??? I am now unable to work with the project after upgrading it to version 5.3.1.

Assertion failed: TextureIndices [File:./Developer/Apple/MetalShaderFormat/Private/MetalDerivedData.cpp] [Line: 818]

CompileShader_Metal(FShaderCompilerInput const&, FShaderCompilerOutput&, FString const&) Address = 0x2d77e3d18 (filename not found) [in UnrealEditor-MetalShaderFormat.dylib]
FInternalShaderCompilerFunctions::CompileShaderInternal(IShaderFormat const*, FShaderCompileJob&, FString const&, FString&, FString&, int*) Address = 0x103e3fedc (filename not found) [in UnrealEditor-RenderCore.dylib]
CompileShader(TArray<IShaderFormat const*, TSizedDefaultAllocator<32>> const&, FShaderCompileJob&, FString const&, int*) Address = 0x103e3ef48 (filename not found) [in UnrealEditor-RenderCore.dylib]
FShaderCompileUtilities::ExecuteShaderCompileJob(FShaderCommonCompileJob&) Address = 0x118ebca6c (filename not found) [in UnrealEditor-Engine.dylib]
FShaderCompileThreadRunnable::CompileDirectlyThroughDll() Address = 0x118ebc694 (filename not found) [in UnrealEditor-Engine.dylib]
FShaderCompileThreadRunnable::CompilingLoop() Address = 0x118ebcd20 (filename not found) [in UnrealEditor-Engine.dylib]
FShaderCompileThreadRunnableBase::Run() Address = 0x118eb8e40 (filename not found) [in UnrealEditor-Engine.dylib]
FRunnableThreadPThread::Run() Address = 0x106244e6c (filename not found) [in UnrealEditor-Core.dylib]
FRunnableThreadPThread::_ThreadProc(void*) Address = 0x1061a5e70 (filename not found) [in UnrealEditor-Core.dylib]
Unknown() Address = 0x19af3ffa8 (filename not found) [in libsystem_pthread.dylib]
Unknown() Address = 0x19af3ada0 (filename not found) [in libsystem_pthread.dylib]

[2023.09.29-12.57.21:913][ 0]MapCheck: Map check complete: 0 Error(s), 0 Warning(s), took 0.233ms to complete.
[2023.09.29-12.57.21:926][ 0]LogUnrealEdMisc: Total Editor Startup Time, took 26.097
[2023.09.29-12.57.21:926][ 0]LogShaderCompilers: Display: ================================================
[2023.09.29-12.57.21:926][ 0]LogShaderCompilers: Display: === FShaderJobCache stats ===
[2023.09.29-12.57.21:926][ 0]LogShaderCompilers: Display: Total job queries 0, among them cache hits 0 (0.00%)
[2023.09.29-12.57.21:926][ 0]LogShaderCompilers: Display: Tracking 0 distinct input hashes that result in 0 distinct outputs (0.00%)
[2023.09.29-12.57.21:926][ 0]LogShaderCompilers: Display: RAM used: 240.00 B of 3.20 GiB budget. Usage: 0.00%
[2023.09.29-12.57.21:926][ 0]LogShaderCompilers: Display: === Shader Compilation stats ===
[2023.09.29-12.57.21:926][ 0]LogShaderCompilers: Display: Shaders Compiled: 0
[2023.09.29-12.57.21:926][ 0]LogShaderCompilers: Display: Jobs assigned 0, completed 0 (0%)
[2023.09.29-12.57.21:926][ 0]LogShaderCompilers: Display: Time at least one job was in flight (either pending or executed): 0.00 s
[2023.09.29-12.57.21:926][ 0]LogShaderCompilers: Display: ================================================
[2023.09.29-12.57.21:958][ 0]LogSlate: The tab “TopLeftModeTab” attempted to spawn in layout ‘LevelEditor_Layout_v1.8’ but failed for some reason. It will not be displayed.
[2023.09.29-12.57.21:958][ 0]LogSlate: The tab “TopLeftModeTab” attempted to spawn in layout ‘LevelEditor_Layout_v1.8’ but failed for some reason. It will not be displayed.
[2023.09.29-12.57.21:958][ 0]LogSlate: The tab “TopLeftModeTab” attempted to spawn in layout ‘LevelEditor_Layout_v1.8’ but failed for some reason. It will not be displayed.
[2023.09.29-12.57.21:959][ 0]LogSlate: The tab “TopLeftModeTab” attempted to spawn in layout ‘LevelEditor_Layout_v1.8’ but failed for some reason. It will not be displayed.
[2023.09.29-12.57.21:959][ 0]LogSlate: The tab “TopLeftModeTab” attempted to spawn in layout ‘LevelEditor_Layout_v1.8’ but failed for some reason. It will not be displayed.
[2023.09.29-12.57.21:959][ 0]LogSlate: The tab “TopLeftModeTab” attempted to spawn in layout ‘LevelEditor_Layout_v1.8’ but failed for some reason. It will not be displayed.
[2023.09.29-12.57.21:959][ 0]LogSlate: The tab “TopLeftModeTab” attempted to spawn in layout ‘LevelEditor_Layout_v1.8’ but failed for some reason. It will not be displayed.
[2023.09.29-12.57.21:959][ 0]LogSlate: The tab “TopLeftModeTab” attempted to spawn in layout ‘LevelEditor_Layout_v1.8’ but failed for some reason. It will not be displayed.
[2023.09.29-12.57.21:959][ 0]LogSlate: The tab “TopLeftModeTab” attempted to spawn in layout ‘LevelEditor_Layout_v1.8’ but failed for some reason. It will not be displayed.
[2023.09.29-12.57.21:959][ 0]LogSlate: The tab “TopLeftModeTab” attempted to spawn in layout ‘LevelEditor_Layout_v1.8’ but failed for some reason. It will not be displayed.
[2023.09.29-12.57.21:959][ 0]LogSlate: The tab “TopLeftModeTab” attempted to spawn in layout ‘LevelEditor_Layout_v1.8’ but failed for some reason. It will not be displayed.
[2023.09.29-12.57.21:959][ 0]LogSlate: The tab “TopLeftModeTab” attempted to spawn in layout ‘LevelEditor_Layout_v1.8’ but failed for some reason. It will not be displayed.
[2023.09.29-12.57.21:971][ 0]LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
[2023.09.29-12.57.21:980][ 0]LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
[2023.09.29-12.57.21:989][ 0]LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
[2023.09.29-12.57.21:999][ 0]LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
[2023.09.29-12.57.22:022][ 0]LogPakFile: Initializing PakPlatformFile
[2023.09.29-12.57.22:022][ 0]LogPakFile: Display: Mounted Pak file ‘/Users/manking/inetpub/UE5/UE_5.3/FeaturePacks/StarterContent.upack’, mount point: ‘root:/’
[2023.09.29-12.57.22:023][ 0]LogPakFile: Initializing PakPlatformFile
[2023.09.29-12.57.22:023][ 0]LogPakFile: Display: Mounted Pak file ‘/Users/manking/inetpub/UE5/UE_5.3/FeaturePacks/TP_HandheldARBP.upack’, mount point: ‘root:/’
[2023.09.29-12.57.22:024][ 0]LogPakFile: Initializing PakPlatformFile
[2023.09.29-12.57.22:024][ 0]LogPakFile: Display: Mounted Pak file ‘/Users/manking/inetpub/UE5/UE_5.3/FeaturePacks/TP_VirtualRealityBP.upack’, mount point: ‘root:/’
[2023.09.29-12.57.22:024][ 0]LogPakFile: Initializing PakPlatformFile
[2023.09.29-12.57.22:024][ 0]LogPakFile: Display: Mounted Pak file ‘/Users/manking/inetpub/UE5/UE_5.3/FeaturePacks/TP_TopDownBP.upack’, mount point: ‘root:/’
[2023.09.29-12.57.22:025][ 0]LogPakFile: Initializing PakPlatformFile
[2023.09.29-12.57.22:025][ 0]LogPakFile: Display: Mounted Pak file ‘/Users/manking/inetpub/UE5/UE_5.3/FeaturePacks/TP_VehicleAdvBP.upack’, mount point: ‘root:/’
[2023.09.29-12.57.22:025][ 0]LogPakFile: Initializing PakPlatformFile
[2023.09.29-12.57.22:025][ 0]LogPakFile: Display: Mounted Pak file ‘/Users/manking/inetpub/UE5/UE_5.3/FeaturePacks/TP_TopDown.upack’, mount point: ‘root:/’
[2023.09.29-12.57.22:025][ 0]LogPakFile: Initializing PakPlatformFile
[2023.09.29-12.57.22:026][ 0]LogPakFile: Display: Mounted Pak file ‘/Users/manking/inetpub/UE5/UE_5.3/FeaturePacks/TP_ThirdPerson.upack’, mount point: ‘root:/’
[2023.09.29-12.57.22:026][ 0]LogPakFile: Initializing PakPlatformFile
[2023.09.29-12.57.22:026][ 0]LogPakFile: Display: Mounted Pak file ‘/Users/manking/inetpub/UE5/UE_5.3/FeaturePacks/TP_FirstPerson.upack’, mount point: ‘root:/’
[2023.09.29-12.57.22:027][ 0]LogPakFile: Initializing PakPlatformFile
[2023.09.29-12.57.22:027][ 0]LogPakFile: Display: Mounted Pak file ‘/Users/manking/inetpub/UE5/UE_5.3/FeaturePacks/TP_FirstPersonBP.upack’, mount point: ‘root:/’
[2023.09.29-12.57.22:027][ 0]LogPakFile: Initializing PakPlatformFile
[2023.09.29-12.57.22:027][ 0]LogPakFile: Display: Mounted Pak file ‘/Users/manking/inetpub/UE5/UE_5.3/FeaturePacks/TP_ThirdPersonBP.upack’, mount point: ‘root:/’
[2023.09.29-12.57.22:100][ 0]LogSlate: Took 0.000275 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Slate/Fonts/DroidSansMono.ttf’ (77K)
[2023.09.29-12.57.22:243][ 0]LogLoad: (Engine Initialization) Total time: 26.41 seconds
[2023.09.29-12.57.22:243][ 0]LogLoad: (Engine Initialization) Total Blueprint compile time: 0.00 seconds
[2023.09.29-12.57.22:589][ 0]LogContentStreaming: Texture pool size now 2000 MB
[2023.09.29-12.57.22:795][ 0]r.ScreenPercentage = “100”
[2023.09.29-12.57.23:318][ 0]LogSlate: Took 0.000288 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Slate/Fonts/Roboto-Regular.ttf’ (155K)
[2023.09.29-12.57.23:320][ 0]LogSlate: Took 0.000272 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Slate/Fonts/Roboto-Bold.ttf’ (160K)
[2023.09.29-12.57.23:322][ 0]LogSlate: Took 0.000250 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Slate/Fonts/Roboto-Italic.ttf’ (157K)
[2023.09.29-12.57.23:361][ 0]LogViewport: Scene viewport resized to 1448x584, mode Windowed.
[2023.09.29-12.57.23:383][ 0]LogSlate: Took 0.000326 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Slate/Fonts/Roboto-Light.ttf’ (167K)
[2023.09.29-12.57.24:360][ 1]LogPython: registering <class ‘ControlRigWorkflows.workflow_deformation_rig_preset.provider’>

[2023.09.29-12.57.24:368][ 1]Running Python start-up script ‘/Users/manking/inetpub/UE5/UE_5.3/Engine/Plugins/Animation/ControlRig/Content/Python/init_unreal.py’: 0.026268 secs
[2023.09.29-12.57.24:586][ 1]r.VolumetricCloud.DistanceToSampleMaxCount = “3”
[2023.09.29-12.57.24:586][ 1]r.VolumetricRenderTarget.Mode = “2”
[2023.09.29-12.57.24:586][ 1]r.EyeAdaptation.BlackHistogramBucketInfluence = “0.5”
[2023.09.29-12.57.25:593][ 3]LogAssetRegistry: AssetRegistryGather time 1.1665s: AssetDataDiscovery 0.6016s, AssetDataGather 0.4135s, StoreResults 0.1514s.
[2023.09.29-12.57.25:656][ 3]LogCollectionManager: Fixed up redirectors for 0 collections in 0.000001 seconds (updated 0 objects)
[2023.09.29-12.59.59:338][665]LogViewport: Scene viewport resized to 860x584, mode Windowed.
[2023.09.29-13.00.02:884][818]LogNavigationDataBuild: Display: ProcessTileTasksAndGetUpdatedTiles build time: 161.15s
[2023.09.29-13.00.05:349][936]LogWorldSubsystemInput: UEnhancedInputDeveloperSettings::bEnableWorldSubsystem is false, the world subsystem will not be created!
[2023.09.29-13.00.09:844][132]LogUObjectGlobals: Warning: Failed to find object ‘Class /Script/PCG.PCGSettings’
[2023.09.29-13.00.20:974][428]LogShaderCompilers: Error: ShaderCompileWorker terminated unexpectedly! Falling back to directly compiling which will be very slow. Thread 0.
[2023.09.29-13.00.20:974][428]LogShaderCompilers: Error: SCW 1 Queued Jobs, Unknown number of processed jobs!
[2023.09.29-13.00.20:974][428]LogShaderCompilers: Error: Job 0 [Single] Failed: M_Landscape_MW2_99ecaf53e6ff3ac5/Default/FLandscapeVertexFactory/TBasePassPSFNoLightMapPolicy/0:/Engine/Private/BasePassPixelShader.usf|MainPS VF ‘FLandscapeVertexFactory’ Type ‘TBasePassPSFNoLightMapPolicy’ ‘/Engine/Private/BasePassPixelShader.usf’ Entry ‘MainPS’ Permutation 0
[2023.09.29-13.00.21:833][438]LogMac: Error: appError called: Assertion failed: TextureIndices [File:./Developer/Apple/MetalShaderFormat/Private/MetalDerivedData.cpp] [Line: 818]

[2023.09.29-13.00.21:873][438]LogMac: === Critical error: ===
SIGSEGV: invalid attempt to access memory at address 0x3

[2023.09.29-13.00.21:873][438]LogMac: 0xd77e3d18 UnrealEditor-MetalShaderFormat.dylib!CompileShader_Metal(FShaderCompilerInput const&, FShaderCompilerOutput&, FString const&) [UnknownFile])
0x03e3fedc UnrealEditor-RenderCore.dylib!FInternalShaderCompilerFunctions::CompileShaderInternal(IShaderFormat const*, FShaderCompileJob&, FString const&, FString&, FString&, int*) [UnknownFile])
0x03e3ef48 UnrealEditor-RenderCore.dylib!CompileShader(TArray<IShaderFormat const*, TSizedDefaultAllocator<32>> const&, FShaderCompileJob&, FString const&, int*) [UnknownFile])
0x18ebca6c UnrealEditor-Engine.dylib!FShaderCompileUtilities::ExecuteShaderCompileJob(FShaderCommonCompileJob&) [UnknownFile])
0x18ebc694 UnrealEditor-Engine.dylib!FShaderCompileThreadRunnable::CompileDirectlyThroughDll() [UnknownFile])
0x18ebcd20 UnrealEditor-Engine.dylib!FShaderCompileThreadRunnable::CompilingLoop() [UnknownFile])
0x18eb8e40 UnrealEditor-Engine.dylib!FShaderCompileThreadRunnableBase::Run() [UnknownFile])
0x06244e6c UnrealEditor-Core.dylib!FRunnableThreadPThread::Run() [UnknownFile])
0x061a5e70 UnrealEditor-Core.dylib!FRunnableThreadPThread::_ThreadProc(void*) [UnknownFile])
0x9af3ffa8 libsystem_pthread.dylib!_pthread_start() [UnknownFile])
0x9af3ada0 libsystem_pthread.dylib!thread_start() [UnknownFile])