Ue5 game dev on linux?

It is so early and i as a beginner could not get it even compiled on W10 x64…yet. Best luck to you as i really hope one day if Unreal can run full featured(Vulkan) on Ubuntu then…well i definitely install Ubuntu on my main pc too but currently Ubuntu is in use on my Laptop only.

2 Likes

I’m 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 don’t 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 they’re 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 haven’t 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 editor…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 doesn’t go away below it, wasting space. Extra click now required to put components into scenes (everything has been relegated to a menu…) ugh. Wish for Classic (usable…) 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.

4 Likes

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 :slight_smile: I was surprised that they were completely over on UE4.26, good to see that they are back LOL

1 Like

would epic let us host assets for download? i could upload it to a github repo for you if so

1 Like

If you compile UE5 yourself, it runs, however Lumen (and Nanite) don’t 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)

5 Likes

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.md’s 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

1 Like

@IncantaGames @Odin_Vex @Froyok fwiw tooltips work perfectly on my system. visually they’re fine and no system lags. if you want me to test anything to try to help you debug your setup lemme know

2 Likes

i updated nvidia’s 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!

2 Likes

now that i have ue5 running on linux, i’d like to progress beyond a stripped down blank game project, but problem:

// cloned ue5-early-access, built per README.md’s 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 ‘/home/me/Documents/UnrealEngine/FeaturePacks/StarterContent.upack’. failed to create asset ‘/Game/StarterContent’/. 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

1 Like

I get this on Linux as well in UE5:
[2021.05.31-22.33.41:200][ 0]LogModuleManager: Warning: ModuleManager: Unable to load module 'TimeManagementEditor' - 0 instances of that module name found.
Please post back if you find a solution @mchn

2 Likes

Did the build work out of the box for you on pop or did you need to install some deps? I’m on pop, UE4 built and ran fine however ue5-main explodes with errors and the build dies. Loads of errors like

       /Applications/UnrealEngine/5.x/Engine/Source/Editor/EditorStyle/Private/StarshipStyle.cpp:770:24: error: no matching conversion for functional-style cast from 'const FSlateColor' to 'FSlateColorBrush'
                            .SetBackgroundBrush(FSlateColorBrush(FStyleColors::Recessed));
1 Like

ya ran fine after i updated my nvidia drivers but built without any problems. i didn’t use that branch tho

anyone know how i can fix Ue5 game dev on linux? - #20 by mchn plz? i’m stuck

1 Like

Running the loader on lutris works great… That’s what I do. You can load it right into the project.

1 Like

I have completed a source build. I can confirm vulkan related crashing seems to be way better. I am very hopeful for this on the final.

1 Like

Glad to hear nanite is coming to vulkan

3 Likes

UE5 is faster on linux compared to UE4 even without nanite and software lumin. Also very stable compared to 4.21 to 4.26 when vulkan became default.
If using c++ with ue linux is the way go. QT or Kdevelop is way faster and have better intellisence support than visualstudio+vassist.

ITs not because Unreal that nanite is not working on linux. Linux drivers are not having all api which is available on windows graphics driver.

Most issues we face on linux are because of poor drivers from nvidia and amd (why amd we’ve 3 drivers ?) Intel drivers (not hardware!) are way better than nv and amd.
A new cross platform benchmark released last week by vetran game engine developer with the purpose to diagnose graphics drivers issues. It has shown that nvidia drivers are 20% slower on linux-vulkan than windows-vulkan. Amd official driver is too slow on linux-vulkan compared to windows. RADV run circles around amd offical drivers and its a pity UE does not support it.

2 Likes

May I ask if u can provide the link of the new cross platform benchmark released by vetran game developer? Because I am now considering which system I should use. Thx!

1 Like

I had posted this elsewhere so I didn’t link that again above.
Info on the benchmark tool (Link)

Crossplatform Tellusim benchmark (https://tellusim.com)

In Further testing with latest drivers 470 branch it is found that nvidia 1x series works way faster on linux-vulkan than on diretx11-12, and win-vulkan . nvidia 2x and 3x series are not yet as fast as windows drivers. Sadly no nanite support yet even in 470 series driver as of writing. Amd driver is as before!

3 Likes

Thx u for ur effort!!!

3 Likes