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
I get this on Linux as well in UE5:
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));
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
Running the loader on lutris works great… That’s what I do. You can load it right into the project.
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.
Glad to hear nanite is coming to vulkan
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.
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!
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!
Thx u for ur effort!!!
I’ve wanted to avoid having to run the Epic Games Launcher through Lutris, and I came across Epic-Asset-Manager - it allows you to download assets from the Unreal Engine Marketplace as well as games from the Epic Games store.
Sounds promising, unfortunately at the moment libadwaita-1 is not packaged yet for debian based system, it is available only for arch. But with the next gnome release the problem should be fixed. I am looking forward to it
I am running Ubuntu 21.04 and running into this clang error when trying to build Early Access 2, any ideas? :
Time Elapsed 00:00:01.22
Running command : Engine/Binaries/DotNET/UnrealBuildTool/UnrealBuildTool UnrealEditor Linux Development
Linux using Manual SDK v17_clang-10.0.1-centos7
Using ‘git status’ to determine working set for adaptive non-unity build (/home/seth/Documents/Projects/UnrealEngine-5.0.0-early-access-2).
Performing 30 actions (8 in parallel)
[1/30] Link (lld) libUnrealEditor-MovieSceneCapture.so
ld.lld: error: /home/seth/Documents/Projects/UnrealEngine-5.0.0-early-access-2/Engine/Binaries/Linux/libUnrealEditor-AVIWriter.so: unknown file type
clang++: error: linker command failed with exit code 1 (use -v to see invocation)
I’ll test to build the 5.0EA2 release on my arch based system and I tell you if the same error occurs
it seems that the 5.0EA2 tag in the repo is several commits behind then ue5-early-access branch.
I’ve successfully built this branch on Linux, perhaps you should use it instead of the 5.0.0-early-access-2 tag
I’ll give it a try, thanks so much!
@Acheta_Games made a fantastic work with Epic-Asset-Manager. I’ts the swiss knife app all linux users were waiting for since years.
Sorry to necro this thread but it is hard to find threads for UE5 directly related to the Linux builds.
Has anyone else using the Linux version had an issue with control flow nodes missing for widget blueprints? Nodes like flip flop and for each ( all I see for the for each is the brebuilt enum for each nodes ).
I know windows users are saying they have them so I am trying to figure out if something is just going haywire on my build or if it is an omission specific to the Linux build.
Once again I apologize for digging this thread back up. I know some people get made about this sort of thing.