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    #31
    @MisterLeRigolo

    Good news !

    It seems that's I've found a solution

    My 4.23 editor no longer crash when using the scale tool.

    This are the steps I've done:
    • installing the vulkan-tools (not sure it's necessary) . Command for arch linux
      Code:
      pacman -Syuu vulkan-tools
    • removing the vulkan radeon mesa driver. Command for arch linux
      Code:
      pacman -R vulkan-radeon
    • installing the AMD's standalone vulkan driver. Command for arch linux
      Code:
      pacman -Syuu amdvlk
    I'm making more tests to be sure that's the issue has gone
    Last edited by laurentO; 03-21-2020, 04:08 AM.

    Comment


      #32
      thanks for your solution on your distro.

      On Ubuntu I think that several solutions is possible : https://www.phoronix.com/scan.php?pa...1aco-amd&num=1

      - Mesa + RADV
      - AMDVLK
      - AMD GPU Pro

      Last edited by MisterLeRigolo; 03-25-2020, 08:43 AM.

      Comment


        #33
        1] AMD GPU Pro solution

        Firstly, I try to install AMD GPU Pro driver on Ubuntu 18.04 to see if this bug is fixing.
        During the compilation of this driver I get an error because I have not a good kernel version.

        On Ubuntu only Mesa and Nvidia drivers are in configuration management .
        Under Ubuntu, for AMD GPU pro, it is not a good idea to install AMD GPU pro drivers



        2] AMDVLK

        AMDVLK installation on Ubuntu is different than AMD GPU pro.

        It's a simple .deb package : https://github.com/GPUOpen-Drivers/AMDVLK/releases


        The install instruction is the next :

        Code:
        sudo dpkg -r amdvlk   /* If old version is installed on the machine, remove it first */
        sudo dpkg -i amdvlk_x.x.x_amd64.deb
        sudo apt-get -f install
        https://github.com/GPUOpen-Drivers/A...e-built-driver

        For the moment I don't try this.

        3] Mesa + RADV

        This solution don't work for UE4 Editor (see my last post)

        Code:
        sudo apt-get install libvulkan1 mesa-vulkan-drivers vulkan-utils
        https://linuxconfig.org/install-and-...ulkan-on-linux


        Conclusion

        I try to see with Mesa RADV community if that's possible to fix this pb because I would like to keept my OS with basic configuration.
        I hope Epic will fix this bug...

        Has anyone tested the 2nd (AMDVLK) solution on Ubuntu ?
        Last edited by MisterLeRigolo; 03-25-2020, 08:58 AM.

        Comment


          #34
          Originally posted by laurentO View Post
          @MisterLeRigolo

          Good news !

          It seems that's I've found a solution

          ...
          I'm experiencing a similar Vulkan-related crash, and I'm using an Nvidia graphics card, so I don't think this issue is card-specific.

          Comment


            #35
            If you use Ubuntu you can try to use Nvidia Driver.

            go to 'system parameter' and 'additional Driver'. Wait a moment and select 'tested Nvidia Driver'.

            I don't know if that the solution because I don't use Nvida GPU but I'm interested of the result of this.

            Comment


              #36
              Originally posted by MisterLeRigolo View Post
              If you use Ubuntu you can try to use Nvidia Driver.

              go to 'system parameter' and 'additional Driver'. Wait a moment and select 'tested Nvidia Driver'.

              I don't know if that the solution because I don't use Nvida GPU but I'm interested of the result of this.
              I already have. I've tested several Nvidia drivers available in Ubuntu, with the same result. First of all, the UE4 editor doesn't open because it can't find Vulkan, so I have to install vulkan-utils/libvulkan1 manually from the cli - shouldn't this come with the Nvidia driver? After Vulkan is installed, when I open the UE4 Editor, it either crashes at startup, or soon after, depending on the project.

              Comment


                #37
                I suggest you to send bug report here : https://epicsupport.force.com/unrealengine/s/
                I think that important that UE4 editor run on Mesa driver because it is a standard driver on Linux.


                Can you post a screenshot of the error message with Mesa ?

                Comment


                  #38
                  Originally posted by MisterLeRigolo View Post
                  I suggest you to send bug report here : https://epicsupport.force.com/unrealengine/s/
                  I think that important that UE4 editor run on Mesa driver because it is a standard driver on Linux.


                  Can you post a screenshot of the error message with Mesa ?
                  Thanks, I'll send a bug report.

                  You mean the Vulkan Mesa driver? I tried it, but UE4 editor still crashes (can't fit all the text into a screenshot):

                  Code:
                  Fatal error: [File:/home/dan/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanUtil.cpp] [Line: 772] VulkanRHI::vkCreateSwapchainKHR(Device.GetInstanceHandle(), &SwapChainInfo, VULKAN_CPU_ALLOCATOR, &SwapChain) failed, VkResult=-3 at /home/dan/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanSwapChain.cpp:463 with error VK_ERROR_INITIALIZATION_FAILED << callstack too long >>
                  
                  libUE4Editor-Core.so!FGenericPlatformMisc::RaiseException(unsigned int) [/home/dan/UnrealEngine/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformMisc.cpp:477]
                  libUE4Editor-Core.so!FOutputDevice::LogfImpl(char16_t const*, ...) [/home/dan/UnrealEngine/Engine/Source/Runtime/Core/Private/Misc/OutputDevice.cpp:71]
                  libUE4Editor-VulkanRHI.so!VulkanRHI::VerifyVulkanResult(VkResult, char const*, char const*, unsigned int) [/home/dan/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanUtil.cpp:771]
                  libUE4Editor-VulkanRHI.so!FVulkanSwapChain::FVulkanSwapChain(VkInstance_T*, FVulkanDevice&, void*, EPixelFormat&, unsigned int, unsigned int, unsigned int*, TArray<VkImage_T*, TSizedDefaultAllocator<32> >&, signed char, FVulkanSwapChainRecreateInfo*) [/home/dan/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanSwapChain.cpp:463]
                  libUE4Editor-VulkanRHI.so!FVulkanViewport::CreateSwapchain(FVulkanSwapChainRecreateInfo*) [/home/dan/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanViewport.cpp:608]
                  libUE4Editor-VulkanRHI.so!FVulkanViewport::FVulkanViewport(FVulkanDynamicRHI*, FVulkanDevice*, void*, unsigned int, unsigned int, bool, EPixelFormat) [/home/dan/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanViewport.cpp:146]
                  libUE4Editor-VulkanRHI.so!FVulkanDynamicRHI::RHICreateViewport(void*, unsigned int, unsigned int, bool, EPixelFormat) [/home/dan/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanViewport.cpp:963]
                  libUE4Editor-SlateRHIRenderer.so!FSlateRHIRenderer::CreateViewport(TSharedRef<SWindow, (ESPMode)0>) [/home/dan/UnrealEngine/Engine/Source/Runtime/SlateRHIRenderer/Private/SlateRHIRenderer.cpp:333]
                  libUE4Editor-SlateCore.so!SWindow::ShowWindow() [/home/dan/UnrealEngine/Engine/Source/Runtime/SlateCore/Private/Widgets/SWindow.cpp:1387]
                  libUE4Editor-Slate.so!FSlateApplication::AddWindowAsNativeChild(TSharedRef<SWindow, (ESPMode)0>, TSharedRef<SWindow, (ESPMode)0>, bool) [/home/dan/UnrealEngine/Engine/Source/Runtime/Slate/Private/Framework/Application/SlateApplication.cpp:1949]
                  libUE4Editor-Slate.so!FTabManager::RestoreArea_Helper(TSharedRef<FTabManager::FLayoutNode, (ESPMode)0> const&, TSharedPtr<SWindow, (ESPMode)0> const&, bool, EOutputCanBeNullptr) [/home/dan/UnrealEngine/Engine/Source/Runtime/Slate/Private/Framework/Docking/TabManager.cpp:1474]
                  libUE4Editor-Slate.so!FTabManager::RestoreArea(TSharedRef<FTabManager::FArea, (ESPMode)0> const&, TSharedPtr<SWindow, (ESPMode)0> const&, bool, EOutputCanBeNullptr) [/home/dan/UnrealEngine/Engine/Source/Runtime/Slate/Private/Framework/Docking/TabManager.cpp:1339]
                  libUE4Editor-Slate.so!FTabManager::FindPotentiallyClosedTab(FTabId const&) [/home/dan/UnrealEngine/Engine/Source/Runtime/Slate/Private/Framework/Docking/TabManager.cpp:1255]
                  libUE4Editor-Slate.so!FTabManager::OpenUnmanagedTab(FName, FTabManager::FSearchPreference const&, TSharedRef<SDockTab, (ESPMode)0> const&) [/home/dan/UnrealEngine/Engine/Source/Runtime/Slate/Private/Framework/Docking/TabManager.cpp:1307]
                  libUE4Editor-Slate.so!FGlobalTabmanager::OpenUnmanagedTab(FName, FTabManager::FSearchPreference const&, TSharedRef<SDockTab, (ESPMode)0> const&) [/home/dan/UnrealEngine/Engine/Source/Runtime/Slate/Private/Framework/Docking/TabManager.cpp:2437]
                  libUE4Editor-Slate.so!FTabManager::InsertDocumentTab(FName, FTabManager::FSearchPreference const&, TSharedRef<SDockTab, (ESPMode)0> const&, bool) [/home/dan/UnrealEngine/Engine/Source/Runtime/Slate/Private/Framework/Docking/TabManager.cpp:1287]
                  libUE4Editor-UnrealEd.so!FAssetEditorToolkit::InitAssetEditor(EToolkitMode::Type, TSharedPtr<IToolkitHost, (ESPMode)0> const&, FName, TSharedRef<FTabManager::FLayout, (ESPMode)0> const&, bool, bool, TArray<UObject*, TSizedDefaultAllocator<32> > const&, bool, bool) [/home/dan/UnrealEngine/Engine/Source/Editor/UnrealEd/Private/Toolkits/AssetEditorToolkit.cpp:172]
                  libUE4Editor-Kismet.so!FBlueprintEditor::InitBlueprintEditor(EToolkitMode::Type, TSharedPtr<IToolkitHost, (ESPMode)0> const&, TArray<UBlueprint*, TSizedDefaultAllocator<32> > const&, bool) [/home/dan/UnrealEngine/Engine/Source/Editor/Kismet/Private/BlueprintEditor.cpp:1845]
                  libUE4Editor-Kismet.so!FBlueprintEditorModule::CreateBlueprintEditor(EToolkitMode::Type, TSharedPtr<IToolkitHost, (ESPMode)0> const&, UBlueprint*, bool) [/home/dan/UnrealEngine/Engine/Source/Editor/Kismet/Private/BlueprintEditorModule.cpp:265]
                  libUE4Editor-AssetTools.so!FAssetTypeActions_Blueprint::OpenAssetEditor(TArray<UObject*, TSizedDefaultAllocator<32> > const&, TSharedPtr<IToolkitHost, (ESPMode)0>) [/home/dan/UnrealEngine/Engine/Source/Developer/AssetTools/Private/AssetTypeActions/AssetTypeActions_Blueprint.cpp:93]
                  libUE4Editor-UnrealEd.so!UAssetEditorSubsystem::OpenEditorForAsset(UObject*, EToolkitMode::Type, TSharedPtr<IToolkitHost, (ESPMode)0>, bool) [/home/dan/UnrealEngine/Engine/Source/Editor/UnrealEd/Private/Subsystems/AssetEditorSubsystem.cpp:339]
                  libUE4Editor-UnrealEd.so!UEditorEngine::EditObject(UObject*) [/home/dan/UnrealEngine/Engine/Source/Editor/UnrealEd/Private/EditorEngine.cpp:3143]
                  libUE4Editor-UnrealEd.so!FEditorClassUtils::GetSourceLinkFormatted(UClass const*, TWeakObjectPtr<UObject, FWeakObjectPtr>, FText const&, FText const&)::Local::OnEditBlueprintClicked(TWeakObjectPtr<UBlueprint, FWeakObjectPtr>, TWeakObjectPtr<UObject, FWeakObjectPtr>) [/home/dan/UnrealEngine/Engine/Source/Editor/UnrealEd/Private/EditorClassUtils.cpp:108]
                  libUE4Editor-UnrealEd.so!TBaseStaticDelegateInstance<void (), TWeakObjectPtr<UBlueprint, FWeakObjectPtr>, TWeakObjectPtr<UObject, FWeakObjectPtr> >::ExecuteIfSafe() const [/home/dan/UnrealEngine/Engine/Source/Runtime/Core/Public/Delegates/DelegateInstancesImpl.h:852]
                  libUE4Editor-UnrealEd.so!SHyperlink::Hyperlink_OnClicked() [/home/dan/UnrealEngine/Engine/Source/Runtime/Slate/Public/Widgets/Input/SHyperlink.h:99]
                  libUE4Editor-UnrealEd.so!TBaseSPMethodDelegateInstance<false, SHyperlink, (ESPMode)0, FReply ()>::Execute() const [/home/dan/UnrealEngine/Engine/Source/Runtime/Core/Public/Delegates/DelegateInstancesImpl.h:293]
                  libUE4Editor-Slate.so!SButton::ExecuteOnClick() [/home/dan/UnrealEngine/Engine/Source/Runtime/Slate/Private/Widgets/Input/SButton.cpp:385]
                  libUE4Editor-Slate.so!SButton::OnMouseButtonUp(FGeometry const&, FPointerEvent const&) [/home/dan/UnrealEngine/Engine/Source/Runtime/Slate/Private/Widgets/Input/SButton.cpp:304]
                  libUE4Editor-Slate.so!FSlateApplication::RoutePointerUpEvent(FWidgetPath const&, FPointerEvent const&) [/home/dan/UnrealEngine/Engine/Source/Runtime/Slate/Private/Framework/Application/SlateApplication.cpp:4618]
                  libUE4Editor-Slate.so!FSlateApplication::ProcessMouseButtonUpEvent(FPointerEvent const&) [/home/dan/UnrealEngine/Engine/Source/Runtime/Slate/Private/Framework/Application/SlateApplication.cpp:5140]
                  libUE4Editor-Slate.so!FSlateApplication::OnMouseUp(EMouseButtons::Type, FVector2D) [/home/dan/UnrealEngine/Engine/Source/Runtime/Slate/Private/Framework/Application/SlateApplication.cpp:5108]
                  libUE4Editor-ApplicationCore.so!FLinuxApplication::ProcessDeferredMessage(SDL_Event) [/home/dan/UnrealEngine/Engine/Source/Runtime/ApplicationCore/Private/Linux/LinuxApplication.cpp:358]
                  libUE4Editor-ApplicationCore.so!FLinuxPlatformApplicationMisc::PumpMessages(bool) [/home/dan/UnrealEngine/Engine/Source/Runtime/ApplicationCore/Private/Linux/LinuxPlatformApplicationMisc.cpp:415]
                  UE4Editor!FEngineLoop::Tick() [/home/dan/UnrealEngine/Engine/Source/Runtime/Launch/Private/LaunchEngineLoop.cpp:4397]
                  UE4Editor!GuardedMain(char16_t const*) [/home/dan/UnrealEngine/Engine/Source/Runtime/Launch/Private/Launch.cpp:175]
                  libUE4Editor-UnixCommonStartup.so!CommonUnixMain(int, char**, int (*)(char16_t const*), void (*)()) [/home/dan/UnrealEngine/Engine/Source/Runtime/Unix/UnixCommonStartup/Private/UnixCommonStartup.cpp:264]
                  libc.so.6!__libc_start_main(+0xef)
                  UE4Editor!_start()

                  Comment


                    #39
                    Originally posted by S I G View Post

                    I already have. I've tested several Nvidia drivers available in Ubuntu, with the same result. First of all, the UE4 editor doesn't open because it can't find Vulkan, so I have to install vulkan-utils/libvulkan1 manually from the cli - shouldn't this come with the Nvidia driver? After Vulkan is installed, when I open the UE4 Editor, it either crashes at startup, or soon after, depending on the project.
                    have to tried installing vulkan from source? Had some problems earlier when distro provided vulkan packages were used

                    Comment


                      #40
                      Originally posted by Ming Ning View Post

                      have to tried installing vulkan from source? Had some problems earlier when distro provided vulkan packages were used
                      I haven't, but why is it necessary to install Vulkan at all? It should be installed with the Nvidia driver: https://developer.nvidia.com/vulkan-driver
                      Last edited by S I G; 03-28-2020, 09:48 AM.

                      Comment


                        #41
                        Originally posted by S I G View Post

                        I haven't, but why is it necessary to install Vulkan at all? It should be installed with the Nvidia driver: https://developer.nvidia.com/vulkan-driver
                        Short answer is not necessary as it is bundled with Unreal Engine source, but recommended.

                        If I am not mistaken you need to have vulkan sdk installed to develop with vulkan in unreal. If using binary version of unreal engine (windows,epic launcher version) vulkan sdk has to downloaded from https://www.lunarg.com/vulkan-sdk/ or from git source and installed. On linux when Unreal source is downloaded some third party sdk are dowloaded and vulkan sdk is one of them. So when compiling the engine if there is no vulkan sdk installed the bundled vulkan sdk is also compiled in with engine. But my experience was that ue4 is more stable if vulkan is compiled and installed seperately. Till UE4.23 the lunarg prebuild sdk was sufficient, but starting from 4.24 the compiler issues warning if lunarg sdk bundle is used.

                        Comment


                          #42
                          Originally posted by Ming Ning View Post

                          So when compiling the engine if there is no vulkan sdk installed the bundled vulkan sdk is also compiled in with engine. But my experience was that ue4 is more stable if vulkan is compiled and installed seperately.
                          Then does Vulkan SDK have to be installed on the system when building UE4? It sounds like installing it after could introduce conflicts with UE4's bundled version.

                          Comment

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