An unreal process has crashed: UE-First when opening project

Initially, when loading a project, UE5 works fine, however once the editor loads to 86%, it sends an error message:

Caught signal 11 Segmentation fault

libvulkan_radeon.so!UnknownFunction(0xf3280)
libvulkan_radeon.so!UnknownFunction(0xf4ad0)
libvulkan_radeon.so!UnknownFunction(0x108c79)
libvulkan_radeon.so!UnknownFunction(0x10eedc)
libvulkan_radeon.so!UnknownFunction(0x10f025)
libUnrealEditor-VulkanRHI.so!FVulkanPipelineStateCacheManager::CreateComputePipelineFromShader(TVulkanBaseShader<FRHIComputeShader, (EShaderFrequency)5>*) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/VulkanRHI/Private/VulkanPipeline.cpp:2328]
libUnrealEditor-VulkanRHI.so!FVulkanPipelineStateCacheManager::GetOrCreateComputePipeline(TVulkanBaseShader<FRHIComputeShader, (EShaderFrequency)5>*) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/VulkanRHI/Private/VulkanPipeline.cpp:2257]
libUnrealEditor-VulkanRHI.so!FVulkanDynamicRHI::RHICreateComputePipelineState(FRHIComputeShader*) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/VulkanRHI/Private/VulkanPipeline.cpp:2227]
libUnrealEditor-RHI.so!PipelineStateCache::GetAndOrCreateComputePipelineState(FRHIComputeCommandList&, FRHIComputeShader*, bool) [/mnt/horde/++UE5/Sync/Engine/Source/Runtime/RHI/Public/DynamicRHI.h:1138]
libUnrealEditor-RHI.so!SetComputePipelineState(FRHIComputeCommandList&, FRHIComputeShader*) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/RHI/Private/PipelineStateCache.cpp:1206]
libUnrealEditor-VulkanRHI.so!void ClearUAVShader_T<(EClearReplacementResourceType)0, (EClearReplacementValueType)1, 4u, false>(FRHIComputeCommandList&, FRHIUnorderedAccessView*, unsigned int, unsigned int, unsigned int, TClearReplacementTypeSelector<(EClearReplacementValueType)1>::Type const (&) [4u]) [/mnt/horde/++UE5/Sync/Engine/Source/Runtime/RenderCore/Public/ClearReplacementShaders.h:397]
libUnrealEditor-VulkanRHI.so!FVulkanUnorderedAccessView::Clear(TRHICommandList_RecursiveHazardous<FVulkanCommandListContext>&, void const*, bool) [/mnt/horde/++UE5/Sync/Engine/Source/Runtime/RenderCore/Public/ClearReplacementShaders.h:446]
libUnrealEditor-VulkanRHI.so!FVulkanCommandListContext::RHIClearUAVUint(FRHIUnorderedAccessView*, UE::Math::TIntVector4<unsigned int> const&) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/VulkanRHI/Private/VulkanUAV.cpp:669]
libUnrealEditor-Engine.so!FRHICommand<FRHICommandClearUAVUint, FRHICommandClearUAVUintString2139>::ExecuteAndDestruct(FRHICommandListBase&) [/mnt/horde/++UE5/Sync/Engine/Source/Runtime/RHI/Public/RHICommandList.h:1471]
libUnrealEditor-RHI.so!FRHICommandListBase::Execute() [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/RHI/Private/RHICommandList.cpp:429]
libUnrealEditor-RHI.so!FRHICommandListExecutor::FTranslateState::Translate(FRHICommandListBase*) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/RHI/Private/RHICommandList.cpp:902]
libUnrealEditor-RHI.so!UE::Core::Private::Function::TFunctionRefCaller<FRHICommandListExecutor::FSubmitState::Dispatch(FRHICommandListBase*)::$_0, void>::Call(void*) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/RHI/Private/RHICommandList.cpp:871]
libUnrealEditor-RHI.so!FRHICommandListExecutor::FTaskPipe::Execute(FRHICommandListExecutor::FTaskPipe::FTask*, TRefCountPtr<FBaseGraphTask> const&) const [/mnt/horde/++UE5/Sync/Engine/Source/Runtime/Core/Public/Templates/Function.h:470]
libUnrealEditor-Core.so!TGraphTask<TFunctionGraphTaskImpl<void (ENamedThreads::Type, TRefCountPtr<FBaseGraphTask> const&), (ESubsequentsMode::Type)0> >::ExecuteTask() [/mnt/horde/++UE5/Sync/Engine/Source/Runtime/Core/Public/Templates/Function.h:470]
libUnrealEditor-Core.so!UE::Tasks::Private::FTaskBase::TryExecuteTask() [/mnt/horde/++UE5/Sync/Engine/Source/Runtime/Core/Public/Tasks/TaskPrivate.h:504]
libUnrealEditor-Core.so!FNamedTaskThread::ProcessTasksNamedThread(int, bool) [/mnt/horde/++UE5/Sync/Engine/Source/Runtime/Core/Public/Async/TaskGraphInterfaces.h:482]
libUnrealEditor-Core.so!FNamedTaskThread::ProcessTasksUntilQuit(int) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/Core/Private/Async/TaskGraph.cpp:667]
libUnrealEditor-RenderCore.so!FRHIThread::Run() [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/RenderCore/Private/RenderingThread.cpp:269]
libUnrealEditor-Core.so!FRunnableThreadPThread::Run() [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/Core/Private/HAL/PThreadRunnableThread.cpp:25]
libUnrealEditor-Core.so!FRunnableThreadPThread::_ThreadProc(void*) [/mnt/horde/++UE5/Sync/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.h:187]
libc.so.6!UnknownFunction(0x891c3)
libc.so.6!UnknownFunction(0x10985b)

Previously, I used UE5 perfectly fine on Windows 10, however this changed since migrating to Linux.

I am using Debian 12 64-bit, with an RX 580.

Ah, I see your problem.
You are using unreal engine (it doesnt work).
Have you looked into the other engines like godot, unity, source 2 etc?
What I have found most people use unreal engine for is level prototyping.
You might be able to get it to run long enough to protype a level before you recreate it with another engine.
Its nice to look at the nanite and lumen etc but dont get attached!

You will have to drop to DX11 if you want to stay in Unreal.

Edit: Oh I saw you are using a low power gpu, it might work if you are just using dx11.
Have you looked into Unity Engine?

The main reason I attempting to use Unreal Engine is due to the inbuilt C++ support. I have used Godot before, and getting C++ to work with it is a pain, and there is also a lack of much updated documentation. (The most updated I found was from version 3.5).

I have since tried Unity, however I doubt I shall be returning, mainly due to the controversy the past CEO began. (IE, implementing a fee each time your project is downloaded), which, despite the changing of the CEO, it still shows what mindset the company is in, and solely creating my games with an engine controlled by that sort of company is not something I’d like to do. Also, the C++ support is pretty awful, as is the lack of documentation.

Source 2 has virtually no documentation, so I don’t believe I’d like to be touching it anytime soon.

Have you looked into CryEngine?
I am using Unreal mostly for the nanite and lumen with the megascans support (and I really like the ethos of no fee unless you make a million).

I wish I never did, im too far in now.

If you are less than 30% in I seriously suggest moving over to another engine.

:rofl: This guy recommending moving to other engines while trolling through unreal engine forums for solutions haha

I know! Im too far in now! Dont be like me! Dont open the box!

:rofl: :rofl: :rofl: :rofl:

You are onto something though with the DX11 the issue seems to be with Vulkan. @QUEST1ABLE try switch to DX11 or DX12 when you have the editor open, if you cant get it to that stage you might be able to change it in the config files?

Actually I think DX11 & 12 are windows only because you are on linux probably wont work, you might need to debug/troubleshoot Vulkan, check drivers etc try another project?

Check your .ini file and see which shader you have enabled?

Told ya.

Dont open the box.
Dont explore the forbidden.

:rofl: totally agree, shouldnt have to touch it lol

im at the point now that I have multiple backups, version control and I’m packaging my project every few hours to make sure I dont have any errors with the changes i just made lol

Im up to 4 new drives for unreal engine. I am not joking.
Newest edition is a Fury X nvme m.2 2 tb because someone suggested it might be write speeds (because my 8 gig/s might have been slow, lol).
If someone suggested throwing chicken bones in the air and doing a dance I would try it now.
And not a single one of them works now.
Copies of copies of copies.
One will suddenly decide not to open and if you havent saved the entire project in another folder…