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.