Unable to cross compile on windows for Linux target

We are setting up our linux cross compilation build pipelines for our game server targets

We are using Unreal 5.5.4 from github

Running into the following issue:

[Image Removed]

And linker output:

UbaSessionServer - ASSERT: Unhandled Exception (Code: 0xc0000005)

Callstack:

ntdll.dll: +0x12d26

ntdll.dll: +0x120f6

ntdll.dll: +0x165c6e

UbaDetours.dll: +0x492e

ucrtbase.dll: +0x3d189

ucrtbase.dll: +0x14a0c

ucrtbase.dll: +0x1488b

ucrtbase.dll: +0x14844

ucrtbase.dll: +0x14e01

combase.dll: +0x183fcd

combase.dll: +0x183fed

combase.dll: +0x39cbc

combase.dll: +0x39793

The issue has been brought up in a forum thread UbaSessionServer - ASSERT by Cross-Compile Toolchain imd UE5.5 - #2 by JulianGamble, with @JulianGamble mentioning a fix involving a patch where the download link has expired.

Do you have a suggested path forward for how to resolve this issue, that doesn’t require an upgrade to 5.6?

Kind regards,

Daniel,

On behalf of the Lightfury team

Steps to Reproduce
Build Development Server target using the following:

Target.cs

Type = TargetType.Server;

    DefaultBuildSettings \= BuildSettingsVersion.Latest;

    IncludeOrderVersion \= EngineIncludeOrderVersion.Latest;

Build.cs

PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;

    bWarningsAsErrors \= true;

Hi Daniel,

This forum case was replicated from EPS. The original link is here: [Content removed]

The weird part is that the link for the updated UBA exe is also broken on EPS. I have attached the zip to this answer.

Let me know if this works for you,

Martin

Hi [mention removed]​

Thank you for sharing this, this appears to have resolved the issue and I am now able to build.

However, I will have to revert once I have been able to run the built linux server to make sure that the build was done successfully.

As this was a copy pasted set of binaries that are either built or copied over from setup.bat.

Ideally I would like to cherry pick the changes that need to be backported source wise, so that the building our custom engine, we don’t have these binaries overwritten.

Do you have a CL number or a git commit with the changes we would have to back port to enable us to build these binaries ourselves, rather than relying on copyover?

Many thanks,

Daniel

Hello!

I think you are looking for CL#43473355 (GH Commit). I’m not sure if it will be an easy backport. The zip I shared was the latest executables compiled from the code in Main around June 18. This is a case where you probably should stick with the exes I provided but I’m not savvy enough to recommend how to do it when using GH as the SCM. I’m mostly used to the P4 workflow where the binaries are stored in the SCM.

Regards,

Martin