Summary
Unable to use Fab from within UE 5.6
What type of bug are you experiencing?
Plugins
URL where the bug was encountered
Steps to Reproduce
- Open Unreal Engine
- Click Fab
(also seems to apply to MH Creator)
Expected Result
I would see Fab within UE
Observed Result
Error in screen shot and below
From command line output:
[2025.06.11-16.00.22:098][820]LogFab: Display: Logging in using persist
[2025.06.11-16.00.22:098][820]LogEOSSDK: Warning: LogEOSAuth: No existing persistent auth credentials were found for automatic login.
[2025.06.11-16.00.22:114][820]LogFab: Error: Login failed - error code: EOS_InvalidAuth
[2025.06.11-16.00.22:114][820]LogFab: Display: Logging in using exchange code
[2025.06.11-16.00.22:114][820]LogFab: Display: Reading exchange code from commandline
[2025.06.11-16.00.22:114][820]LogEOSSDK: Error: LogEOSAuth: Invalid parameter EOS_Auth_Credentials.Token reason: must not be null or empty
[2025.06.11-16.00.22:136][821]LogFab: Error: Login failed - error code: EOS_InvalidParameters
[2025.06.11-16.00.22:098][820]LogFab: Display: Logging in using persist
[2025.06.11-16.00.22:098][820]LogEOSSDK: Warning: LogEOSAuth: No existing persistent auth credentials were found for automatic login.
[2025.06.11-16.00.22:114][820]LogFab: Error: Login failed - error code: EOS_InvalidAuth
[2025.06.11-16.00.22:114][820]LogFab: Display: Logging in using exchange code
[2025.06.11-16.00.22:114][820]LogFab: Display: Reading exchange code from commandline
[2025.06.11-16.00.22:114][820]LogEOSSDK: Error: LogEOSAuth: Invalid parameter EOS_Auth_Credentials.Token reason: must not be null or empty
[2025.06.11-16.00.22:136][821]LogFab: Error: Login failed - error code: EOS_InvalidParameters
Platform
UE 5.6
Operating System
Linux, Arch, Brave
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I have the same outcome (ERR_NAME_NOT_RESOLVED when trying to open Fab window in-editor) with slightly different log entries.
LogFab: Display: Logging in using persist
LogWebBrowser: Loaded CEF3 version 128.4.13.3057 from
LogCEFBrowser: CEF GPU acceleration enabled
LogEOSSDK: LogEOSAuth: UpdateUserAuthToken: User ClientId: <deleted_by_me> AccountId: <deleted_by_me> Access[Expires: 2025.06.14-20.47.04 Remaining: 7200.36] Refresh[Expires: 2025-12-11T18:30:35.037Z Remaining: 15551011.04] State: Valid
LogEOSSDK: LogEOSAuth: UserAuthGenerated: Received FUserAuthToken
LogEOSSDK: LogEOSAuth: UserAuthGenerated: Login complete: EOS_Success
LogFab: Display: User logged in
LogFab: Display: User client id: [deleted_by_me]
LogEOSSDK: Warning: LogEOS: Error response received from backend. ServiceName=[Friend], OperationName=[GetBlockList], Url=[], HttpStatus=[403], ErrorCode=[errors.com.epicgames.common.insufficient_scopes], NumericErrorCode=[1056], ErrorMessage=[Insufficient access scopes. Expected: [friends_list]], CorrId=<deleted_by_me>
UE version: 5.6, downloaded from https://www.unrealengine.com/en-US/linux
Fab plugin was downloaded from the same location.
Linux: CachyOS current.
Thank you.
1 Like
I compiled from GH so it is universal
I’ve delved a little deeper. It doesn’t appear to be a permissions issue or at least nothing from Engine/Binaries/Linux/EpicWebHelper
Running a packet capture just says the connection is happening. Still the same result.
I have confirmed it is the same thing when you go into Quixel and try to login.
Really wish I could use UE.
Unreal Tech - Anything here? I have done everything I can do on my end.
This was a tough one–quite the rabbit hole. I wish I understood the cause better, but I did find a workaround, eventually.
The error was occurring in both Fab and Bridge for me. It presented on my system in the same way. I tried both binary and compiled builds, as well as a main branch build. When the editor was run from my IDE, I got the additional error: ERROR:libc_interceptor.cc(109)] Cannot find getaddrinfo with dlsym. After some digging, I found that this file is housed in the CEF file libcef.so.
The workaround is incredibly simple: change line 16 of Engine/Source/ThirdParty/CEF3/CEF3.build.cs to bool bUseExperimentalVersion = false;
This will revert the used CEF version to the other installed CEF with UE, flag/commit number 4577, which works in my case. I believe this requires a compile of the engine, so this will only work in the case that you’re building from source.
It’s odd that using an older CEF worked. I suspected I would need a newer one, as my system stays rather up to date–perhaps an odd forward incompatibility issue related to glibc or something. Here is some system info perhaps relevant to this at the time of finding the workaround:
OS: Void Linux (rolling release, glibc, XFCE)
Kernel: 6.12.33_1
Architecture: x86_64
glibc Version: 2.41
UE5 Branch: ue5-main
I think a recompile/update of the used CEF may be needed for a full fix–I found that within UE, there is a whole CEF compiling script/environment: Engine/Source/ThirdParty/CEF3/Build. Over the past week, I explored compiling CEF and had poor results, however. I’ll spare you the gory details.
4 Likes
Thanks for the workaround.
I’ve got UE 5.6 from the downloaded binary and (in a different directory tree) a full source build from GitHub.
I’ve built plugins locally for the prebuilt UE installation, but is there a way to use my source build to update just that one .so file in the binary engine installation?
Incidentally, when I was researching this problem during the UE 5.6 preview period, I found that there are multiple discussions online about that CEF3 interaction with libc. It was such a mess that I eventually just filed a bug report to Epic and disabled the plugin here. For that reason, I really appreciate that you found a workaround.