I’ve recently installed Unreal Engine 4.2.1 on my OSX partition and am trying to get a project going. However, something seems to be amiss. I can compile and launch the editor from XCode, but if I try to save, or import (those are the only actions I’ve tried so far) the Unreal Editor engines.
Here’s a partial piece of the the output log:
Will attempt to recover by breaking constraint
<NSAutoresizingMaskLayoutConstraint:0x608000480140 h=-&- v=-&- V:[FI_TListView:0x118d50680]-(17)-| (Names: '|':NSClipView:0x12e7042b0 )>
Set the NSUserDefault NSConstraintBasedLayoutVisualizeMutuallyExclusiveConstraints to YES to have -[NSWindow visualizeConstraints:] automatically called when this happens. And/or, break on objc_exception_throw to catch this in the debugger.
[2015.02.22-23.22.20:714][ 90]LogFactory: FactoryCreateBinary: StaticMesh with FbxFactory (0 0 /Users/fryedrycestyle/Documents/ship.fbx)
[2015.02.22-23.22.20:749][ 90]LogFbx: ItemName: GlobalSettings, ItemCount : 1
[2015.02.22-23.22.20:749][ 90]LogFbx: ItemName: Geometry, ItemCount : 1
[2015.02.22-23.22.20:750][ 90]LogFbx: ItemName: Model, ItemCount : 1
[2015.02.22-23.22.20:750][ 90]LogFbx: ItemName: Material, ItemCount : 1
/Users/build/BuildFarm/build_++depot+UE4-Releases+4.2/Engine/Source/Runtime/OpenGLDrv/Private/OpenGLViewport.cpp(201): Assertion failed: PlatformOpenGLCurrentContext(OpenGLRHI->PlatformDevice) == CONTEXT_Shared
This particular one is from when I try to import an fbx.
I also noticed this:
UE4Editor-Core.dylib`FDebug::AssertFailed(char const*, char const*, int, wchar_t const*, …):
What could be causing this, and what have people done in the past to solve it? Also apologies if something like this has been posted already. -.-
I’m going to start looking into this, but you’re using an awfully old version of the engine at this point, and anything I find will likely already be fixed in a newer version. Have you attempted using 4.6.1? 4.7.0 should be out soon as well, so you can look into the 4.7 Preview 8 if you’re interested. Both of those should run substantially better and have many fewer issues than 4.2.1 when running on Yosemite (10.10).
Yeah, I was hoping to upgrade but I actually don’t have $20 at the moment to resubscribe at the moment, but I’ll try and see if I can get some money on my card to get a newer version. Failing that though, it would be awesome if there’s a fix!
Ah, that’s totally understandable. In that case, let me look into it today/tomorrow and see if I can find a workaround for you so you don’t have to upgrade until you’re ready. I’ll let you know what I find!
Okay, I installed 4.2.1 from the Launcher and started a new C++ blank project. It compiled and ran without any issue. Saving the map didn’t cause a crash, nor did importing an FBX. I played around in the editor for a bit, adding things to the level, etc, saving every couple seconds, and still didn’t crash.
So let’s take a look at your logs. Can you zip and attach the logs folder from the project? You can find them here:
The Library is hidden by default. To access it, open a Finder window and open the Go drop-down menu. Hold down the Option key, and the Library should appear.
Any other details you can provide that might help me reproduce it would be great. Thanks!
Okay, see attached. link text
There should be a .log file in the location I specified. What you attached looks truncated, so I’m not sure if it’s missing what I need to see.
My suspicion, though, is that it didn’t install correctly. Have you attempted redownloading/rebuilding? Does it work if you use the binary version through the Launcher?
I send you a PM on the forums as well. Please check that and if it helps, we’ll close out this issue. Thanks!
Okay so I’ll try reinstalling and see what happens, I just checked my forums pm and didn’t see anything so I assume you haven’t sent it yet? Either way I’ll check again later, and report back once I’ve reinstalled the engine! Thanks again!