Announcement

Collapse
No announcement yet.

UE4Editor constantly crashes and freezes using Linux

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    #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


                            #43
                            Originally posted by S I G View Post

                            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.
                            Yes, Vulkan SDK has to be installed before compiling engine. Any update by os/user will (so far) lead to crash or refusal to start. If vulkan is updated, then the engine has to be recompiled. For me the only way to have engine stable enough (full-time wk) on Linux was going this route.

                            In future epic may update engine to use only bundled vulkan by default like all the other bundled SDKs (hope not!).

                            Comment


                              #44
                              [UE4_InstallPath]/Engine/Config/BaseEngine.ini

                              In this configuration file

                              Comment out

                              +TargetedRHIs=SF_VULKAN_SM5

                              add a semicolon ";" at the beginning of the line.

                              and then

                              Remove the semicolon ";" from the beginning of the line

                              ; +TargetedRHIs=GLSL_430

                              and uncomment it.

                              There is no need to pass the

                              -opengl4

                              option to the

                              [UE4_InstallPath]/Engine/Binaries/Linux/UE4Editor

                              command line.

                              message

                              Warning: OpenGL is deprecated, please use Vulkan.

                              Click "Ok".

                              This way you can avoid freezing and crashing Unreal Engine 4 for Linux.

                              $ vulkaninfo | grep apiVersion
                              apiVersion = 0x401066 (1.1.102)

                              My GPU supports Vulkan 1.1.102
                              This is a bug in Unreal Engine 4 for Linux.
                              Even if it's deprecated,
                              EPIC GAMES should default to
                              +TargetedRHIs=GLSL_430
                              during freeze and crashed versions of Unreal Engine 4 for Linux.


                              Japanese translation
                              日本語訳

                              [UE4_InstallPath]/Engine/Config/BaseEngine.ini

                              この設定ファイルの

                              +TargetedRHIs=SF_VULKAN_SM5

                              の行の行頭にセミコロン「;」を付けてコメントアウトします。

                              そしてそれから

                              ; +TargetedRHIs=GLSL_430

                              の行の行頭からセミコロン「;」を外しコメントアウトを解除します。

                              [UE4_InstallPath]/Engine/Binaries/Linux/UE4Editor

                              のコマンドラインに

                              -opengl4

                              のオプションを渡す必用はありません。

                              メッセージ

                              Warning: OpenGL is deprecated, please use Vulkan.

                              「Ok」をクリックする。

                              この方法でLinux版Unreal Engine 4のフリーズとクラッシュを回避できます。

                              $ vulkaninfo | grep apiVersion
                              apiVersion = 0x401066 (1.1.102)

                              私のGPUはVulkan 1.1.102をサポートしています。
                              これはLinux版Unreal Engine 4のバグです。
                              deprecated(非推奨)だとしても
                              EPIC GAMESさんはフリーズとクラッシュしている間のバージョンのLinux版Unreal Engine 4につきましては
                              +TargetedRHIs=GLSL_430
                              をデフォルトにすべきです。
                              Last edited by junshiozawa; 04-30-2020, 06:04 PM.

                              Comment


                                #45
                                Originally posted by junshiozawa View Post
                                ...
                                Thanks. I tried this and it worked, though on my PC, it took UE4 Editor about 30 minutes to compile the shaders, for some reason.

                                Comment

                                Working...
                                X