VR Crash Mac M2 Max

Hi there, im trying to create a VR envoritment in Unreal Engine 5.3.1 on Mac M2 Max (Mac Studio) but i got a crash. Here’s the Output Log.

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Caught signal

Unknown() Address = 0x18a4c711c (filename not found) [in libsystem_kernel.dylib]
Unknown() Address = 0x18a40ea50 (filename not found) [in libsystem_c.dylib]
Unknown() Address = 0x18a40dd6c (filename not found) [in libsystem_c.dylib]
Unknown() Address = 0x19477a5c4 (filename not found) [in Metal]
Unknown() Address = 0x194757548 (filename not found) [in Metal]
Unknown() Address = 0x19474d4a8 (filename not found) [in Metal]
Unknown() Address = 0x1946e1a04 (filename not found) [in Metal]
Unknown() Address = 0x1a8c0270c (filename not found) [in IOGPU]
Unknown() Address = 0x1a8c02618 (filename not found) [in IOGPU]
Unknown() Address = 0x1f43d638c (filename not found) [in AGXMetalG14X]
Unknown() Address = 0x1f43d64b8 (filename not found) [in AGXMetalG14X]
Unknown() Address = 0x1f43d61ac (filename not found) [in AGXMetalG14X]
mtlpp::Texture::NewTextureView(mtlpp::PixelFormat, mtlpp::TextureType, ns::Range const&, ns::Range const&) Address = 0x2c91738e4 (filename not found) [in UnrealEditor-MetalRHI.dylib]
FMetalShaderResourceView::UpdateView() Address = 0x2c9246150 (filename not found) [in UnrealEditor-MetalRHI.dylib]
TRHILambdaCommand<FRHICommandListBase, FMetalShaderResourceView::FMetalShaderResourceView(FRHICommandListBase&, FRHIViewableResource*, FRHIViewDesc const&)::$_46>::ExecuteAndDestruct(FRHICommandListBase&, FRHICommandListDebugContext&) Address = 0x2c9260e18 (filename not found) [in UnrealEditor-MetalRHI.dylib]
FRHICommandListBase::Execute(TRHIPipelineArray<IRHIComputeContext*>&, FRHICommandListBase::FPersistentState::FGPUStats*) Address = 0x10176d75c (filename not found) [in UnrealEditor-RHI.dylib]
UE::Core::Private::Function::TFunctionRefCaller<FRHICommandListImmediate::ExecuteAndReset(bool)::$_69, void ()>::Call(void*) Address = 0x1017f2cd4 (filename not found) [in UnrealEditor-RHI.dylib]
TGraphTask<TFunctionGraphTaskImpl<void (), (ESubsequentsMode::Type)0>>::ExecuteTask(TArray<FBaseGraphTask*, TSizedDefaultAllocator<32>>&, ENamedThreads::Type, bool) Address = 0x1017cfc54 (filename not found) [in UnrealEditor-RHI.dylib]
FNamedTaskThread::ProcessTasksNamedThread(int, bool) Address = 0x1044ef8b0 (filename not found) [in UnrealEditor-Core.dylib]
FNamedTaskThread::ProcessTasksUntilQuit(int) Address = 0x1044edb94 (filename not found) [in UnrealEditor-Core.dylib]
FRHIThread::Run() Address = 0x1021bf0e8 (filename not found) [in UnrealEditor-RenderCore.dylib]
FRunnableThreadPThread::Run() Address = 0x1046a0e6c (filename not found) [in UnrealEditor-Core.dylib]
FRunnableThreadPThread::_ThreadProc(void*) Address = 0x104601e70 (filename not found) [in UnrealEditor-Core.dylib]
Unknown() Address = 0x18a4ff034 (filename not found) [in libsystem_pthread.dylib]
Unknown() Address = 0x18a4f9e3c (filename not found) [in libsystem_pthread.dylib]

You may need to set r.ForwardShading to false in your DefaultEngine.ini

You can open your DefaultEngine.ini up by right -clicking the file and opening it with a text editor.

My 26th line of this file says
r.ForwardShading=True

Try setting it to: r.ForwardShading= False

Save the file.
Relaunch Unreal Engine and open the project.

Reference:

2 Likes

Thanks! That works perfect!

1 Like

Have you been able to do “vr preview”? The disabled option appears to me (in gray). If you have achieved it, could you tell me how you achieved it? Thank you very much and an apology for disturbing you.

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