any downside to doing game dev on linux instead of windows? i want to start making games using rust and ue5+ and hopefully !windows. thx
Hey , I havenāt tried UE5 on Linux, but while UE4 was possible to run the editor in Linux, it had some pretty serious performance issues back when I was trying to build a UE4 game on my full-time Linux machine back in UE 4.24 (~ a year ago).
Many of these issues were related to the actual editor framework and using Vulkan, so itās possible that UE5 reworked a bunch of this and your mileage may be better. For example, every time a tooltip was drawn, it would lag the whole editor by 20ms. Tooltips are on basically every element in the editor. I had to disable it completely.
You are also required to build UE from source with Linux as pre-built binaries are not available in the Epic Game Store/Launcher (which isnāt available for Linux anyways). Not a big deal for Linux people, but itās a large amount of data and takes awhile to compile.
Lastly, none of the Unreal Marketplace assets are available to download to your project sine the EGS/Launcher isnāt available for Linux. Even if it was, Epic doesnāt pre-compile any of the Marketplace assets for Linux. While initially this isnāt a big deal since Unreal does the compiling auto-magically for you on project open, it means plugins arenāt checked in Epicās CI pipeline if they actually compile for Linux despite the asset is marked to support Linux.
I have since switched to Windows with WSL2 to check off my need to do the majority of my non-game dev programming in Linux but all my game-dev stuff is in Windows.
Good luck!
I just built UE5 on Linux, Ubuntu 20.04 LTS. There were some minor problems, but after an hour and a half, I was able to build and run one of the demo projects.
The big headache is that some UE5 stuff, such as the new demo, is only loadable through the Epic Game Loader. That loader is not only Windows-only, but archaic 32-bit code. Iāve been trying to get it to run under Wine 6.0. It gets errors which apparently involve missing old 32-bit DLLs. Worse, it gets itself into a state where launching a fresh copy gets you a dialog with the options āRepairā or āRemoveā, neither of which work. I havenāt been able to fully remove the broken install and start over. Removing the UE files from the Wine x86 program files directory does not help.
Anyone been able to bash the Epic Game Loader into working under Wine on Linux? It was done for an older version of Wine and the loader last year, using Winetricks, so itās not impossible. Just uphill all the way.
Until the Epic Game Loader works on Linux, can you put the Valley of the Ancient project on Github? Thanks.
Launcher is working just fine through Lutris.
You can even install and run the Editor and some features that are broken even on windows are working that way.
So you can make a project, add whatever content you need and save it so you can load it on your GNU/Linux.
Did that with 4.26.2 on RTX3060 with 460.56 driver.
But building/exporting doesnāt work.
GPU lightmap baking, Lumen and Nanite arenāt supported yet (ever?).
Launcher is working just fine through Lutris.
It is? I get the infamous 1603 error, indicating it wants some missing DLL, but doesnāt tell you which one. Others have reported this problem with Lutris:
Same error I got running the .msi installer under Lutris, except they got it in German. Iām running the version of Lutris from Github (their binary) because I donāt want to install their whole repository and probably break Ubuntu updating.
Clearly I need to install some DLLs under Wine, but which ones? Thanks.
(Ubuntu 20.04 LTS, updated to current as of last weekend.)
Still no success installing the Epic Game Launcher.
Youtube video from 2000 on convoluted way to install Epic Game Launcher on Linux: How to Install Epic Game Launcher on Linux - YouTube
Tried that, it didnāt work.
Reddit discussion from January on this: Reddit - Dive into anything
Thatās basically āUninstall everything and start overā.
So, very definitely a known problem.
āEpic game launcherā ābugā has 114,000 hits in Google.
So, please, donāt use the Epic Game Launcher as part of the development process. Thanks.
OK, so I canāt load the big demo. Letās try something simple.
Tried bringing in a .fbx file and set it to work in Nanite mode.
Message: "Nanite is used in the scene but not supported by your graphics hardware and/or driver. Meshes requiring Nanite will not render." This is on a machine with an NVidia 3070 and NVidia driver 460.73.01 on Ubuntu 20.04 LTS. Thatās current high-end everything. What more does UE5 want? Or does Nanite not really work yet?
ĀÆ\_(ć)_/ĀÆ
It was working for me on 18.04 with wine 5.5 couple of weeks ago.
Iāll look into it once Iām back from my vacation.
Iāve been building UE4 on Linux since they release it, always with successā¦ but now, when atempting to build the UE5 gave me a āClangā build error. I have Linux Mint 20.1 which is Ubuntu 20.1 in disguise.
Which were the āminor problemsā you had, if I may ask? How did youāve solved them?
It is so early and i as a beginner could not get it even compiled on W10 x64ā¦yet. Best luck to you as i really hope one day if Unreal can run full featured(Vulkan) on Ubuntu thenā¦well i definitely install Ubuntu on my main pc too but currently Ubuntu is in use on my Laptop only.
Iām using Mint 20.1 and my UE5 is fine except for complete epileptic hell whenever I hover any tooltip or link or variously anything else (graphical corruption). I never got any clang issues, but I usually just run (I donāt touch UE_USE_SYSTEM_MONO):
# Patch either system or network DNS for datarouter.ol.epicgames.com to point to ipv4-0.0.0.0 and ipv6-::
cd ./UnrealEngine...
./Setup.sh
# Patch UnrealEngine to remove forcing projects into Engine/Source (and still have the paths added, symlinking is iffy for some projects, best to just add)
# Add any Project folders to UE4Games.uprojectdirs (I keep mine in ~/Projects/Unreal)
# Copy all plugins for my Project or Editor from Marketplace to ./Engine/Plugins/Marketplace/
./GenerateProjectFiles.sh
make
# Move any Project-specific plugin back to Project/Plugins folder
sudo mkdir /opt/UnrealEngine
sudo cp -r ./* /opt/UnrealEngine/
sudo chown root:root -R /opt/UnrealEngine
sudo chmod -R a+rwX /opt/UnrealEngine/Engine
** I removed those specific patch instructions as theyāre not standard and Epic will probably end up screwing things up for people that desire things this way. **
I also create a symlink for user-specific folders such as DDC into ~/.config/Epic, etc. That way any user of the rig can use /opt/UnrealEngine and have their own project folders and such.
I havenāt ever used Epic Games Launcher on Linux, I just use a VM if I ever need to download something from Marketplace. I despise Launchers.
UE5 Hover Graphical Corruption:
Notice the background and the tooltip. (Ignore Folder path, removed for privacy.) Hovering over many things in the editor such as links, menus, opening them up will cause an epileptic hell of a flicker of corruption. AMDVLK 2021.Q2.4, non-pro driver, no oibaf, etc. In the full-blown editorā¦the graphical corruption is much worse. Anything except viewport can go missing. Not a fan of the undocked Content Browser. Even if you dock it, it doesnāt go away below it, wasting space. Extra click now required to put components into scenes (everything has been relegated to a menuā¦) ugh. Wish for Classic (usableā¦) Layout. This all being said, I only use UE to help others dev their own stuff (bug-fixish type stuff). Not exactly happy with Epic as a whole.
Hello @Odin_Vex, thank you very much for your detailed explanations, will help in my Quest of having it working too!
Ho great, the UI glitches returned I was surprised that they were completely over on UE4.26, good to see that they are back LOL
would epic let us host assets for download? i could upload it to a github repo for you if so
If you compile UE5 yourself, it runs, however Lumen (and Nanite) donāt support Vulkan yet, so right now the UE5 preview is not that much interesting. Vulkan support is planned for later (see: https://twitter.com/EpicShaders/status/1397666613286031361 )
Plus there are plenty of visual glitches with the new UI (broken tooltip, broken highlight in menus, crash when docking windows, etc).
(Compiled and ran on Manjaro + RX 5600 XT here)
since others have it running i replaced my windows install with pop os 20.10 and built it without issue. running it seems to mostly work however i encountered some issues. are these bugs?
// cloned ue5-early-access, built per README.mdās linux instructions, ran ./Engine/Binaries/Linux/UnrealEditor
[2021.05.29-23.35.52:749][ 0]LogOutputDevice: Error: === Handled ensure: ===
[2021.05.29-23.35.52:749][ 0]LogOutputDevice: Error:
[2021.05.29-23.35.52:749][ 0]LogOutputDevice: Error: Ensure condition failed: (ImageCreateInfo.usage & VK_IMAGE_USAGE_SAMPLED_BIT) == 0 [File:/home/me/Documents/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanTexture.cpp] [Line: 429]
[2021.05.29-23.35.52:749][ 0]LogOutputDevice: Error:
[2021.05.29-23.35.52:749][ 0]LogOutputDevice: Error: Stack:
[2021.05.29-23.35.52:749][ 0]LogOutputDevice: Error: [Callstack] 0x00007f3df5f236cf libUnrealEditor-VulkanRHI.so!FVulkanSurface::GenerateImageCreateInfo(FVulkanSurface::FImageCreateInfo&, FVulkanDevice&, VkImageViewType, EPixelFormat, unsigned int, unsigned int, unsigned int, unsigned int, unsigned int, unsigned int, ETextureCreateFlags, VkFormat*, VkFormat*, bool) [/home/me/Documents/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanTexture.cpp:429]
[2021.05.29-23.35.52:749][ 0]LogOutputDevice: Error: [Callstack] 0x00007f3df5f2c1ba libUnrealEditor-VulkanRHI.so!FindOrCalculateTexturePlatformSize(FVulkanDevice*, VkImageViewType, unsigned int, unsigned int, unsigned int, unsigned char, unsigned int, unsigned int, ETextureCreateFlags) [/home/me/Documents/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanTexture.cpp:2807]
[2021.05.29-23.35.52:749][ 0]LogOutputDevice: Error: [Callstack] 0x00007f3df5f2bfdb libUnrealEditor-VulkanRHI.so!FVulkanDynamicRHI::RHICalcTexture2DPlatformSize(unsigned int, unsigned int, unsigned char, unsigned int, unsigned int, ETextureCreateFlags, FRHIResourceCreateInfo const&, unsigned int&) [/home/me/Documents/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanTexture.cpp:2826]
[2021.05.29-23.35.52:749][ 0]LogOutputDevice: Error: [Callstack] 0x00007f3e664972e0 libUnrealEditor-Engine.so!FTexture2DResource::GetPlatformMipsSize(unsigned int) const [/home/me/Documents/UnrealEngine/Engine/Source/Runtime/Engine/Private/Rendering/Texture2DResource.cpp:186]
[2021.05.29-23.35.52:749][ 0]LogOutputDevice: Error: [Callstack] 0x00007f3e66456551 libUnrealEditor-Engine.so!FStreamableTextureResource::InitRHI() [/home/me/Documents/UnrealEngine/Engine/Source/Runtime/Engine/Private/Rendering/StreamableTextureResource.cpp:169]
[2021.05.29-23.35.52:749][ 0]LogOutputDevice: Error: [Callstack] 0x00007f3e62da6da4 libUnrealEditor-RenderCore.so!FRenderResource::InitResource() [/home/me/Documents/UnrealEngine/Engine/Source/Runtime/RenderCore/Private/RenderResource.cpp:103]
[2021.05.29-23.35.52:749][ 0]LogOutputDevice: Error: [Callstack] 0x00007f3e62ddedd5 libUnrealEditor-RenderCore.so!TEnqueueUniqueRenderCommandType<BeginInitResource(FRenderResource*)::InitCommandName, BeginInitResource(FRenderResource*)::$_11>::DoTask(ENamedThreads::Type, TRefCountPtr<FGraphEvent> const&) [/home/me/Documents/UnrealEngine/Engine/Source/Runtime/RenderCore/Public/RenderingThread.h:184]
[2021.05.29-23.35.52:749][ 0]LogOutputDevice: Error: [Callstack] 0x00007f3e62ddf18e libUnrealEditor-RenderCore.so!TGraphTask<TEnqueueUniqueRenderCommandType<BeginInitResource(FRenderResource*)::InitCommandName, BeginInitResource(FRenderResource*)::$_11> >::ExecuteTask(TArray<FBaseGraphTask*, TSizedDefaultAllocator<32> >&, ENamedThreads::Type, bool) [/home/me/Documents/UnrealEngine/Engine/Source/Runtime/Core/Public/Async/TaskGraphInterfaces.h:960]
[2021.05.29-23.35.52:749][ 0]LogOutputDevice: Error: [Callstack] 0x00007f3e689c07b0 libUnrealEditor-Core.so!FNamedTaskThread::ProcessTasksNamedThread(int, bool) [/home/me/Documents/UnrealEngine/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp:730]
[2021.05.29-23.35.52:749][ 0]LogOutputDevice: Error: [Callstack] 0x00007f3e689bebbe libUnrealEditor-Core.so!FNamedTaskThread::ProcessTasksUntilQuit(int) [/home/me/Documents/UnrealEngine/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp:621]
[2021.05.29-23.35.52:749][ 0]LogOutputDevice: Error: [Callstack] 0x00007f3e689bdf63 libUnrealEditor-Core.so!FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type) [/home/me/Documents/UnrealEngine/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp:1992]
[2021.05.29-23.35.52:749][ 0]LogOutputDevice: Error: [Callstack] 0x00007f3e62da0dd3 libUnrealEditor-RenderCore.so!RenderingThreadMain(FEvent*) [/home/me/Documents/UnrealEngine/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp:374]
[2021.05.29-23.35.52:749][ 0]LogOutputDevice: Error: [Callstack] 0x00007f3e62df60b2 libUnrealEditor-RenderCore.so!FRenderingThread::Run() [/home/me/Documents/UnrealEngine/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp:531]
[2021.05.29-23.35.52:749][ 0]LogOutputDevice: Error: [Callstack] 0x00007f3e68acde67 libUnrealEditor-Core.so!FRunnableThreadPThread::Run() [/home/me/Documents/UnrealEngine/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.cpp:25]
[2021.05.29-23.35.52:749][ 0]LogOutputDevice: Error: [Callstack] 0x00007f3e68a48663 libUnrealEditor-Core.so!FRunnableThreadPThread::_ThreadProc(void*) [/home/me/Documents/UnrealEngine/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.h:185]
[2021.05.29-23.35.52:749][ 0]LogOutputDevice: Error: [Callstack] 0x00007f3e69520590 libpthread.so.0!UnknownFunction(0x958f)
[2021.05.29-23.35.52:749][ 0]LogOutputDevice: Error: [Callstack] 0x00007f3e5f412223 libc.so.6!clone(+0x42)
[2021.05.29-23.35.52:749][ 0]LogOutputDevice: Error:
[2021.05.29-23.36.03:090][ 0]LogModuleManager: Warning: ModuleManager: Unable to load module 'TimeManagementEditor' - 0 instances of that module name found.
// project browser is now visible, selected a blank game (blank game template, blueprint project defaults, desktop target platform, scalable quality preset, no starter content or raytracing)
[2021.05.29-23.38.55:211][110]LogHAL: Warning: Process (pid=4825) is still running - we will reap it in a waiter thread, but the thread handle is going to be leaked.
[2021.05.29-23.39.42:355][ 0]LogOutputDevice: Error: === Handled ensure: ===
[2021.05.29-23.39.42:355][ 0]LogOutputDevice: Error:
[2021.05.29-23.39.42:355][ 0]LogOutputDevice: Error: Ensure condition failed: (ImageCreateInfo.usage & VK_IMAGE_USAGE_SAMPLED_BIT) == 0 [File:/home/me/Documents/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanTexture.cpp] [Line: 429]
[2021.05.29-23.39.42:355][ 0]LogOutputDevice: Error:
[2021.05.29-23.39.42:355][ 0]LogOutputDevice: Error: Stack:
[2021.05.29-23.39.42:355][ 0]LogOutputDevice: Error: [Callstack] 0x00007f922b2a06cf libUnrealEditor-VulkanRHI.so!FVulkanSurface::GenerateImageCreateInfo(FVulkanSurface::FImageCreateInfo&, FVulkanDevice&, VkImageViewType, EPixelFormat, unsigned int, unsigned int, unsigned int, unsigned int, unsigned int, unsigned int, ETextureCreateFlags, VkFormat*, VkFormat*, bool) [/home/me/Documents/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanTexture.cpp:429]
[2021.05.29-23.39.42:355][ 0]LogOutputDevice: Error: [Callstack] 0x00007f922b2a91ba libUnrealEditor-VulkanRHI.so!FindOrCalculateTexturePlatformSize(FVulkanDevice*, VkImageViewType, unsigned int, unsigned int, unsigned int, unsigned char, unsigned int, unsigned int, ETextureCreateFlags) [/home/me/Documents/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanTexture.cpp:2807]
[2021.05.29-23.39.42:355][ 0]LogOutputDevice: Error: [Callstack] 0x00007f922b2a8fdb libUnrealEditor-VulkanRHI.so!FVulkanDynamicRHI::RHICalcTexture2DPlatformSize(unsigned int, unsigned int, unsigned char, unsigned int, unsigned int, ETextureCreateFlags, FRHIResourceCreateInfo const&, unsigned int&) [/home/me/Documents/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanTexture.cpp:2826]
[2021.05.29-23.39.42:355][ 0]LogOutputDevice: Error: [Callstack] 0x00007f92a380e2e0 libUnrealEditor-Engine.so!FTexture2DResource::GetPlatformMipsSize(unsigned int) const [/home/me/Documents/UnrealEngine/Engine/Source/Runtime/Engine/Private/Rendering/Texture2DResource.cpp:186]
[2021.05.29-23.39.42:355][ 0]LogOutputDevice: Error: [Callstack] 0x00007f92a37cd551 libUnrealEditor-Engine.so!FStreamableTextureResource::InitRHI() [/home/me/Documents/UnrealEngine/Engine/Source/Runtime/Engine/Private/Rendering/StreamableTextureResource.cpp:169]
[2021.05.29-23.39.42:355][ 0]LogOutputDevice: Error: [Callstack] 0x00007f92a011dda4 libUnrealEditor-RenderCore.so!FRenderResource::InitResource() [/home/me/Documents/UnrealEngine/Engine/Source/Runtime/RenderCore/Private/RenderResource.cpp:103]
[2021.05.29-23.39.42:355][ 0]LogOutputDevice: Error: [Callstack] 0x00007f92a0155dd5 libUnrealEditor-RenderCore.so!TEnqueueUniqueRenderCommandType<BeginInitResource(FRenderResource*)::InitCommandName, BeginInitResource(FRenderResource*)::$_11>::DoTask(ENamedThreads::Type, TRefCountPtr<FGraphEvent> const&) [/home/me/Documents/UnrealEngine/Engine/Source/Runtime/RenderCore/Public/RenderingThread.h:184]
[2021.05.29-23.39.42:355][ 0]LogOutputDevice: Error: [Callstack] 0x00007f92a015618e libUnrealEditor-RenderCore.so!TGraphTask<TEnqueueUniqueRenderCommandType<BeginInitResource(FRenderResource*)::InitCommandName, BeginInitResource(FRenderResource*)::$_11> >::ExecuteTask(TArray<FBaseGraphTask*, TSizedDefaultAllocator<32> >&, ENamedThreads::Type, bool) [/home/me/Documents/UnrealEngine/Engine/Source/Runtime/Core/Public/Async/TaskGraphInterfaces.h:960]
[2021.05.29-23.39.42:355][ 0]LogOutputDevice: Error: [Callstack] 0x00007f92a5d377b0 libUnrealEditor-Core.so!FNamedTaskThread::ProcessTasksNamedThread(int, bool) [/home/me/Documents/UnrealEngine/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp:730]
[2021.05.29-23.39.42:355][ 0]LogOutputDevice: Error: [Callstack] 0x00007f92a5d35bbe libUnrealEditor-Core.so!FNamedTaskThread::ProcessTasksUntilQuit(int) [/home/me/Documents/UnrealEngine/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp:621]
[2021.05.29-23.39.42:355][ 0]LogOutputDevice: Error: [Callstack] 0x00007f92a5d34f63 libUnrealEditor-Core.so!FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type) [/home/me/Documents/UnrealEngine/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp:1992]
[2021.05.29-23.39.42:355][ 0]LogOutputDevice: Error: [Callstack] 0x00007f92a0117dd3 libUnrealEditor-RenderCore.so!RenderingThreadMain(FEvent*) [/home/me/Documents/UnrealEngine/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp:374]
[2021.05.29-23.39.42:355][ 0]LogOutputDevice: Error: [Callstack] 0x00007f92a016d0b2 libUnrealEditor-RenderCore.so!FRenderingThread::Run() [/home/me/Documents/UnrealEngine/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp:531]
[2021.05.29-23.39.42:355][ 0]LogOutputDevice: Error: [Callstack] 0x00007f92a5e44e67 libUnrealEditor-Core.so!FRunnableThreadPThread::Run() [/home/me/Documents/UnrealEngine/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.cpp:25]
[2021.05.29-23.39.42:355][ 0]LogOutputDevice: Error: [Callstack] 0x00007f92a5dbf663 libUnrealEditor-Core.so!FRunnableThreadPThread::_ThreadProc(void*) [/home/me/Documents/UnrealEngine/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.h:185]
[2021.05.29-23.39.42:355][ 0]LogOutputDevice: Error: [Callstack] 0x00007f92a6897590 libpthread.so.0!UnknownFunction(0x958f)
[2021.05.29-23.39.42:355][ 0]LogOutputDevice: Error: [Callstack] 0x00007f929c789223 libc.so.6!clone(+0x42)
[2021.05.29-23.39.42:355][ 0]LogOutputDevice: Error:
[2021.05.29-23.39.52:764][ 0]LogModuleManager: Warning: ModuleManager: Unable to load module 'TimeManagementEditor' - 0 instances of that module name found.
// project is loaded and looks like pic below
@IncantaGames @Odin_Vex @anonymous_user_b9fdc589 fwiw tooltips work perfectly on my system. visually theyāre fine and no system lags. if you want me to test anything to try to help you debug your setup lemme know
i updated nvidiaās driver to 460.73.01 and the fps (zoom in to see my fps counter) is comparable to windows and bonus, the visual glitch is fixed!
now that i have ue5 running on linux, iād like to progress beyond a stripped down blank game project, but problem:
// cloned ue5-early-access, built per README.mdās linux instructions, ran ./Engine/Binaries/Linux/UnrealEditor and it started up, with warning/error log messages
[2021.05.30-23.20.06:138][ 0]LogModuleManager: Warning: ModuleManager: Unable to load module 'TimeManagementEditor' - 0 instances of that module name found.
[2021.05.30-23.20.19:331][ 5]LogSlate: Warning: Slate: Had to block on waiting for a draw buffer
// project browser is now visible, selected a new blank game, (blank game template, blueprint project, desktop target platform, scalable quality preset, now with starter content whereas before i omitted that, no raytracing), with warning/error log messages
[2021.05.30-23.24.09:862][465]LogHAL: Warning: Process (pid=5157) is still running - we will reap it in a waiter thread, but the thread handle is going to be leaked.
[2021.05.30-23.25.07:171][ 0]LogModuleManager: Warning: ModuleManager: Unable to load module 'TimeManagementEditor' - 0 instances of that module name found.
and a ue message box pops up saying
failed to import ā/home/me/Documents/UnrealEngine/FeaturePacks/StarterContent.upackā. failed to create asset ā/Game/StarterContentā/. Please see Output Log for details
if i click ok, the project loads with an empty black viewport, with warning/error log messages
[2021.05.30-23.45.08:701][ 0]LogAssetTools: Warning: Failed to import '/home/me/Documents/UnrealEngine/FeaturePacks/StarterContent.upack'. Failed to create asset '/Game/StarterContent'.
Please see Output Log for details.
[2021.05.30-23.45.08:709][ 0]LogFeaturePack: Warning: No objects imported installing pack StarterContent.upack
[2021.05.30-23.45.08:709][ 0]LogFeaturePack: Warning: Inserted 0 feature packs
[2021.05.30-23.45.08:710][ 0]LogEditorServer: Warning: Can't find file '../../../../Unreal Projects/blankgame2/Content/StarterContent/Maps/Minimal_Default.umap'
searching ~/* for StarterContent.upack results
Documents/UnrealEngine/FeaturePacks/StarterContent.upack
searching ~/* for Minimal_Default.umap results nothing.
how can i fix?
fwiw system specs in my profile