Cant Open UE5 Project Anymore on Linux Mint

I played around with UE5 when it was in early release. I was able to create and open projects without issue. I havent touched it now for a month or 2, but now in release I can no longer open projects I just created. During that time there was an update for a new major version of Mint so there could have been something in that update that is causing my issue. Or it also could have been a change in the engine code. Opening the engine and creating a project work fine. Once its created it crashes while opening it.

Fatal error: [File:./Runtime/VulkanRHI/Private/VulkanMemory.cpp] [Line: 2123] Out of memory on Vulkan; MemoryTypeIndex=7, AllocSize=128.000MB << callstack too long >>

libUnrealEditor-VulkanRHI.so!VulkanRHI::FVulkanResourceHeap::AllocateResource(VulkanRHI::FVulkanAllocation&, FVulkanEvictable*, VulkanRHI::EType, unsigned int, unsigned int, bool, bool, VulkanRHI::EVulkanAllocationMetaType, bool, char const*, unsigned int) [/home/jason/Unreal/UnrealEngine/Engine/Source/./Runtime/VulkanRHI/Private/VulkanMemory.cpp:2123]
libUnrealEditor-VulkanRHI.so!VulkanRHI::FMemoryManager::AllocateBufferMemory(VulkanRHI::FVulkanAllocation&, FVulkanEvictable*, VkMemoryRequirements const&, unsigned int, VulkanRHI::EVulkanAllocationMetaType, bool, char const*, unsigned int) [/home/jason/Unreal/UnrealEngine/Engine/Source/./Runtime/VulkanRHI/Private/VulkanMemory.cpp:3065]
libUnrealEditor-VulkanRHI.so!FVulkanTransientHeap::FVulkanTransientHeap(FRHITransientHeap::FInitializer const&, FVulkanDevice*) [/home/jason/Unreal/UnrealEngine/Engine/Source/./Runtime/VulkanRHI/Private/VulkanTransientResourceAllocator.cpp:45]
libUnrealEditor-VulkanRHI.so!FVulkanTransientHeapCache::CreateHeap(FRHITransientHeap::FInitializer const&) [/home/jason/Unreal/UnrealEngine/Engine/Source/./Runtime/VulkanRHI/Private/VulkanTransientResourceAllocator.cpp:100]
libUnrealEditor-RHICore.so!FRHITransientHeapCache::Acquire(unsigned long long, ERHITransientHeapFlags) [/home/jason/Unreal/UnrealEngine/Engine/Source/./Runtime/RHICore/Private/RHICoreTransientResourceAllocator.cpp:634]
libUnrealEditor-RHICore.so!FRHITransientResourceHeapAllocator::CreateBufferInternal(FRHIBufferCreateInfo const&, char16_t const*, unsigned int, unsigned int, unsigned int, TFunction<FRHITransientBuffer* (FRHITransientHeap::FResourceInitializer const&)>) [/home/jason/Unreal/UnrealEngine/Engine/Source/./Runtime/RHICore/Private/RHICoreTransientResourceAllocator.cpp:775]
libUnrealEditor-VulkanRHI.so!FVulkanTransientResourceAllocator::CreateBuffer(FRHIBufferCreateInfo const&, char16_t const*, unsigned int) [/home/jason/Unreal/UnrealEngine/Engine/Source/./Runtime/VulkanRHI/Private/VulkanTransientResourceAllocator.cpp:140]
libUnrealEditor-RenderCore.so!FRDGBuilder::BeginResourceRHI(TRDGHandle<FRDGPass, unsigned short>, FRDGBuffer*) [/home/jason/Unreal/UnrealEngine/Engine/Source/./Runtime/RenderCore/Private/RenderGraphBuilder.cpp:3093]
libUnrealEditor-RenderCore.so!FRDGBuilder::BeginResourcesRHI(FRDGPass*, TRDGHandle<FRDGPass, unsigned short>) [/home/jason/Unreal/UnrealEngine/Engine/Source/./Runtime/RenderCore/Private/RenderGraphBuilder.cpp:2488]
libUnrealEditor-RenderCore.so!FRDGBuilder::Execute() [/home/jason/Unreal/UnrealEngine/Engine/Source/./Runtime/RenderCore/Private/RenderGraphBuilder.cpp:1499]
libUnrealEditor-Renderer.so!RenderViewFamily_RenderThread(FRHICommandListImmediate&, FSceneRenderer*) [/home/jason/Unreal/UnrealEngine/Engine/Source/./Runtime/Renderer/Private/SceneRendering.cpp:4087]
libUnrealEditor-Renderer.so!FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::$_57::operator()(FRHICommandListImmediate&) const [/home/jason/Unreal/UnrealEngine/Engine/Source/./Runtime/Renderer/Private/SceneRendering.cpp:4337]
libUnrealEditor-Renderer.so!TEnqueueUniqueRenderCommandType<FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::FDrawSceneCommandName, FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::$_57>::DoTask(ENamedThreads::Type, TRefCountPtr<FGraphEvent> const&) [/home/jason/Unreal/UnrealEngine/Engine/Source/Runtime/RenderCore/Public/RenderingThread.h:193]
libUnrealEditor-Renderer.so!TGraphTask<TEnqueueUniqueRenderCommandType<FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::FDrawSceneCommandName, FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::$_57> >::ExecuteTask(TArray<FBaseGraphTask*, TSizedDefaultAllocator<32> >&, ENamedThreads::Type, bool) [/home/jason/Unreal/UnrealEngine/Engine/Source/Runtime/Core/Public/Async/TaskGraphInterfaces.h:975]
libUnrealEditor-Core.so!FNamedTaskThread::ProcessTasksNamedThread(int, bool) [/home/jason/Unreal/UnrealEngine/Engine/Source/./Runtime/Core/Private/Async/TaskGraph.cpp:753]
libUnrealEditor-Core.so!FNamedTaskThread::ProcessTasksUntilQuit(int) [/home/jason/Unreal/UnrealEngine/Engine/Source/./Runtime/Core/Private/Async/TaskGraph.cpp:641]
libUnrealEditor-Core.so!FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type) [/home/jason/Unreal/UnrealEngine/Engine/Source/./Runtime/Core/Private/Async/TaskGraph.cpp:2114]
libUnrealEditor-RenderCore.so!RenderingThreadMain(FEvent*) [/home/jason/Unreal/UnrealEngine/Engine/Source/./Runtime/RenderCore/Private/RenderingThread.cpp:380]
libUnrealEditor-RenderCore.so!FRenderingThread::Run() [/home/jason/Unreal/UnrealEngine/Engine/Source/./Runtime/RenderCore/Private/RenderingThread.cpp:544]
libUnrealEditor-Core.so!FRunnableThreadPThread::Run() [/home/jason/Unreal/UnrealEngine/Engine/Source/./Runtime/Core/Private/HAL/PThreadRunnableThread.cpp:25]
libUnrealEditor-Core.so!FRunnableThreadPThread::_ThreadProc(void*) [/home/jason/Unreal/UnrealEngine/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.h:185]
libpthread.so.0!UnknownFunction(0x8608)
libc.so.6!clone(+0x42)
1 Like

Try a fresh install, since users report issues upgrading UE5EA to UE5.

1 Like

I am currently using the release branch to build. I did try updating to 5.0.1 and I still have this issue. I deleted the code base in that time as well so it was a fresh install when I came back after it was released. I will try wiping it out however and trying from scratch again.

1 Like