UE4Editor constantly crashes and freezes using Linux

Commenting out the check is not the only fix required. You also need to edit the SDL_INIT block of code to not init Joysticks.



//if (SDL_Init((SDL_INIT_EVERYTHING ^ SDL_INIT_AUDIO) | SDL_INIT_NOPARACHUTE) != 0)
if (SDL_Init(SDL_INIT_TIMER | SDL_INIT_VIDEO | SDL_INIT_EVENTS | SDL_INIT_NOPARACHUTE) != 0)


Ok i try that. thx

@thejustinwalsh You are the man! It works. :smiley: thx very much

I have issue with UE 4.24.2
<code>
[2020.02.12-04.40.25:037] 0]LogInit: Unix hardware info:
[2020.02.12-04.40.25:037] 0]LogInit: - we are the first instance of this executable
[2020.02.12-04.40.25:037] 0]LogInit: - this process’ id (pid) is 9195, parent process’ id (ppid) is 2333
[2020.02.12-04.40.25:037] 0]LogInit: - we are not running under debugger
[2020.02.12-04.40.25:037] 0]LogInit: - machine network name is ‘vmodev’
[2020.02.12-04.40.25:037] 0]LogInit: - user name is ‘vmodev’ (vmodev)
[2020.02.12-04.40.25:037] 0]LogInit: - we’re logged in locally
[2020.02.12-04.40.25:037] 0]LogInit: - we’re running with rendering
[2020.02.12-04.40.25:037] 0]LogInit: - CPU: AuthenticAMD 'AMD Ryzen 5 2600 Six-Core Processor ’ (signature: 0x800F82)
[2020.02.12-04.40.25:037] 0]LogInit: - Number of physical cores available for the process: 6
[2020.02.12-04.40.25:037] 0]LogInit: - Number of logical cores available for the process: 12
[2020.02.12-04.40.25:037] 0]LogInit: - Cache line size: 64
[2020.02.12-04.40.25:037] 0]LogInit: - Memory allocator used: binned2
[2020.02.12-04.40.25:037] 0]LogInit: - This binary is optimized with LTO: no, PGO: no, instrumented for PGO data collection: no
[2020.02.12-04.40.25:037] 0]LogInit: - This is an internal build.
[2020.02.12-04.40.25:037] 0]LogCore: Benchmarking clocks:
[2020.02.12-04.40.25:037] 0]LogCore: - CLOCK_MONOTONIC (id=1) can sustain 42313049 (42313K, 42M) calls per second without zero deltas.
[2020.02.12-04.40.25:037] 0]LogCore: - CLOCK_MONOTONIC_RAW (id=4) can sustain 42312998 (42313K, 42M) calls per second without zero deltas.
[2020.02.12-04.40.25:037] 0]LogCore: - CLOCK_MONOTONIC_COARSE (id=6) can sustain 213744592 (213745K, 214M) calls per second with 99.999879% zero deltas.
[2020.02.12-04.40.25:037] 0]LogCore: Selected clock_id 1 (CLOCK_MONOTONIC) since it is the fastest support clock without zero deltas.
[2020.02.12-04.40.25:037] 0]LogInit: Unix-specific commandline switches:
[2020.02.12-04.40.25:037] 0]LogInit: -ansimalloc - use malloc()/free() from libc (useful for tools like valgrind and electric fence)
[2020.02.12-04.40.25:037] 0]LogInit: -jemalloc - use jemalloc for all memory allocation
[2020.02.12-04.40.25:037] 0]LogInit: -binnedmalloc - use binned malloc for all memory allocation
[2020.02.12-04.40.25:037] 0]LogInit: -filemapcachesize=NUMBER - set the size for case-sensitive file mapping cache
[2020.02.12-04.40.25:037] 0]LogInit: -useksm - uses kernel same-page mapping (KSM) for mapped memory (OFF)
[2020.02.12-04.40.25:037] 0]LogInit: -ksmmergeall - marks all mmap’d memory pages suitable for KSM (OFF)
[2020.02.12-04.40.25:037] 0]LogInit: -preloadmodulesymbols - Loads the main module symbols file into memory (OFF)
[2020.02.12-04.40.25:037] 0]LogInit: -sigdfl=SIGNAL - Allows a specific signal to be set to its default handler rather then ignoring the signal
[2020.02.12-04.40.25:037] 0]LogInit: -httpproxy=ADDRESS:PORT - redirects HTTP requests to a proxy (only supported if compiled with libcurl)
[2020.02.12-04.40.25:037] 0]LogInit: -reuseconn - allow libcurl to reuse HTTP connections (only matters if compiled with libcurl)
[2020.02.12-04.40.25:037] 0]LogInit: -virtmemkb=NUMBER - sets process virtual memory (address space) limit (overrides VirtualMemoryLimitInKB value from .ini)
[2020.02.12-04.40.25:037] 0]LogInit: - Physical RAM available (not considering process quota): 16 GB (16027 MB, 16411656 KB, 16805535744 bytes)
[2020.02.12-04.40.25:037] 0]LogInit: - VirtualMemoryAllocator pools will grow at scale 1.4
[2020.02.12-04.40.25:037] 0]LogInit: - MemoryRangeDecommit() will be a no-op (re-run with -vmapoolevict to change)
[2020.02.12-04.40.25:515] 0]LogInit: Using OS detected language (en-US).
[2020.02.12-04.40.25:515] 0]LogInit: Using OS detected locale (en-US).
[2020.02.12-04.40.25:515] 0]LogTextLocalizationManager: No specific localization for ‘en-US’ exists, so the ‘en’ localization will be used.
[2020.02.12-04.40.25:695] 0]LogSlate: New Slate User Created. User Index 0, Is Virtual User: 0
[2020.02.12-04.40.25:695] 0]LogSlate: Slate User Registered. User Index 0, Is Virtual User: 0
[2020.02.12-04.40.26:627] 0]LogInit: Using SDL_WINDOW_VULKAN
: CommandLine Error: Option ‘help-list’ registered more than once!
LLVM ERROR: inconsistency in registered CommandLine options
</code>
OS
<code>
Ubuntu 18.04.4
Kernel 5.3.0-28-generic
CPU AMD Ryzen 5 2600
GPU AMD RX460
</code>
GL info
<code>
OpenGL vendor string: X.Org
OpenGL renderer string: AMD Radeon ™ RX 460 Graphics (POLARIS11, DRM 3.33.0, 5.3.0-28-generic, LLVM 9.0.1)
OpenGL core profile version string: 4.5 (Core Profile) Mesa 19.2.2
OpenGL core profile shading language version string: 4.50
OpenGL core profile context flags: (none)
OpenGL core profile profile mask: core profile
OpenGL core profile extensions:
OpenGL version string: 4.5 (Compatibility Profile) Mesa 19.2.2
OpenGL shading language version string: 4.50
OpenGL context flags: (none)
OpenGL profile mask: compatibility profile
OpenGL extensions:
OpenGL ES profile version string: OpenGL ES 3.2 Mesa 19.2.2
OpenGL ES profile shading language version string: OpenGL ES GLSL ES 3.20
</code>
Vulkan info
<code>
Vulkan Instance Version: 1.2.70
GPU0
VkPhysicalDeviceProperties:

apiVersion     = 0x40106b  (1.1.107)
driverVersion  = 79699976 (0x4c02008)
vendorID       = 0x1002
deviceID       = 0x67ef
deviceType     = DISCRETE_GPU
deviceName     = AMD RADV POLARIS11 (LLVM 9.0.0)
VkPhysicalDeviceLimits:
-----------------------
    maxImageDimension1D                     = 16384
    maxImageDimension2D                     = 16384
    maxImageDimension3D                     = 2048
    maxImageDimensionCube                   = 16384
    maxImageArrayLayers                     = 2048
    maxTexelBufferElements                  = 0x8000000
    maxUniformBufferRange                   = 0xffffffff
    maxStorageBufferRange                   = 0xffffffff
    maxPushConstantsSize                    = 128
    maxMemoryAllocationCount                = 4294967295
    maxSamplerAllocationCount               = 65536
    bufferImageGranularity                  = 0x40
    sparseAddressSpaceSize                  = 0xffffffff
    maxBoundDescriptorSets                  = 32
    maxPerStageDescriptorSamplers           = 8388606
    maxPerStageDescriptorUniformBuffers     = 8388606
    maxPerStageDescriptorStorageBuffers     = 8388606
    maxPerStageDescriptorSampledImages      = 8388606
    maxPerStageDescriptorStorageImages      = 8388606
    maxPerStageDescriptorInputAttachments   = 8388606
    maxPerStageResources                    = 8388606
    maxDescriptorSetSamplers                = 8388606
    maxDescriptorSetUniformBuffers          = 8388606
    maxDescriptorSetUniformBuffersDynamic   = 16
    maxDescriptorSetStorageBuffers          = 8388606
    maxDescriptorSetStorageBuffersDynamic   = 8
    maxDescriptorSetSampledImages           = 8388606
    maxDescriptorSetStorageImages           = 8388606
    maxDescriptorSetInputAttachments        = 8388606
    maxVertexInputAttributes                = 32
    maxVertexInputBindings                  = 32
    maxVertexInputAttributeOffset           = 0x7ff
    maxVertexInputBindingStride             = 0x800
    maxVertexOutputComponents               = 128
    maxTessellationGenerationLevel          = 64
    maxTessellationPatchSize                        = 32
    maxTessellationControlPerVertexInputComponents  = 128
    maxTessellationControlPerVertexOutputComponents = 128
    maxTessellationControlPerPatchOutputComponents  = 120
    maxTessellationControlTotalOutputComponents     = 4096
    maxTessellationEvaluationInputComponents        = 128
    maxTessellationEvaluationOutputComponents       = 128
    maxGeometryShaderInvocations            = 127
    maxGeometryInputComponents              = 64
    maxGeometryOutputComponents             = 128
    maxGeometryOutputVertices               = 256
    maxGeometryTotalOutputComponents        = 1024
    maxFragmentInputComponents              = 128
    maxFragmentOutputAttachments            = 8
    maxFragmentDualSrcAttachments           = 1
    maxFragmentCombinedOutputResources      = 8
    maxComputeSharedMemorySize              = 0x8000
    maxComputeWorkGroupCount[0]             = 65535
    maxComputeWorkGroupCount[1]             = 65535
    maxComputeWorkGroupCount[2]             = 65535
    maxComputeWorkGroupInvocations          = 2048
    maxComputeWorkGroupSize[0]              = 2048
    maxComputeWorkGroupSize[1]              = 2048
    maxComputeWorkGroupSize[2]              = 2048
    subPixelPrecisionBits                   = 8
    subTexelPrecisionBits                   = 8
    mipmapPrecisionBits                     = 8
    maxDrawIndexedIndexValue                = 4294967295
    maxDrawIndirectCount                    = 4294967295
    maxSamplerLodBias                       = 16.000000
    maxSamplerAnisotropy                    = 16.000000
    maxViewports                            = 16
    maxViewportDimensions[0]                = 16384
    maxViewportDimensions[1]                = 16384
    viewportBoundsRange[0]                  =-32768.000000
    viewportBoundsRange[1]                  = 32767.000000
    viewportSubPixelBits                    = 8
    minMemoryMapAlignment                   = 4096
    minTexelBufferOffsetAlignment           = 0x4
    minUniformBufferOffsetAlignment         = 0x4
    minStorageBufferOffsetAlignment         = 0x4
    minTexelOffset                          =-32
    maxTexelOffset                          = 31
    minTexelGatherOffset                    =-32
    maxTexelGatherOffset                    = 31
    minInterpolationOffset                  =-2.000000
    maxInterpolationOffset                  = 2.000000
    subPixelInterpolationOffsetBits         = 8
    maxFramebufferWidth                     = 16384
    maxFramebufferHeight                    = 16384
    maxFramebufferLayers                    = 1024
    framebufferColorSampleCounts            = 15
    framebufferDepthSampleCounts            = 15
    framebufferStencilSampleCounts          = 15
    framebufferNoAttachmentsSampleCounts    = 15
    maxColorAttachments                     = 8
    sampledImageColorSampleCounts           = 15
    sampledImageDepthSampleCounts           = 15
    sampledImageStencilSampleCounts         = 15
    sampledImageIntegerSampleCounts         = 1
    storageImageSampleCounts                = 15
    maxSampleMaskWords                      = 1
    timestampComputeAndGraphics             = 1
    timestampPeriod                         = 40.000000
    maxClipDistances                        = 8
    maxCullDistances                        = 8
    maxCombinedClipAndCullDistances         = 8
    discreteQueuePriorities                 = 2
    pointSizeRange[0]                       = 0.000000
    pointSizeRange[1]                       = 8192.000000
    lineWidthRange[0]                       = 0.000000
    lineWidthRange[1]                       = 7.992188
    pointSizeGranularity                    = 0.125000
    lineWidthGranularity                    = 0.007812
    strictLines                             = 0
    standardSampleLocations                 = 1
    optimalBufferCopyOffsetAlignment        = 0x80
    optimalBufferCopyRowPitchAlignment      = 0x80
    nonCoherentAtomSize                     = 0x40
VkPhysicalDeviceSparseProperties:
---------------------------------
    residencyStandard2DBlockShape            = 0
    residencyStandard2DMultisampleBlockShape = 0
    residencyStandard3DBlockShape            = 0
    residencyAlignedMipSize                  = 0
    residencyNonResidentStrict               = 0

</code>

Hello everyone,
I have a same issue with UE 4.25 . Editor constantly crashes and freezes my pc. I also run on Ubuntu 18.04
The error reported is mainly related to Vulcan. The error is attached.
also with OpenGl, the editor doesn’t even run at all.
Upgrading the Ubuntu version presents problems for me. Anyone have a solution to this problem?
thanks.

Similar (same?) issue here, on Ubuntu 16.04. I’m trying to open a project I made in UE 4.16 in UE 4.24, and the editor crashes on startup, with the following diagnostic report:


Generating report for minidump

Application version 4.24.2.0
 ... built from changelist 0

OS version Linux 4.4.0-173-generic (network name: dan-H55M-S2)
Running 2 x86_64 processors (4 logical cores)
Exception was "SIGSEGV: invalid attempt to write memory at address 0x0000000000000003"

<SOURCE START>
<SOURCE END>

<CALLSTACK START>
libUE4Editor-Core.so!FGenericPlatformMisc::RaiseException(unsigned int) [/home/dan/UnrealEngine/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformMisc.cpp:477]
libUE4Editor-Core.so!FOutputDevice::LogfImpl(char16_t const*, ...) [/home/dan/UnrealEngine/Engine/Source/Runtime/Core/Private/Misc/OutputDevice.cpp:71]
libUE4Editor-VulkanRHI.so!VulkanRHI::FDeviceMemoryManager::Alloc(bool, unsigned long, unsigned int, void*, float, char const*, unsigned int) [/home/dan/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanMemory.cpp:279]
libUE4Editor-VulkanRHI.so!VulkanRHI::FOldResourceHeap::AllocateResource(VulkanRHI::FOldResourceHeap::EType, unsigned int, unsigned int, bool, bool, char const*, unsigned int) [/home/dan/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanMemory.cpp:1159]
libUE4Editor-VulkanRHI.so!VulkanRHI::FResourceHeapManager::AllocateImageMemory(VkMemoryRequirements const&, unsigned int, char const*, unsigned int) [/home/dan/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Public/VulkanMemory.h:812]
libUE4Editor-VulkanRHI.so!FVulkanSurface::FVulkanSurface(FVulkanDevice&, VkImageViewType, EPixelFormat, unsigned int, unsigned int, unsigned int, unsigned int, unsigned int, unsigned int, unsigned int, FRHIResourceCreateInfo const&) [/home/dan/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanTexture.cpp:561]
libUE4Editor-VulkanRHI.so!FVulkanTextureBase::FVulkanTextureBase(FVulkanDevice&, VkImageViewType, EPixelFormat, unsigned int, unsigned int, unsigned int, unsigned int, unsigned int, unsigned int, unsigned int, FRHIResourceCreateInfo const&) [/home/dan/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanTexture.cpp:1644]
libUE4Editor-VulkanRHI.so!FVulkanTexture2D::FVulkanTexture2D(FVulkanDevice&, EPixelFormat, unsigned int, unsigned int, unsigned int, unsigned int, unsigned int, FRHIResourceCreateInfo const&) [/home/dan/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanTexture.cpp:1848]
libUE4Editor-VulkanRHI.so!FVulkanDynamicRHI::RHICreateTexture2D_RenderThread(FRHICommandListImmediate&, unsigned int, unsigned int, unsigned char, unsigned int, unsigned int, unsigned int, FRHIResourceCreateInfo&) [/home/dan/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Public/VulkanDynamicRHI.h:272]
libUE4Editor-RenderCore.so!RHICreateTargetableShaderResource2D(unsigned int, unsigned int, unsigned char, unsigned int, unsigned int, unsigned int, bool, bool, FRHIResourceCreateInfo&, TRefCountPtr<FRHITexture2D>&, TRefCountPtr<FRHITexture2D>&, unsigned int) [/home/dan/UnrealEngine/Engine/Source/Runtime/RHI/Public/RHIUtilities.h:582]
libUE4Editor-RenderCore.so!FRenderTargetPool::FindFreeElement(FRHICommandList&, FPooledRenderTargetDesc const&, TRefCountPtr<IPooledRenderTarget>&, char16_t const*, bool, ERenderTargetTransience, bool) [/home/dan/UnrealEngine/Engine/Source/Runtime/RenderCore/Private/RenderTargetPool.cpp:357]
libUE4Editor-Renderer.so!FSceneRenderer::AllocateCSMDepthTargets(FRHICommandListImmediate&, TArray<FProjectedShadowInfo*, TMemStackAllocator<0u> > const&) [/home/dan/UnrealEngine/Engine/Source/Runtime/Renderer/Private/ShadowSetup.cpp:3865]
libUE4Editor-Renderer.so!FSceneRenderer::AllocateShadowDepthTargets(FRHICommandListImmediate&) [/home/dan/UnrealEngine/Engine/Source/Runtime/Renderer/Private/ShadowSetup.cpp:3614]
libUE4Editor-Renderer.so!FSceneRenderer::InitDynamicShadows(FRHICommandListImmediate&, FGlobalDynamicIndexBuffer&, FGlobalDynamicVertexBuffer&, FGlobalDynamicReadBuffer&) [/home/dan/UnrealEngine/Engine/Source/Runtime/Renderer/Private/ShadowSetup.cpp:4241]
libUE4Editor-Renderer.so!FDeferredShadingSceneRenderer::InitViewsPossiblyAfterPrepass(FRHICommandListImmediate&, FILCUpdatePrimTaskData&, TArray<TRefCountPtr<FGraphEvent>, TInlineAllocator<4u, TSizedDefaultAllocator<32> > >&) [/home/dan/UnrealEngine/Engine/Source/Runtime/Renderer/Private/SceneVisibility.cpp:4364]
libUE4Editor-Renderer.so!FDeferredShadingSceneRenderer::InitViews(FRHICommandListImmediate&, FExclusiveDepthStencil::Type, FILCUpdatePrimTaskData&, TArray<TRefCountPtr<FGraphEvent>, TInlineAllocator<4u, TSizedDefaultAllocator<32> > >&) [/home/dan/UnrealEngine/Engine/Source/Runtime/Renderer/Private/SceneVisibility.cpp:4261]
libUE4Editor-Renderer.so!FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate&) [/home/dan/UnrealEngine/Engine/Source/Runtime/Renderer/Private/DeferredShadingRenderer.cpp:1106]
libUE4Editor-Renderer.so!RenderViewFamily_RenderThread(FRHICommandListImmediate&, FSceneRenderer*) [/home/dan/UnrealEngine/Engine/Source/Runtime/Renderer/Private/SceneRendering.cpp:3473]
libUE4Editor-Renderer.so!TEnqueueUniqueRenderCommandType<FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::FDrawSceneCommandName, FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::$_91>::DoTask(ENamedThreads::Type, TRefCountPtr<FGraphEvent> const&) [/home/dan/UnrealEngine/Engine/Source/Runtime/RenderCore/Public/RenderingThread.h:198]
libUE4Editor-Renderer.so!TGraphTask<TEnqueueUniqueRenderCommandType<FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::FDrawSceneCommandName, FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::$_91> >::ExecuteTask(TArray<FBaseGraphTask*, TSizedDefaultAllocator<32> >&, ENamedThreads::Type) [/home/dan/UnrealEngine/Engine/Source/Runtime/Core/Public/Async/TaskGraphInterfaces.h:847]
libUE4Editor-Core.so!FNamedTaskThread::ProcessTasksNamedThread(int, bool) [/home/dan/UnrealEngine/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp:686]
libUE4Editor-Core.so!FNamedTaskThread::ProcessTasksUntilQuit(int) [/home/dan/UnrealEngine/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp:582]
libUE4Editor-RenderCore.so!RenderingThreadMain(FEvent*) [/home/dan/UnrealEngine/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp:339]
libUE4Editor-RenderCore.so!FRenderingThread::Run() [/home/dan/UnrealEngine/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp:488]
libUE4Editor-Core.so!FRunnableThreadPThread::Run() [/home/dan/UnrealEngine/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.cpp:25]
libUE4Editor-Core.so!FRunnableThreadPThread::_ThreadProc(void*) [/home/dan/UnrealEngine/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.h:177]
libpthread.so.0!UnknownFunction(0x76b9)
libc.so.6!clone(+0x6c)

<CALLSTACK END>

0 loaded modules

Report end!

Edit: I tried opening the project on Ubuntu 18.04, and this time, the editor asked to convert the project to UE 4.24 before opening it. I clicked yes, and the converted project opens without issues, but crashes randomly all the time, with the same diagnostic report as before.

Edit 2: I tried opening the project on Ubuntu 19.10, same issue. I also tried it in Windows 7, with 0 crashes so far, so it rules out this being a hardware issue.

Hi,

I have a similar pb with UE4 v 4.24.3 when I use a ‘E’ key to rotate objects.

UE4bug.png

In first time I used Ubuntu 18.04 with mesa and now I’m runing Ubuntu 19.10. The bug is the same in all case.

I have a AMD GPU and my driver is mesa 20. I install Vulkan packages with this command ‘sudo apt-get install libvulkan1 mesa-vulkan-drivers vulkan-utils’

Some body know the solution ?

I just submit this bug here : Unreal Engine Community
Please, submit your bug

Hi,

Same issue than @MisterLeRigolo

Tested on Arch Linux with latest vulkan and amdgpu drivers taken from repos, and a Ryzen 3600x CPU and and Ati RX 580 4Go GPU.

I compiled the 4.23 engine version, all seems to run well, but the editor crashes when using the scale tools (E key) with an actor selected.
Tested with personal, blank or template projects, C++ or BP: same issue

The issue doesn’t occur it the engine is launched with open GL forced (I added -opengl4 to the command line). But there are other issues in that case (lighting artifacts for instance)

I’m currently trying several solutions (4.24 and/or 4.25 engine version, compiling vulkan from latest sources…)

I’ve reported the bug too

@MisterLeRigolo : please, post a reply if you find a solution. I’ll do the same

@MisterLeRigolo

Good news !

It seems that’s I’ve found a solution

My 4.23 editor no longer crash when using the scale tool.

This are the steps I’ve done:

  • installing the vulkan-tools (not sure it’s necessary) . Command for arch linux

pacman -Syuu vulkan-tools

  • removing the vulkan radeon mesa driver. Command for arch linux

pacman -R vulkan-radeon

  • installing the AMD’s standalone vulkan driver. Command for arch linux

pacman -Syuu amdvlk

I’m making more tests to be sure that’s the issue has gone

thanks for your solution on your distro.

On Ubuntu I think that several solutions is possible : Mesa 20.1-dev RADV vs. RADV+ACO vs. AMDVLK vs. AMDGPU-PRO Vulkan Radeon Linux Gaming Performance - Phoronix

  • Mesa + RADV
  • AMDVLK
  • AMD GPU Pro

1] AMD GPU Pro solution

Firstly, I try to install AMD GPU Pro driver on Ubuntu 18.04 to see if this bug is fixing.
During the compilation of this driver I get an error because I have not a good kernel version.

On Ubuntu only Mesa and Nvidia drivers are in configuration management .
Under Ubuntu, for AMD GPU pro, it is not a good idea to install AMD GPU pro drivers :frowning:

2] AMDVLK

AMDVLK installation on Ubuntu is different than AMD GPU pro.

It’s a simple .deb package : Releases · GPUOpen-Drivers/AMDVLK · GitHub

The install instruction is the next :



sudo dpkg -r amdvlk   /* If old version is installed on the machine, remove it first */
sudo dpkg -i amdvlk_x.x.x_amd64.deb
sudo apt-get -f install  

https://github.com/GPUOpen-Drivers/A…e-built-driver

For the moment I don’t try this.

3] Mesa + RADV

This solution don’t work for UE4 Editor (see my last post)


sudo apt-get install libvulkan1 mesa-vulkan-drivers vulkan-utils

https://linuxconfig.org/install-and-…ulkan-on-linux

Conclusion

I try to see with Mesa RADV community if that’s possible to fix this pb because I would like to keept my OS with basic configuration.
I hope Epic will fix this bug…

Has anyone tested the 2nd (AMDVLK) solution on Ubuntu ?

I’m experiencing a similar Vulkan-related crash, and I’m using an Nvidia graphics card, so I don’t think this issue is card-specific.

If you use Ubuntu you can try to use Nvidia Driver.

go to ‘system parameter’ and ‘additional Driver’. Wait a moment and select ‘tested Nvidia Driver’.

I don’t know if that the solution because I don’t use Nvida GPU but I’m interested of the result of this.

I already have. I’ve tested several Nvidia drivers available in Ubuntu, with the same result. First of all, the UE4 editor doesn’t open because it can’t find Vulkan, so I have to install vulkan-utils/libvulkan1 manually from the cli - shouldn’t this come with the Nvidia driver? After Vulkan is installed, when I open the UE4 Editor, it either crashes at startup, or soon after, depending on the project.

I suggest you to send bug report here : Unreal Engine Community
I think that important that UE4 editor run on Mesa driver because it is a standard driver on Linux.

Can you post a screenshot of the error message with Mesa ?

Thanks, I’ll send a bug report.

You mean the Vulkan Mesa driver? I tried it, but UE4 editor still crashes (can’t fit all the text into a screenshot):


Fatal error: [File:/home/dan/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanUtil.cpp] [Line: 772] VulkanRHI::vkCreateSwapchainKHR(Device.GetInstanceHandle(), &SwapChainInfo, VULKAN_CPU_ALLOCATOR, &SwapChain) failed, VkResult=-3 at /home/dan/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanSwapChain.cpp:463 with error VK_ERROR_INITIALIZATION_FAILED << callstack too long >>

libUE4Editor-Core.so!FGenericPlatformMisc::RaiseException(unsigned int) [/home/dan/UnrealEngine/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformMisc.cpp:477]
libUE4Editor-Core.so!FOutputDevice::LogfImpl(char16_t const*, ...) [/home/dan/UnrealEngine/Engine/Source/Runtime/Core/Private/Misc/OutputDevice.cpp:71]
libUE4Editor-VulkanRHI.so!VulkanRHI::VerifyVulkanResult(VkResult, char const*, char const*, unsigned int) [/home/dan/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanUtil.cpp:771]
libUE4Editor-VulkanRHI.so!FVulkanSwapChain::FVulkanSwapChain(VkInstance_T*, FVulkanDevice&, void*, EPixelFormat&, unsigned int, unsigned int, unsigned int*, TArray<VkImage_T*, TSizedDefaultAllocator<32> >&, signed char, FVulkanSwapChainRecreateInfo*) [/home/dan/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanSwapChain.cpp:463]
libUE4Editor-VulkanRHI.so!FVulkanViewport::CreateSwapchain(FVulkanSwapChainRecreateInfo*) [/home/dan/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanViewport.cpp:608]
libUE4Editor-VulkanRHI.so!FVulkanViewport::FVulkanViewport(FVulkanDynamicRHI*, FVulkanDevice*, void*, unsigned int, unsigned int, bool, EPixelFormat) [/home/dan/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanViewport.cpp:146]
libUE4Editor-VulkanRHI.so!FVulkanDynamicRHI::RHICreateViewport(void*, unsigned int, unsigned int, bool, EPixelFormat) [/home/dan/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanViewport.cpp:963]
libUE4Editor-SlateRHIRenderer.so!FSlateRHIRenderer::CreateViewport(TSharedRef<SWindow, (ESPMode)0>) [/home/dan/UnrealEngine/Engine/Source/Runtime/SlateRHIRenderer/Private/SlateRHIRenderer.cpp:333]
libUE4Editor-SlateCore.so!SWindow::ShowWindow() [/home/dan/UnrealEngine/Engine/Source/Runtime/SlateCore/Private/Widgets/SWindow.cpp:1387]
libUE4Editor-Slate.so!FSlateApplication::AddWindowAsNativeChild(TSharedRef<SWindow, (ESPMode)0>, TSharedRef<SWindow, (ESPMode)0>, bool) [/home/dan/UnrealEngine/Engine/Source/Runtime/Slate/Private/Framework/Application/SlateApplication.cpp:1949]
libUE4Editor-Slate.so!FTabManager::RestoreArea_Helper(TSharedRef<FTabManager::FLayoutNode, (ESPMode)0> const&, TSharedPtr<SWindow, (ESPMode)0> const&, bool, EOutputCanBeNullptr) [/home/dan/UnrealEngine/Engine/Source/Runtime/Slate/Private/Framework/Docking/TabManager.cpp:1474]
libUE4Editor-Slate.so!FTabManager::RestoreArea(TSharedRef<FTabManager::FArea, (ESPMode)0> const&, TSharedPtr<SWindow, (ESPMode)0> const&, bool, EOutputCanBeNullptr) [/home/dan/UnrealEngine/Engine/Source/Runtime/Slate/Private/Framework/Docking/TabManager.cpp:1339]
libUE4Editor-Slate.so!FTabManager::FindPotentiallyClosedTab(FTabId const&) [/home/dan/UnrealEngine/Engine/Source/Runtime/Slate/Private/Framework/Docking/TabManager.cpp:1255]
libUE4Editor-Slate.so!FTabManager::OpenUnmanagedTab(FName, FTabManager::FSearchPreference const&, TSharedRef<SDockTab, (ESPMode)0> const&) [/home/dan/UnrealEngine/Engine/Source/Runtime/Slate/Private/Framework/Docking/TabManager.cpp:1307]
libUE4Editor-Slate.so!FGlobalTabmanager::OpenUnmanagedTab(FName, FTabManager::FSearchPreference const&, TSharedRef<SDockTab, (ESPMode)0> const&) [/home/dan/UnrealEngine/Engine/Source/Runtime/Slate/Private/Framework/Docking/TabManager.cpp:2437]
libUE4Editor-Slate.so!FTabManager::InsertDocumentTab(FName, FTabManager::FSearchPreference const&, TSharedRef<SDockTab, (ESPMode)0> const&, bool) [/home/dan/UnrealEngine/Engine/Source/Runtime/Slate/Private/Framework/Docking/TabManager.cpp:1287]
libUE4Editor-UnrealEd.so!FAssetEditorToolkit::InitAssetEditor(EToolkitMode::Type, TSharedPtr<IToolkitHost, (ESPMode)0> const&, FName, TSharedRef<FTabManager::FLayout, (ESPMode)0> const&, bool, bool, TArray<UObject*, TSizedDefaultAllocator<32> > const&, bool, bool) [/home/dan/UnrealEngine/Engine/Source/Editor/UnrealEd/Private/Toolkits/AssetEditorToolkit.cpp:172]
libUE4Editor-Kismet.so!FBlueprintEditor::InitBlueprintEditor(EToolkitMode::Type, TSharedPtr<IToolkitHost, (ESPMode)0> const&, TArray<UBlueprint*, TSizedDefaultAllocator<32> > const&, bool) [/home/dan/UnrealEngine/Engine/Source/Editor/Kismet/Private/BlueprintEditor.cpp:1845]
libUE4Editor-Kismet.so!FBlueprintEditorModule::CreateBlueprintEditor(EToolkitMode::Type, TSharedPtr<IToolkitHost, (ESPMode)0> const&, UBlueprint*, bool) [/home/dan/UnrealEngine/Engine/Source/Editor/Kismet/Private/BlueprintEditorModule.cpp:265]
libUE4Editor-AssetTools.so!FAssetTypeActions_Blueprint::OpenAssetEditor(TArray<UObject*, TSizedDefaultAllocator<32> > const&, TSharedPtr<IToolkitHost, (ESPMode)0>) [/home/dan/UnrealEngine/Engine/Source/Developer/AssetTools/Private/AssetTypeActions/AssetTypeActions_Blueprint.cpp:93]
libUE4Editor-UnrealEd.so!UAssetEditorSubsystem::OpenEditorForAsset(UObject*, EToolkitMode::Type, TSharedPtr<IToolkitHost, (ESPMode)0>, bool) [/home/dan/UnrealEngine/Engine/Source/Editor/UnrealEd/Private/Subsystems/AssetEditorSubsystem.cpp:339]
libUE4Editor-UnrealEd.so!UEditorEngine::EditObject(UObject*) [/home/dan/UnrealEngine/Engine/Source/Editor/UnrealEd/Private/EditorEngine.cpp:3143]
libUE4Editor-UnrealEd.so!FEditorClassUtils::GetSourceLinkFormatted(UClass const*, TWeakObjectPtr<UObject, FWeakObjectPtr>, FText const&, FText const&)::Local::OnEditBlueprintClicked(TWeakObjectPtr<UBlueprint, FWeakObjectPtr>, TWeakObjectPtr<UObject, FWeakObjectPtr>) [/home/dan/UnrealEngine/Engine/Source/Editor/UnrealEd/Private/EditorClassUtils.cpp:108]
libUE4Editor-UnrealEd.so!TBaseStaticDelegateInstance<void (), TWeakObjectPtr<UBlueprint, FWeakObjectPtr>, TWeakObjectPtr<UObject, FWeakObjectPtr> >::ExecuteIfSafe() const [/home/dan/UnrealEngine/Engine/Source/Runtime/Core/Public/Delegates/DelegateInstancesImpl.h:852]
libUE4Editor-UnrealEd.so!SHyperlink::Hyperlink_OnClicked() [/home/dan/UnrealEngine/Engine/Source/Runtime/Slate/Public/Widgets/Input/SHyperlink.h:99]
libUE4Editor-UnrealEd.so!TBaseSPMethodDelegateInstance<false, SHyperlink, (ESPMode)0, FReply ()>::Execute() const [/home/dan/UnrealEngine/Engine/Source/Runtime/Core/Public/Delegates/DelegateInstancesImpl.h:293]
libUE4Editor-Slate.so!SButton::ExecuteOnClick() [/home/dan/UnrealEngine/Engine/Source/Runtime/Slate/Private/Widgets/Input/SButton.cpp:385]
libUE4Editor-Slate.so!SButton::OnMouseButtonUp(FGeometry const&, FPointerEvent const&) [/home/dan/UnrealEngine/Engine/Source/Runtime/Slate/Private/Widgets/Input/SButton.cpp:304]
libUE4Editor-Slate.so!FSlateApplication::RoutePointerUpEvent(FWidgetPath const&, FPointerEvent const&) [/home/dan/UnrealEngine/Engine/Source/Runtime/Slate/Private/Framework/Application/SlateApplication.cpp:4618]
libUE4Editor-Slate.so!FSlateApplication::ProcessMouseButtonUpEvent(FPointerEvent const&) [/home/dan/UnrealEngine/Engine/Source/Runtime/Slate/Private/Framework/Application/SlateApplication.cpp:5140]
libUE4Editor-Slate.so!FSlateApplication::OnMouseUp(EMouseButtons::Type, FVector2D) [/home/dan/UnrealEngine/Engine/Source/Runtime/Slate/Private/Framework/Application/SlateApplication.cpp:5108]
libUE4Editor-ApplicationCore.so!FLinuxApplication::ProcessDeferredMessage(SDL_Event) [/home/dan/UnrealEngine/Engine/Source/Runtime/ApplicationCore/Private/Linux/LinuxApplication.cpp:358]
libUE4Editor-ApplicationCore.so!FLinuxPlatformApplicationMisc::PumpMessages(bool) [/home/dan/UnrealEngine/Engine/Source/Runtime/ApplicationCore/Private/Linux/LinuxPlatformApplicationMisc.cpp:415]
UE4Editor!FEngineLoop::Tick() [/home/dan/UnrealEngine/Engine/Source/Runtime/Launch/Private/LaunchEngineLoop.cpp:4397]
UE4Editor!GuardedMain(char16_t const*) [/home/dan/UnrealEngine/Engine/Source/Runtime/Launch/Private/Launch.cpp:175]
libUE4Editor-UnixCommonStartup.so!CommonUnixMain(int, char**, int (*)(char16_t const*), void (*)()) [/home/dan/UnrealEngine/Engine/Source/Runtime/Unix/UnixCommonStartup/Private/UnixCommonStartup.cpp:264]
libc.so.6!__libc_start_main(+0xef)
UE4Editor!_start()



I haven’t, but why is it necessary to install Vulkan at all? It should be installed with the Nvidia driver: Vulkan Driver Support | NVIDIA Developer

Then does Vulkan SDK have to be installed on the system when building UE4? It sounds like installing it after could introduce conflicts with UE4’s bundled version.

[UE4_InstallPath]/Engine/Config/BaseEngine.ini

In this configuration file

Comment out

+TargetedRHIs=SF_VULKAN_SM5

add a semicolon “;” at the beginning of the line.

and then

Remove the semicolon “;” from the beginning of the line

; +TargetedRHIs=GLSL_430

and uncomment it.

There is no need to pass the

-opengl4

option to the

[UE4_InstallPath]/Engine/Binaries/Linux/UE4Editor

command line.

message

Warning: OpenGL is deprecated, please use Vulkan.

Click “Ok”.

This way you can avoid freezing and crashing Unreal Engine 4 for Linux.

$ vulkaninfo | grep apiVersion
apiVersion = 0x401066 (1.1.102)

My GPU supports Vulkan 1.1.102
This is a bug in Unreal Engine 4 for Linux.
Even if it’s deprecated,
EPIC GAMES should default to
+TargetedRHIs=GLSL_430
during freeze and crashed versions of Unreal Engine 4 for Linux.

Japanese translation
日本語訳

[UE4_InstallPath]/Engine/Config/BaseEngine.ini

この設定ファイルの

+TargetedRHIs=SF_VULKAN_SM5

の行の行頭にセミコロン「;」を付けてコメントアウトします。

そしてそれから

; +TargetedRHIs=GLSL_430

の行の行頭からセミコロン「;」を外しコメントアウトを解除します。

[UE4_InstallPath]/Engine/Binaries/Linux/UE4Editor

のコマンドラインに

-opengl4

のオプションを渡す必用はありません。

メッセージ

Warning: OpenGL is deprecated, please use Vulkan.

「Ok」をクリックする。

この方法でLinux版Unreal Engine 4のフリーズとクラッシュを回避できます。

$ vulkaninfo | grep apiVersion
apiVersion = 0x401066 (1.1.102)

私のGPUはVulkan 1.1.102をサポートしています。
これはLinux版Unreal Engine 4のバグです。
deprecated(非推奨)だとしても
EPIC GAMESさんはフリーズとクラッシュしている間のバージョンのLinux版Unreal Engine 4につきましては
+TargetedRHIs=GLSL_430
をデフォルトにすべきです。