Why does unreal crash before I have even started a project?

Hello, I recently downloaded Unreal and can’t even open it, It just crashes everytime I try to start a project. Im using a 27" iMac 2019, with Radeon Pro Vega 48 8 GB graphics.

I will post the crash data below…

Fatal error: [File:/Users/build/Build/++UE4+Licensee/Sync/Engine/Source/Developer/Apple/MetalShaderFormat/Private/MetalShaderCompiler.cpp] [Line: 716] Failed to extract Metal compiler search directories

FGenericPlatformMisc::RaiseException(unsigned int) Address = 0x1009fe7b7 (filename not found) [in UE4Editor-Core.dylib]
FMacErrorOutputDevice::Serialize(char16_t const*, ELogVerbosity::Type, FName const&) Address = 0x100b95a53 (filename not found) [in UE4Editor-Core.dylib]
FOutputDevice::LogfImpl(char16_t const*, ...) Address = 0x100c7a609 (filename not found) [in UE4Editor-Core.dylib]
auto SingleCompilerSetup(EAppleSDKType)::$_23::operator()(FLogCategoryLogMetalShaderCompiler const&, char16_t const (&) [52]) const Address = 0x15698550d (filename not found) [in UE4Editor-MetalShaderFormat.dylib]
SingleCompilerSetup(EAppleSDKType) Address = 0x156984e51 (filename not found) [in UE4Editor-MetalShaderFormat.dylib]
BuildMetalShaderOutput(FShaderCompilerOutput&, FShaderCompilerInput const&, FSHAHash const&, unsigned int, char const*, unsigned int, unsigned int, unsigned int, unsigned char, char16_t const*, char16_t const*, EMetalTypeBufferMode, TArray >&, FMetalTessellationOutputs const&, unsigned int, unsigned int, unsigned int, unsigned int, TArray > const&, bool) Address = 0x1569578be (filename not found) [in UE4Editor-MetalShaderFormat.dylib]
FMetalShaderOutputCooker::Build(TArray >&) Address = 0x15693e069 (filename not found) [in UE4Editor-MetalShaderFormat.dylib]
FDerivedDataCache::FBuildAsyncWorker::DoWork() Address = 0x11f162e0a (filename not found) [in UE4Editor-DerivedDataCache.dylib]
FAsyncTask::DoWork() Address = 0x11f16148d (filename not found) [in UE4Editor-DerivedDataCache.dylib]
FAsyncTask::Start(bool, FQueuedThreadPool*) Address = 0x11f1643a5 (filename not found) [in UE4Editor-DerivedDataCache.dylib]
FDerivedDataCache::GetSynchronous(FDerivedDataPluginInterface*, TArray >&, bool*) Address = 0x11f15e519 (filename not found) [in UE4Editor-DerivedDataCache.dylib]
CompileShader_Metal(FShaderCompilerInput const&, FShaderCompilerOutput&, FString const&) Address = 0x156965734 (filename not found) [in UE4Editor-MetalShaderFormat.dylib]
FShaderCompileUtilities::ExecuteShaderCompileJob(FShaderCommonCompileJob&) Address = 0x1068fab9d (filename not found) [in UE4Editor-Engine.dylib]
FShaderCompileThreadRunnable::CompileDirectlyThroughDll() Address = 0x1068fa83d (filename not found) [in UE4Editor-Engine.dylib]
FShaderCompileThreadRunnable::CompilingLoop() Address = 0x1068fb8c6 (filename not found) [in UE4Editor-Engine.dylib]
FShaderCompileThreadRunnableBase::Run() Address = 0x1068f67c9 (filename not found) [in UE4Editor-Engine.dylib]
FRunnableThreadPThread::Run() Address = 0x100a8e138 (filename not found) [in UE4Editor-Core.dylib]
FRunnableThreadPThread::_ThreadProc(void*) Address = 0x100a2d1c1 (filename not found) [in UE4Editor-Core.dylib]
_pthread_start Address = 0x7fff6e134109 (filename not found) [in libsystem_pthread.dylib]
thread_start Address = 0x7fff6e12fb8b (filename not found) [in libsystem_pthread.dylib]

Have you tried to generate visual studio project files

How do you mean?

Thanks

What way did you download UE4

If it was from epic games website it should be fine

** create a project, if crash on loading it then find project in files and should find launch the game at the bottom right click that and click generate visual studio project files then above the launch game icon there should be visual studio icon then in v studio run debug game and it should work **