UnrealEditor (MacOS) doesn't quit, have to force quit every time

Same here … happens all the time since I upgraded to Sequoia

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Same here. Using UE 5.4.4 with macOS Sequoia and Xcode 16. Sometimes a bunch of UE instances spawn in the Dock and I have to force-quit all of them. Also, packaging gets stuck on ‘processing assets’ unless the Output Log window that appears in the background is manually closed.

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So is there a ticket for this I really dont wanna roll back. I knew I shouldn’t have updated. Have the made any updates since the MacOS update I have been away for a bit.

Same thing happen to me
MacBook Pro M1 Sonoma
UE 5.4.4

The OP of this thread says they were running Sonoma 14.4.1 back in April, for UE 5.3.

For me, I have not upgraded to Sequoia. I responded to this thread in May with my specs. I was having the same issue on Sonoma 14.4.1, with UE 5.4.2, and still now (October) with Sonoma 14.7 with UE 5…4. Still super annoying.

Looking back above when Sequoia came out, looks like other folks were/are having the same issue. So, it seems it was definitely an issue prior. And apparently for folks who weren’t having the issue before have now joined the club.

Sigh.

I only raised a ticket for the hanging packaging process, that is obviously related to this issue. There’s no response yet from Epic.

Same issue. Twinmotion will not quit, and has to be force quit everytime. Also, my laptop will not shut down if Twinmotion has not quit. Started happening with Sequoia 15.0.
MacBook Ai,r M3, Sequoia 15.0

Same issue on Mac Studio M1, up to UE 5.5 Beta. Raised a bug about packaging issue too. Unsure how to bring stronger awareness to UE team rather than opening a bug that doesn’t seem considered.
However packaging works well from terminal. I can share the command line if anyone needs it.

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It seems to be related with the background cooking process not ending properly.

I’ve done some tests with CookProcessCount=4 on my Mac Studio. The cooking times are significantly reduced (from 6 minutes to less than 1 minute on a simple project), which is great. But I need to manually end each cooking task by closing its associated window. Then the packaging process continues and completes successfully.

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I was hesitant to update to Sequoia, now I regret it as I have the same problem. No solution - just adding to the list of complainants!

Same here, running on MBP M3 Max, 64GB, Sequoia 15.0.1

I’m new to Unreal Engine. So far everything else seems to be running sweet.

Same issue since Sequoia update. I also get an annoying message telling me that the SDK is not installed even if I have Xcode 16.0 on my Mac…

Macbook Pro M3

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For those like me where this blocks automation, I’m investigating options with -FastExit, but I can’t seem with my build automation (TeamCity, firing off a RunUAT.command commandline, that I definitely put -FastExit in to no avail.) to get it to FastExit during cook. So I did test the below, forcing fast-exit always, which allows automation to finish unsupervised. It will not otherwise, one has to click UnrealEditor’s cook commandlet’s red ‘x’, or force-quit from ActivityMonitor, all the stuff you all note above, to get the UAT process to otherwise continue.

TL;DR: if you build your own engine from source, and are blocked on automation, you can put in this hack to LaunchEngineLoop.cpp ~line 4330, forcing all commandlets to always fast-exit to unblock (ugly fix, help us with a real one here, Epic!):

			const bool bShouldPerformFastExit = Commandlet->FastExit || FParse::Param(FCommandLine::Get(), TEXT("fastexit"));
			UE_LOG(LogInit, Display, LINE_TERMINATOR TEXT("Would FastExit: %d"), bShouldPerformFastExit);
			//if (bShouldPerformFastExit)
			{
				FPlatformMisc::RequestExitWithStatus(true, ErrorLevel);
			}

No matter what I try so far, my bShouldPerformFastExit on cook commandlet remains false, if I have to make a code-change, I’ll probably just hack this to only be in cook commandlet.

My logs when auto builds complete:
08:59:36 Would FastExit: 0
08:59:37 LogGenericPlatformMisc: Warning: FPlatformMisc::RequestExitWithStatus(1, 0) - return code will be ignored by the generic implementation.

Edit: probably obvious to those more familiar with UAT than myself, commandline params seem to mostly not propagate to subsequent tasks, including Cook here… so may just have to break UAT into its individual steps myself to inject it along the way. :confused:

[09:09:31] : [Step 1/1] Running UnrealEditor Cook for project /Applications/TeamCity/buildAgent/work/XXXX/XXXX/XXXX.uproject
[09:09:31] : [Step 1/1] Commandlet log file is /XXXX/UnrealEngine/Engine/Programs/AutomationTool/Saved/Cook-2024.10.14-09.09.31.txt
[09:09:31] : [Step 1/1] Running: /XXXX/UnrealEngine/Engine/Binaries/Mac/UnrealEditor.app/Contents/MacOS/UnrealEditor /Applications/TeamCity/buildAgent/work/XXXX/XXXX/XXXX.uproject -run=Cook -TargetPlatform=IOS -unversioned -fileopenlog -abslog=/XXXX/UnrealEngine/Engine/Programs/AutomationTool/Saved/Cook-2024.10.14-09.09.31.txt -stdout -CrashForUAT -unattended -NoLogTimes -UTF8Output

(^^^^ note the lack of -FastExit of course I put on the initial UAT commandline, boo…)

One more edit: yup, if you break up UAT into its UBT & other commands, on the cook command you can add -FastExit & it’s respected (no code change required).

/XXXX/UnrealEngine/Engine/Binaries/Mac/UnrealEditor.app/Contents/MacOS/UnrealEditor “/Applications/TeamCity/buildAgent/work/XXXX/XXXX/XXXX.uproject” -run=Cook -TargetPlatform=IOS -unversioned -fileopenlog -abslog=“/Users/administrator/Dev/UnrealEngine/Engine/Programs/AutomationTool/Saved/Cook-XXXX.txt” -stdout -CrashForUAT -unattended -NoLogTimes -UTF8Output -FastExit

The issue is *probably at Epic Games’ end, first I thought I had Xcode Beta, switched to the non-beta version, did packaging, same bug.

Ran the packaged game on macOS 14.6, it worked perfectly and closed too.

Waiting for the fix.

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I just compiled the last GitHub version of Unreal (5.6), and it works ! UE quits, packaging works again.
[EDIT: Works la latest Unreal 5.5 source code too]

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Same here, Unreal Editor won’t close. An open instance of Unreal Editor remains open but unusable if I click on it. If I open Epic Games Launcher and start Unreal Editor again, then I see multiple unclosed instances of Unreal Editor. I have to force close each time.

Apple MacBook Air.
Apple M3.
8 GB.
Sequoia 15.0.1

Guys, It seems fixed since I upgrade to MacOS 15.1 Beta.

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Which one? Developer or Public Beta. Thanks!

Developer I guess ? my current version is 24B5077a

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Thanks!