Dear Answer Hub,
I am making a game with UE5 on Arch Linux, though I had the same issue on Master branch when it was 4.26. The issue is, it constantly crashes. I tried switching from Vulcan_sm5 to Vulkan_sm4, which makes it go from crashing at launch to crashing after 30is min to a few hours depending on how long ago I restarted my computer. I was wondering if there is a patch or setting I should look into to fix this.
I am using an RTX 3070 with the latest Nvidia proprietary drivers, and have 16GB of ram and a Ryzen 5 2600.
Thank you
Here is the call stack:
`Fatal error: [File:/home/mcp613/Documents/GitHub/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanUtil.cpp] [Line: 904] VulkanRHI::vkQueueSubmit(Queue, 1, &SubmitInfo, Fence->GetHandle()) failed, VkResult=-4 at /home/mcp613/Documents/GitHub/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanQueue.cpp:71 with error VK_ERROR_DEVICE_LOST << callstack too long >>
libUnrealEditor-VulkanRHI.so!VulkanRHI::VerifyVulkanResult(VkResult, char const*, char const*, unsigned int) [/home/mcp613/Documents/GitHub/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanUtil.cpp:903]
libUnrealEditor-VulkanRHI.so!FVulkanQueue::Submit(FVulkanCmdBuffer*, unsigned int, VkSemaphore_T**) [/home/mcp613/Documents/GitHub/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanQueue.cpp:71]
libUnrealEditor-VulkanRHI.so!FVulkanCommandBufferManager::SubmitActiveCmdBufferFromPresent(VulkanRHI::FSemaphore*) [/home/mcp613/Documents/GitHub/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanCommandBuffer.cpp:650]
libUnrealEditor-VulkanRHI.so!FVulkanViewport::Present(FVulkanCommandListContext*, FVulkanCmdBuffer*, FVulkanQueue*, FVulkanQueue*, bool) [/home/mcp613/Documents/GitHub/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanViewport.cpp:865]
libUnrealEditor-VulkanRHI.so!FVulkanCommandListContext::RHIEndDrawingViewport(FRHIViewport*, bool, bool) [/home/mcp613/Documents/GitHub/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanRHI.cpp:901]
libUnrealEditor-RHI.so!FRHICommand::ExecuteAndDestruct(FRHICommandListBase&, FRHICommandListDebugContext&) [/home/mcp613/Documents/GitHub/UnrealEngine/Engine/Source/Runtime/RHI/Public/RHICommandList.h:745]
libUnrealEditor-RHI.so!FRHICommandListExecutor::ExecuteInner_DoExecute(FRHICommandListBase&) [/home/mcp613/Documents/GitHub/UnrealEngine/Engine/Source/Runtime/RHI/Private/RHICommandList.cpp:373]
libUnrealEditor-RHI.so!FExecuteRHIThreadTask::DoTask(ENamedThreads::Type, TRefCountPtr const&) [/home/mcp613/Documents/GitHub/UnrealEngine/Engine/Source/Runtime/RHI/Private/RHICommandList.cpp:429]
libUnrealEditor-RHI.so!TGraphTask::ExecuteTask(TArray >&, ENamedThreads::Type, bool) [/home/mcp613/Documents/GitHub/UnrealEngine/Engine/Source/Runtime/Core/Public/Async/TaskGraphInterfaces.h:960]
libUnrealEditor-Core.so!FNamedTaskThread::ProcessTasksNamedThread(int, bool) [/home/mcp613/Documents/GitHub/UnrealEngine/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp:730]
libUnrealEditor-Core.so!FNamedTaskThread::ProcessTasksUntilQuit(int) [/home/mcp613/Documents/GitHub/UnrealEngine/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp:621]
libUnrealEditor-Core.so!FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type) [/home/mcp613/Documents/GitHub/UnrealEngine/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp:1992]
libUnrealEditor-RenderCore.so!FRHIThread::Run() [/home/mcp613/Documents/GitHub/UnrealEngine/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp:320]
libUnrealEditor-Core.so!FRunnableThreadPThread::Run() [/home/mcp613/Documents/GitHub/UnrealEngine/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.cpp:25]
libUnrealEditor-Core.so!FRunnableThreadPThread::_ThreadProc(void*) [/home/mcp613/Documents/GitHub/UnrealEngine/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.h:185]
libpthread.so.0!UnknownFunction(0x9258)
libc.so.6!clone(+0x42)`