Unreal 5.6 on Linux, Start and Crash

I’m having this issue even with RADV_DEBUG=hang:

LoginId:010149f18d744f8b8f45bcbaf7986948-000003e8

Caught signal 11 Segmentation fault

libdxcompiler.so!_ZN8spvtools25SetContextMessageConsumerEP13spv_context_tNSt3__18functionIFv19spv_message_level_tPKcRK14spv_position_tS6_EEE(+0x31)
libdxcompiler.so!_ZN8spvtools10SpirvTools18SetMessageConsumerENSt3__18functionIFv19spv_message_level_tPKcRK14spv_position_tS5_EEE(+0x54)
libdxcompiler.so!_ZNK8spvtools9Optimizer3RunEPKjmPNSt3__16vectorIjNS3_9allocatorIjEEEEP23spv_optimizer_options_t(+0x7f)
libdxcompiler.so!UnknownFunction(0xdd98b1)
libdxcompiler.so!UnknownFunction(0xdd8232)
libdxcompiler.so!UnknownFunction(0xe973d1)
libdxcompiler.so!UnknownFunction(0x7beeb8)
libdxcompiler.so!UnknownFunction(0x21a0f0)
libdxcompiler.so!UnknownFunction(0x215287)
libdxcompiler.so!UnknownFunction(0x2161d5)
libdxcompiler.so!UnknownFunction(0x216b77)
libShaderConductor.so!UnknownFunction(0xb1620)
libShaderConductor.so!_ZN15ShaderConductor8Compiler7CompileERKNS0_10SourceDescERKNS0_7OptionsEPKNS0_10TargetDescEjPNS0_10ResultDescE(+0x3dc)
libShaderConductor.so!_ZN15ShaderConductor8Compiler7CompileERKNS0_10SourceDescERKNS0_7OptionsERKNS0_10TargetDescE(+0x51)
libUnrealEditor-ShaderCompilerCommon.so!CrossCompiler::FShaderConductorContext::CompileHlslToSpirv(CrossCompiler::FShaderConductorOptions const&, TArray<unsigned int, TSizedDefaultAllocator<32> >&) [/mnt/horde/++UE5/Sync/Engine/Source/./Developer/ShaderCompilerCommon/Private/ShaderConductorContext.cpp:34]
libUnrealEditor-VulkanShaderFormat.so!SpirvShaderCompiler::CompileWithShaderConductor(FSpirvShaderCompilerInternalState const&, TStringView, SpirvShaderCompilerSerializedOutput&, FShaderCompilerOutput&) [/mnt/horde/++UE5/Sync/Engine/Source/./Developer/VulkanShaderFormat/Private/SpirVShaderCompiler.inl:1364]
libUnrealEditor-VulkanShaderFormat.so!CompileVulkanShader(FShaderCompilerInput const&, FShaderPreprocessOutput const&, FShaderCompilerOutput&, FString const&) [/mnt/horde/++UE5/Sync/Engine/Source/./Developer/VulkanShaderFormat/Private/VulkanShaderCompiler.cpp:327]
libUnrealEditor-RenderCore.so!FInternalShaderCompilerFunctions::CompileShaderInternal(IShaderFormat const*, FShaderCompileJob&, FString const&, FString&, FString&, int*) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/RenderCore/Private/ShaderCore.cpp:1762]
libUnrealEditor-RenderCore.so!CompileShader(TArray<IShaderFormat const*, TSizedDefaultAllocator<32> > const&, FShaderCompileJob&, FString const&, int*) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/RenderCore/Private/ShaderCore.cpp:1909]
libUnrealEditor-Engine.so!FShaderCompileUtilities::ExecuteShaderCompileJob(FShaderCommonCompileJob&) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/Engine/Private/ShaderCompiler/ShaderCompilerUtil.cpp:870]
libUnrealEditor-Engine.so!FShaderCompileThreadRunnable::CompileDirectlyThroughDll() [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/Engine/Private/ShaderCompiler/ShaderCompilerThreadRunnable.cpp:843]
libUnrealEditor-Engine.so!FShaderCompileThreadRunnable::CompilingLoop() [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/Engine/Private/ShaderCompiler/ShaderCompilerThreadRunnable.cpp:1331]
libUnrealEditor-Engine.so!FShaderCompileThreadRunnableBase::Run() [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/Engine/Private/ShaderCompiler/ShaderCompilerThreadRunnable.cpp:304]
libUnrealEditor-Core.so!FRunnableThreadPThread::Run() [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/Core/Private/HAL/PThreadRunnableThread.cpp:25]
libUnrealEditor-Core.so!FRunnableThreadPThread::_ThreadProc(void*) [/mnt/horde/++UE5/Sync/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.h:187]
libc.so.6!UnknownFunction(0x99545)
libc.so.6!UnknownFunction(0x11d94b)