Yes, I can confirm that most of the issues disappeared after globally disabling pop‑up tooltips and windows in the 5.7 engine, and it has become much more well‑behaved. These pop‑ups seem to add their own overlay, and while in earlier versions it merely interfered with and slowed down interaction with the editor, in 5.7 it completely blocked the whole DE environment and then caused the editor to crash. I am running under X11; I have not tested it in a Wayland session.
but the path Tracing and Movie render queue Still not work and Crash ..
Hi,
I solved the UI problem using containers, I’ve made a tutorial about it:
Sadly doesn’t solve anything for me. Still drops every other mouse click and crashes constantly.
Also tried Ubuntu 22.04 (through Distrobox) but couldn’t even get the editor to launch.
Appreciate the tutorial anyway, this is something I wanted to try regardless.
- Your tutorial does not cover setting up audio in the container.
If you pay attention, your editor informs you on startup that it tried and failed to intialize the audio backend and tore it down. Visible even in your linked example video. - There is no section covering GPU support in the container.
You do not specify what hardware you use, so I assume you have an AMD GPU. It only works out of the box - no further work needed - for AMD and Intel GPUs. For NVidia, extra work is needed to get all features working. This is a moderately complex topic depending on what the user wishes to do in the container. - Distrobox can change the home directory that the container uses, but your tutorial doesn’t mention that.
By default it will re-use your user’s existing home directory and merge all files and folders into it. This is usually not what you want when you mix and match distros and if you want to ensure better isolation of the UE dev environment.
No offense intended, but that tutorial looks like ChatGPT wrote it. Lots of dramatic filler text, flashy use of emoji, a misleading ‘congratulations’ style summary, and essential bits are missing.
Interestingly in my case, I’m using a 4070 Super and using rocky 8 everything seemed to work (Vulkan, Lumen, HW Raytracing) out of the box even without creating the container using --nvidia like I would typically have to do. Didn’t do a comprehensive test of everything though.
Annoyingly though running it inside of the distrobox container limited it to 50% of my CPU cores so compiling shaders took forever.
OpenCL support would be one of those things that’ll need manual setup. Granted most people probably don’t need it.
Try a rocky 9 container. Shader compiler sees all CPU cores there for me, but it honestly is weird and something Epic has to fix.
Lots of good advice here. Running UE 5.7.1 on Bazzite (Nvidia Open), I launch UE like below:
alias ue571='SDL_VIDEO_DRIVER=x11 /run/media/system/hot/ue5_7_1/Engine/Binaries/Linux/UnrealEditor -windowed -ResX=3840 -ResY=2160 -nohighdpi'
I found that setting explicit resolution helps in getting crisp visual in the Editor UI and windowed mode prevents dialogues and popups from flying around. For double click, adding
[SystemSettings]
Slate.EnableTooltips=False
definitely resolves the problem. I can finally try 5.7.1 now! Been on 5.6.1, and honestly that one was easier to get going ![]()
Seems like its not limited to just Linux. Windows is having similar UI issues also
For me, the combination of SDL_VIDEO_DRIVER=x11 and Slate.EnableTooltips=False in BaseEngine.ini makes the 5.7.1 editor finally normally usable. Clicks register as they should, same as in 5.6.1.
For reference, I’m on EndeavourOS, KDE Plasma 6.5.3 in Wayland session, with AMD RX 7900XT / Mesa 25.2.7.
I’m however getting some stalls related to notifications, with every stall trace going through SDL and X11 calls.
Engine Version: 5.7.1-48512491+++UE5+Release-5.7
Stall Detector: FEngineLoop::Tick
Stall Duration: 7.917857
Stall Time: 2025.12.03-23.38.56
StackTrace
==========
00: [0x0x7f7771ee1710] [libUnrealEditor-Core.so] : [FUnixPlatformStackWalk::CaptureStackBackTrace(unsigned long long*, unsigned int, void*)] : </mnt/horde/++UE5/Sync/Engine/Source/./Runtime/Core/Private/Unix/UnixPlatformStackWalk.cpp>:806
01: [0x0x7f7771ea722c] [libUnrealEditor-Core.so] : [ThreadStackWalker(int, siginfo_t*, void*)] : </mnt/horde/++UE5/Sync/Engine/Source/./Runtime/Core/Private/Unix/UnixPlatformCrashContext.cpp>:1045
02: [0x0x7f776523e4d0] [libc.so.6] : [] : <>:0
03: [0x0x7f776529f002] [libc.so.6] : [] : <>:0
04: [0x0x7f776529316c] [libc.so.6] : [] : <>:0
05: [0x0x7f77652931b4] [libc.so.6] : [] : <>:0
06: [0x0x7f776531c521] [libc.so.6] : [recvmsg] : <>:0
07: [0x0x7f773df278d6] [libxcb.so.1] : [] : <>:0
08: [0x0x7f773df283af] [libxcb.so.1] : [] : <>:0
09: [0x0x7f773df28910] [libxcb.so.1] : [] : <>:0
10: [0x0x7f773df29ba5] [libxcb.so.1] : [xcb_wait_for_reply64] : <>:0
11: [0x0x7f773dfb57ee] [libX11.so.6] : [_XReply] : <>:0
12: [0x0x7f773dfff176] [libX11.so.6] : [XkbGetState] : <>:0
13: [0x0x7f7769d1b3de] [libUnrealEditor-ApplicationCore.so] : [X11_DispatchEvent] : </SDL-gui-backend/src/video/x11/SDL_x11events.c>:1203
14: [0x0x7f7769d1c42a] [libUnrealEditor-ApplicationCore.so] : [X11_PumpEvents] : </SDL-gui-backend/src/video/x11/SDL_x11events.c>:2145
15: [0x0x7f7769c00537] [libUnrealEditor-ApplicationCore.so] : [SDL_PumpEventsInternal] : </SDL-gui-backend/src/events/SDL_events.c>:1457
16: [0x0x7f7769c007e5] [libUnrealEditor-ApplicationCore.so] : [SDL_WaitEventTimeoutNS] : </SDL-gui-backend/src/events/SDL_events.c>:1628
17: [0x0x7f7769ba5ec8] [libUnrealEditor-ApplicationCore.so] : [FLinuxPlatformApplicationMisc::PumpMessages(bool)] : </mnt/horde/++UE5/Sync/Engine/Source/./Runtime/ApplicationCore/Private/Linux/LinuxPlatformApplicationMisc.cpp>:458
18: [0x0x23a7c9] [UnrealEditor] : [FEngineLoop::Tick()] : </mnt/horde/++UE5/Sync/Engine/Source/Runtime/TraceLog/Public/Trace/Detail/Channel.inl>:18
19: [0x0x23f0e3] [UnrealEditor] : [GuardedMain(char16_t const*)] : </mnt/horde/++UE5/Sync/Engine/Source/./Runtime/Launch/Private/Launch.cpp>:60
20: [0x0x7f77727f1215] [libUnrealEditor-UnixCommonStartup.so] : [CommonUnixMain(int, char**, int (*)(char16_t const*), void (*)())] : </mnt/horde/++UE5/Sync/Engine/Source/./Runtime/Unix/UnixCommonStartup/Private/UnixCommonStartup.cpp>:323
21: [0x0x7f7765227635] [libc.so.6] : [] : <>:0
22: [0x0x7f77652276e9] [libc.so.6] : [__libc_start_main] : <>:0
23: [0x0x236e0a] [UnrealEditor] : [_start] : </opt/UE/5.7.1/Engine/Binaries/Linux/UnrealEditor>:-1
Hi Kreevoz,
Thanks a lot for the feedback. I’ll try to reply to each point:
-
No, it doesn’t cover the audio part yet.
-
Is it needed to cover GPU support? My guess was that containers in Distrobox are already running with the GPU flag on, but let me know.
-
I am aware that it changes the home directory, but at least on the machines I’ve tried, it always worked in my home directory like ~/.Documents (that’s where UE saves the projects by default).
No offense taken. Actually, I hate AI and I do not use it for my work (maybe for correcting texts), but in that tutorial it was not the case.
Yes, the tutorial is long because it covers most of the Linux versions. Regarding the “dramatic filler text,” “flashy use of emoji,” and “congratulations”. I guess I’ll have to stop using emotions and emoticons and stop saying thanks and congratulations for achieving the end of some tutorial. Unfortunately, I have to say some kind words for my students, and some things have to appeal to new people who are scared of Linux and the terminal.
Thanks again for the feedback.
That’s unfortunate. I’ve tried it on Ubuntu 22.04 (Distrobox), it also works for me, I can give you the list of libs and how to install them on Ubuntu if you want to try.
Just FYI, some fixes (or workarounds around poor Epic’s design choices) should be available in upcoming KDE 6.5.4.
Slate.EnableTooltips 0 fixes it for me.
Entirely new issue in 5.7.1 not present in 5.6.x series.
Someone did a very bad thing in the Unreal source code.
FORT-1004112 has been added to our ‘To Do’ list. Someone’s been assigned this task.
I found another workaround to KEEP tooltips.
This is on arch, kde 6, wayland
I built it myself, not sure if that matters.
So i added the SDL_VIDEODRIVER=x11 which fixed the menu problem.
Then adding a window rule for UnrealEditor
Focus stealing prevention, Force, Extreme, and bam, tooltips and no double/quadruple clicks.
Thank you so much, setting focus stealing prevention worked for me on Nobara (KDE) using the precompiled binary from Epic.
Hi, thank you! This topic helps a lot. I’m using Kubuntu 25.10 (KDE)
As stated in the Updating Unreal Engine on Linux to SDL3 | Unreal Engine 5.7 Documentation | Epic Developer Community SDL3 does not work well with Wayland yet.
While Wayland support is compiled into the SDL3 library, Unreal Editor using pure Wayland is unusable. Mouse click events are not correctly received (though touch events are) and in general there are a number of issues. X11Wayland support is fine and Editor works as normal in that mode, but if you set
SDL_VIDEODRIVER=waylandand run using a Wayland window manager, Unreal Editor is not functional. Support for game targets using Wayland mode is also still untested.
Therefore**SDL_VIDEODRIVER=x11** is a must. Otherwise, all pop-ups or notifications will open in the center of the screen. This happens because Wayland uses relative positioning, while X11 uses absolute positioning.
example usage:
Terminal: export SDL_VIDEODRIVER=x11 && "/foo/bar/ue_5.7/Engine/Binaries/Linux/UnrealEditor"
.desktop: Exec=env SDL_VIDEO_DRIVER=x11 “foo/bar/ue_5.7/Engine/Binaries/Linux/UnrealEditor”
If you encounter DPI issues, try the -nohighdpi param. You can also try forcing resolution with -windowed -ResX=3840 -ResY=2160 (your resolution) or adjusting the Editor Scale in the settings.
Fixing double click:
The reason behind the double-click issue is that each tooltip is considered a new “window.”(?) . In the Content Browser, pop-ups open above the main window and steal focus, same for dropdowns or notifications.
Setting the global Window activation policy to "Focus under mouse" solves this, but you lose standard [ALT] + [TAB] functionality and encounter other unwanted behaviors.
A better solution is to set a Custom Window Rule in KDE that fixes almost all issues:
Window class: UnrealEditor
Window types: deselected: Normal window
Focus stealing prevention: Force/Extreme
Focus protection: Force/None
Accept focus: Force/No
With these setup, i rerely face any issues. In PIE mouse remains locked in the PIE window without leaving.
Additional Linux tips:
If you have vulkan sync issues, add -VulkanNoSync
If crashing due to mem alloc issues, try -ansimalloc
absolute legend
I only need the forced focus stealing prevention, also only needed the utility window type
Also made a kwin script if anyone wants or needs it.
When tooltips appeared or I accessed a menu my taskmanager would alert, the script removes it. Unfortunately I still get flashes from my autohiden taskmanager/dock, but it worked perfectly when not hidden.

