So I have a mac, and Im hoping to make a game as my exam for school, so my issue is that Unreal Engine 4 crashes right after 96% of loading in a project, and I dont know why, Can it be that OPENGL is outdated or is it just a bug? But Epic Games Launcher works fine.
Here is a crash log -
If that cant be opened -
MachineId:64EE2796D144AA07689557B08A5DF208
EpicAccountId:55688086ae3744bd9375e03fd721490b
SEGV_MAPERR at 0x10
GetPrecomputedLightingParameters(ERHIFeatureLevel::Type, FPrecomputedLightingParameters&, FIndirectLightingCache const*, FIndirectLightingCacheAllocation const*, FLightCacheInterface const*) Address = 0x11848e6fa [/Users/build/Build/++UE4+Release-4.14+Compile/Sync/Engine/Source/Runtime/Renderer/Private/LightMapRendering.cpp, line 151] [in UE4Editor-Renderer.dylib]
CreatePrecomputedLightingUniformBuffer(EUniformBufferUsage, ERHIFeatureLevel::Type, FIndirectLightingCache const*, FIndirectLightingCacheAllocation const*, FLightCacheInterface const*) Address = 0x11848fb7b [/Users/build/Build/++UE4+Release-4.14+Compile/Sync/Engine/Source/Runtime/Renderer/Private/LightMapRendering.cpp, line 269] [in UE4Editor-Renderer.dylib]
FPrimitiveSceneInfo::UpdatePrecomputedLightingBuffer() Address = 0x11882759b [/Users/build/Build/++UE4+Release-4.14+Compile/Sync/Engine/Source/Runtime/Renderer/Private/PrimitiveSceneInfo.cpp, line 612] [in UE4Editor-Renderer.dylib]
FSceneRenderer::UpdatePrimitivePrecomputedLightingBuffers() Address = 0x118944bc5 [/Users/build/Build/++UE4+Release-4.14+Compile/Sync/Engine/Source/Runtime/Renderer/Private/SceneRendering.cpp, line 1549] [in UE4Editor-Renderer.dylib]
FDeferredShadingSceneRenderer::InitViewsPossiblyAfterPrepass(FRHICommandListImmediate&, FILCUpdatePrimTaskData&, TArray, TInlineAllocator<4u, FDefaultAllocator> >&) Address = 0x11896287a [/Users/build/Build/++UE4+Release-4.14+Compile/Sync/Engine/Source/Runtime/Core/Public/Stats/Stats2.h, line 1537] [in UE4Editor-Renderer.dylib]
FDeferredShadingSceneRenderer::InitViews(FRHICommandListImmediate&, FILCUpdatePrimTaskData&, TArray, TInlineAllocator<4u, FDefaultAllocator> >&) Address = 0x11896174d [/Users/build/Build/++UE4+Release-4.14+Compile/Sync/Engine/Source/Runtime/Renderer/Private/SceneVisibility.cpp, line 2894] [in UE4Editor-Renderer.dylib]
FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate&) Address = 0x1182e8683 [/Users/build/Build/++UE4+Release-4.14+Compile/Sync/Engine/Source/Runtime/Renderer/Private/DeferredShadingRenderer.cpp, line 571] [in UE4Editor-Renderer.dylib]
FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::EURCMacro_FDrawSceneCommand::DoTask(ENamedThreads::Type, TRefCountPtr const&) Address = 0x118949040 [/Users/build/Build/++UE4+Release-4.14+Compile/Sync/Engine/Source/Runtime/Renderer/Private/SceneRendering.cpp, line 1645] [in UE4Editor-Renderer.dylib]
TGraphTask::ExecuteTask(TArray&, ENamedThreads::Type) Address = 0x1189ef87b [/Users/build/Build/++UE4+Release-4.14+Compile/Sync/Engine/Source/Runtime/Core/Public/Stats/Stats2.h, line 1537] [in UE4Editor-Renderer.dylib]
FNamedTaskThread::ProcessTasksNamedThread(int, bool) Address = 0x1084077d1 [/Users/build/Build/++UE4+Release-4.14+Compile/Sync/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp, line 259] [in UE4Editor-Core.dylib]
FNamedTaskThread::ProcessTasksUntilQuit(int) Address = 0x108403275 [/Users/build/Build/++UE4+Release-4.14+Compile/Sync/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformProcess.cpp, line 504] [in UE4Editor-Core.dylib]
FTaskGraphImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type) Address = 0x1083ffaf1 [/Users/build/Build/++UE4+Release-4.14+Compile/Sync/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp, line 1725] [in UE4Editor-Core.dylib]
RenderingThreadMain(FEvent*) Address = 0x10e548964 [/Users/build/Build/++UE4+Release-4.14+Compile/Sync/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp, line 320] [in UE4Editor-RenderCore.dylib]
FRenderingThread::Run() Address = 0x10e55c107 [/Users/build/Build/++UE4+Release-4.14+Compile/Sync/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp, line 473] [in UE4Editor-RenderCore.dylib]
FRunnableThreadPThread::Run() Address = 0x1084588a3 [/Users/build/Build/++UE4+Release-4.14+Compile/Sync/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.cpp, line 25] [in UE4Editor-Core.dylib]
FRunnableThreadPThread::_ThreadProc(void*) Address = 0x10841d2f1 [Runtime/Core/Private/GenericPlatform/../HAL/PThreadRunnableThread.h, line 166] [in UE4Editor-Core.dylib]
_pthread_body Address = 0x7fff9640799d (filename not found) [in libsystem_pthread.dylib]
_pthread_body Address = 0x7fff9640791a (filename not found) [in libsystem_pthread.dylib]
thread_start Address = 0x7fff96405351 (filename not found) [in libsystem_pthread.dylib]
Thanks,
Arthur