UEditor 4.7 on Debian 8 doesn't launch

Hi, I build the UE 4.7 but the editor doesn’t launch, I change the directory to Engine/Binaries/Linux and run ./UE4Editor as the “How to build in Linux” says but the launcher freezes at 45%. The log it is not verbose about what is the problem. There is the last lines of my console and also an attachment of the complete log.
Thanks in advance.
Distributor ID: Debian
Description: Debian GNU/Linux 8.0 (jessie)
Release: 8.0
Codename: jessie

My console messages:

[2015.03.04-00.08.31:283][ 0]LogTextLocalizationManager: The requested culture (‘es_AR’) has no localization data; parent culture’s (‘es’) localization data will be used.

[2015.03.04-00.08.32:156][ 0]LogMeshUtilities: No automatic mesh reduction module available

[2015.03.04-00.08.32:166][ 0]LogMeshUtilities: No automatic mesh merging module available

[2015.03.04-00.08.32:180][ 0]LogHAL: Linux SourceCodeAccessSettings: KDevelopSourceCodeAccessor

[2015.03.04-00.08.33:079][ 0]LogStaticMesh: Generando la malla estática EditorSphere…

Signal 11 caught.

[2015.03.04-00.09.39:148][ 0]LogGenericPlatformMisc: FPlatformMisc::RequestExit(0)

[2015.03.04-00.09.39:197][ 0]LogExit: Preparing to exit.

[2015.03.04-00.09.39:232][ 0]LogExit: Exiting.
link text

Have you confirmed that you have the correct requirements from this page: Building On Linux … it is under the Build Prerequisites section.

I know at the moment that most of the builds have been performed on Ubuntu 14.04 and I don’t see much information with regards to Debian (especially not Debian 8).

There is a page of Linux known issues that may be of assistance: Linux Known Issues

The final option is try compiling for Linux on a Windows machine using a toolchain: Compiling For Linux


What clang version was this compiled with?

Did you build all the required binaries (at least UE4Editor, ShaderCompileWorker, UnrealLightmass)?

Also, what does your (h)top say, are there any ShaderCompileWorkers spawned yet, or is the editor running at 100%, or idling?

Have you tried running the editor through gdb to catch any exceptions that way?

Hi amigo. The version of clang I’ve used is 3.5, there is a new version today in Debian’s repository. I didn’t compile with debug symbols so I’ll try to recompile in a few days and then I’m trying again to launch the editor.
By the way which flag I have to add to debug compile to the command:
$ make ShaderCompileWorker UnrealLightmass UnrealPak UE4Editor

Thanks in advance.

As long as it’s Clang 3.5 you should be good to go.

For debug builds, just add -Linux-Debug to the end of target name, so ShaderCompileWorker-Linux-Debug , etc.



I’m using Debian Sid (unstable) and I’m hit by the same bug (editor launch is stuck @ 35%).
I compiled 4.8 git branch in debug mode, however, launching the editor gives:
[2015.07.21-20.25.50:451][ 0]LogLinux:Error: appError called: Assertion failed: Assertion failed: [File:/home/zulu/src/unrealengine.git/Engine/Source/Runtime/Engine/Private/ShaderCompiler/ShaderCompiler.cpp] [Line: 1282]
Couldn’t launch /home/zulu/src/unrealengine.git/Engine/Binaries/Linux/ShaderCompileWorker! Make sure the file is in your binaries folder.

Is there a way to force ./ShaderCompileWorker-Linux-Debug instead of ./ShaderCompilerWorker?



Why do you need ShaderCompilerWorker-Linux-Debug? This can be changed in code (see FShaderCompilingManager constructor in ShaderCompiler.cpp)

You have a crash during static mesh creation. That could mean you use mesa drivers. Edit ConsoleVariables.ini and add r.TriangleOrderOptimization=2, if there’s no such parameter, else change the value to 2 if the parameter is already there and use the most up to date mesa drivers.
Read the official Linux readme for more info and read the wiki.