

) Address = 0x106c2a81e (filename not found) įMetalRenderPipelineDesc::CreatePipelineStateForBoundShaderState(FMetalBoundShaderState*, FMetalHashedVertexDescriptor const&) const Address = 0x13c53651a (filename not found) įMetalBoundShaderState::PrepareToDraw(FMetalHashedVertexDescriptor const&, FMetalRenderPipelineDesc const&) Address = 0x13c501c92 (filename not found) įMetalContext::PrepareToDraw(unsigned int, EMetalIndexType) Address = 0x13c4fba28 (filename not found) įMetalRHICommandContext::RHIDrawIndexedPrimitive(FRHIIndexBuffer*, unsigned int, int, unsigned int, unsigned int, unsigned int, unsigned int, unsigned int) Address = 0x13c4ddb72 (filename not found) ĭrawRectangle(FRHICommandList&, float, float, float, float, float, float, float, float, FIntPoint, FIntPoint, FShader*, EDrawRectangleFlags, unsigned int) Address = 0x1183d6b48 (filename not found) įDeferredShadingSceneRenderer::RenderLight(FRHICommandList&, FLightSceneInfo const*, IPooledRenderTarget*, bool, bool) Address = 0x1180ef04f (filename not found) įDeferredShadingSceneRenderer::RenderLights(FRHICommandListImmediate&) Address = 0x1180e95b6 (filename not found) įDeferredShadingSceneRenderer::Render(FRHICommandListImmediate&) Address = 0x117f97a11 (filename not found) įRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::EURCMacro_FDrawSceneCommand::DoTask(ENamedThreads::Type, TRefCountPtr const&) Address = 0x1186223d0 (filename not found) ) Address = 0x106cd794d (filename not found) įDebug::AssertFailed(char const*, char const*, int, wchar_t const*. My exact error message is: SEGV_MAPERR at 0x3įGenericPlatformMisc::RaiseException(unsigned int) Address = 0x1069d9c9b (filename not found) įOutputDeviceMacError::Serialize(wchar_t const*, ELogVerbosity::Type, FName const&) Address = 0x106bf125f (filename not found) įOutputDevice::Logf(wchar_t const*.
#V2.4.3i gfxcardstatus pro
MacBook Pro running Sierra 10.12 with XCode 8.3.3.

I’ve attempted two clean installs including deleting all of the files stored in ‘Users/Shared/Epic Games’ and ‘Library/Application Support/Epic’. I’m able to choose basic project settings such as console, quality, and starter content but after that the project editor loads to 96% then crashes. I upgraded to 4.17.0 today and have not been able to load a project since. Hello, I’m relatively new to Unreal and am hoping for a solution to the constant crashes I’m currently experiencing. GitHub project page: GitHub - steveschow/gfxCardStatus: This is a fork of gfxCardStatus, this fork will handle integrated-only mode a little better Note: The link below is to the steveschow project fork, as it contains patches for post-2010 MacBooks. I’m currently running macOS 10.12.5 + gfxCardStatus v2.4.3i It’s usually used to load up older games that get confused by the Mac’s dynamic graphics switching, but it worked well for this case too. Unfortunately, Apple didn’t build in the ability to force which chipset you’re using manually, but there’s a popular app for it- gfxCardStatus (open-source, github / homebrew). After that I can re-enable the discrete graphics (Nvidia) or dynamic switching and continue on working. Uncommenting r.Shaders.Optimize=0 didn’t work for me-actually it made the startup hang repeatedly at 35%-but I found another solution.įorcing use of the integrated graphics during ue4editor startup allowed it to finish loading a project. I ran into this same issue with similar system specs (Late 2013 MBP Retina).
