I hope this gets a little more testing on Linux, because right now it feels unstable (same for 5.6).
It would be great if this gets as stable as 5.5 was/is. Since Megalights scenes look way more consistent now and there have been a lot of good improvements.
SW Raytracing seems to lead to crashes for some users (HW Raytracing seems to avoid that crash) (In my case i have Megalights enabled, not sure if it’s related)
I don’t get this in every level, same for some other user from UnrealSource:
I’ve been having this issue on new project based on fpp template when opening in editor. No issues on empty project.
[2025.09.29-14.34.41:039][737]LogVulkanRHI: Error: VulkanRHI::vkQueueSubmit(Queue, InSubmitInfos.Num(), InSubmitInfos.GetData(), FenceHandle) failed, VkResult=-4
at ./Runtime/VulkanRHI/Private/VulkanQueue.cpp:491
with error VK_ERROR_DEVICE_LOST
[2025.09.29-14.34.41:049][737]LogVulkanRHI: Error: Shader diagnostic messages and asserts:
Device: 0, Queue Graphics:
No shader diagnostics found for this queue.
[2025.09.29-14.34.41:049][737]LogVulkanRHI: Error:
DEVICE FAULT REPORT:
* Description:
* Address Info:
- VK_DEVICE_FAULT_ADDRESS_TYPE_INSTRUCTION_POINTER_FAULT_EXT : 0x000000DEFFD98560 (range:0x000000DEFFD98560-0x000000DEFFD9856F)
- VK_DEVICE_FAULT_ADDRESS_TYPE_READ_INVALID_EXT : 0x0000000100005000 (range:0x0000000100005000-0x0000000100005FFF)
* Vendor Info:
* Vendor Binary Size: 0
[2025.09.29-14.34.41:050][737]LogRHI: Error: Active GPU breadcrumbs:
Device 0, Pipeline Graphics: (In: 0x802ba835, Out: 0x802ba917)
(ID: 0x802ba82a) [ Active] Frame 51736
(ID: 0x802ba831) [ Active] SceneRender - ViewFamilies
(ID: 0x802ba916) [ Active] RenderGraphExecute - /ViewFamilies
(ID: 0x802ba917) [ Active] FRDGBuilder::SubmitBufferUploads
(ID: 0x802ba833) [ Active] UpdateAllPrimitiveSceneInfos
(ID: 0x802ba835) [ Active] Shadow.Virtual.ProcessInvalidations
(ID: 0x802ba836) [Not Started] GPUSceneUpdate
and some random crashes in Vulkan which look like this (could be related to thumbnail rendering or something, since it happened early on when switching between content browser / viewport)
Signal 11 caught.
Malloc Size=262146 LargeMemoryPoolOffset=262162
CommonUnixCrashHandler: Signal=11
[2025.09.30-05.13.51:067][199]LogCore: === Critical error: ===
Unhandled Exception: SIGSEGV: invalid attempt to write memory at address 0x00007fdb303d71df
[2025.09.30-05.13.51:067][199]LogCore: 0x00007fdca823ca9f libUnrealEditor-Core.so!mi_heap_malloc_zero_aligned_at [/mnt/evo/UnrealEngine/5.7/Engine/Source/ThirdParty/mimalloc/2.0.0/include/mimalloc-internal.h:561]
0x00007fdca7a91d6e libUnrealEditor-Core.so!FMallocMimalloc::Malloc(unsigned long, unsigned int) [/mnt/evo/UnrealEngine/5.7/Engine/Source/./Runtime/Core/Private/HAL/MallocMimalloc.cpp:73]
0x0000000000236f76 UnrealEditor-Linux-DebugGame!operator new(unsigned long) [/mnt/evo/UnrealEngine/5.7/Engine/Source/Runtime/Core/Public/HAL/FMemory.inl:36]
0x00007fdc8d146d13 libUnrealEditor-Renderer.so!UE::Tasks::Private::FTaskHandle FRDGBuilder::AddSetupTask<FScene::Update(FRDGBuilder&, FScene::FUpdateParameters const&)::$_15, TArray<UE::Tasks::Private::FTaskHandle, TSizedDefaultAllocator<32> > >(FScene::Update(FRDGBuilder&, FScene::FUpdateParameters const&)::$_15&&, UE::Tasks::FPipe*, TArray<UE::Tasks::Private::FTaskHandle, TSizedDefaultAllocator<32> >&&, LowLevelTasks::ETaskPriority, bool, ERDGSetupTaskWaitPoint)::'lambda'()::operator()() [/mnt/evo/UnrealEngine/5.7/Engine/Source/./Runtime/Renderer/Private/RendererScene.cpp:6508]
0x00007fdc8d146fb3 libUnrealEditor-Renderer.so!UE::Tasks::Private::TExecutableTaskBase<UE::Tasks::Private::FTaskHandle FRDGBuilder::AddSetupTask<FScene::Update(FRDGBuilder&, FScene::FUpdateParameters const&)::$_15, TArray<UE::Tasks::Private::FTaskHandle, TSizedDefaultAllocator<32> > >(FScene::Update(FRDGBuilder&, FScene::FUpdateParameters const&)::$_15&&, UE::Tasks::FPipe*, TArray<UE::Tasks::Private::FTaskHandle, TSizedDefaultAllocator<32> >&&, LowLevelTasks::ETaskPriority, bool, ERDGSetupTaskWaitPoint)::'lambda'(), void, void>::ExecuteTask() [/mnt/evo/UnrealEngine/5.7/Engine/Source/Runtime/Core/Public/Templates/Invoke.h:47]
0x00007fdc8c32cef7 libUnrealEditor-Renderer.so!UE::Tasks::Private::FTaskBase::TryExecuteTask() [/mnt/evo/UnrealEngine/5.7/Engine/Source/Runtime/Core/Public/Tasks/TaskPrivate.h:518]
0x00007fdc8c33a876 libUnrealEditor-Renderer.so!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask* (bool), 48u>::TTaskDelegateImpl<void LowLevelTasks::FTask::Init<UE::Tasks::Private::FTaskBase::Init(char16_t const*, LowLevelTasks::ETaskPriority, UE::Tasks::EExtendedTaskPriority, UE::Tasks::ETaskFlags)::'lambda'()>(char16_t const*, LowLevelTasks::ETaskPriority, UE::Tasks::Private::FTaskBase::Init(char16_t const*, LowLevelTasks::ETaskPriority, UE::Tasks::EExtendedTaskPriority, UE::Tasks::ETaskFlags)::'lambda'()&&, LowLevelTasks::ETaskFlags)::'lambda'(bool), false>::CallAndMove(LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask* (bool), 48u>&, void*, unsigned int, bool) [/mnt/evo/UnrealEngine/5.7/Engine/Source/Runtime/Core/Public/Tasks/TaskPrivate.h:180]
0x00007fdca7820816 libUnrealEditor-Core.so!LowLevelTasks::FTask::ExecuteTask() [/mnt/evo/UnrealEngine/5.7/Engine/Source/Runtime/Core/Public/Async/Fundamental/TaskDelegate.h:309]
0x00007fdca7816140 libUnrealEditor-Core.so!LowLevelTasks::FScheduler::ExecuteTask(LowLevelTasks::FTask*) [/mnt/evo/UnrealEngine/5.7/Engine/Source/./Runtime/Core/Private/Async/Fundamental/Scheduler.cpp:397]
0x00007fdca77d974b libUnrealEditor-Core.so!LowLevelTasks::FScheduler::WorkerLoop(LowLevelTasks::Private::FWaitEvent*, LowLevelTasks::Private::TLocalQueueRegistry<1024u, 1024u>::TLocalQueue*, unsigned int, bool) [/mnt/evo/UnrealEngine/5.7/Engine/Source/./Runtime/Core/Private/Async/Fundamental/Scheduler.cpp:698]
0x00007fdca77da18b libUnrealEditor-Core.so!LowLevelTasks::FScheduler::WorkerMain(LowLevelTasks::Private::FWaitEvent*, LowLevelTasks::Private::TLocalQueueRegistry<1024u, 1024u>::TLocalQueue*, unsigned int, bool) [/mnt/evo/UnrealEngine/5.7/Engine/Source/./Runtime/Core/Private/Async/Fundamental/Scheduler.cpp:816]
0x00007fdca7ad77ef libUnrealEditor-Core.so!FThreadImpl::Run() [/mnt/evo/UnrealEngine/5.7/Engine/Source/Runtime/Core/Public/Templates/Function.h:414]
0x00007fdca7a94386 libUnrealEditor-Core.so!FRunnableThreadPThread::Run() [/mnt/evo/UnrealEngine/5.7/Engine/Source/./Runtime/Core/Private/HAL/PThreadRunnableThread.cpp:25]
0x00007fdca79f7948 libUnrealEditor-Core.so!FRunnableThreadPThread::_ThreadProc(void*) [/mnt/evo/UnrealEngine/5.7/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.h:187]
0x00007fdc9b4aa4d1 libc.so.6!UnknownFunction(0x8a4d0)
0x00007fdc9b527e38 libc.so.6!UnknownFunction(0x107e37)
[2025.09.30-05.13.51:079][199]LogExit: Executing StaticShutdownAfterError
Additional Crash Context (Key="Breadcrumbs_Parallel_0", Value="Breadcrumbs 'Parallel'
- SceneRender - ViewFamilies
- Frame 35199
")[2025.09.30-05.13.51:137][199]LogRHI: Error: Breadcrumbs 'Parallel'
- SceneRender - ViewFamilies
- Frame 35199
Malloc Size=1048576 LargeMemoryPoolOffset=1310768
all my stacktraces are on NVidia driver 580.82.09, running X and NOT Wayland.
Random crash from CEF while working on a level (not doing anything involving CEF):
CommonUnixCrashHandler: Signal=4
[2025.10.01-05.12.29:375][375]LogCore: === Critical error: ===Unhandled Exception: SIGILL: illegal instruction
[2025.10.01-05.12.29:375][375]LogCore: 0x00007f2aa3c11225 libcef.so!UnknownFunction(0x6c11225)
edit 9th Oct:
update after using 5.7 for a few days now (rebuilding with current git state each day)
1st quoted crash regarding SW-Raytracing: Haven’t tested sw raytracing again, but with HW raytracing it didn’t happen once. So this seems very likely tied to the SW-Raytracing path
2nd quoted crash: these parallel render crashes still happen A LOT, most often by loading a WorldPartition area with a lot of Assets in them.
3rd quoted CEF crash: didn’t happen again as of now, so might be hard to reproduce (or was fixed with a dependency update…)
3rd quoted CEF crash just happens randomly, even when doing nothing in the editor and working in another app while UE is in the background.