Unreal engine 5 main on linux

Hi! Is it possible yet build unreal engine 5 main on linux, example on ubuntu.

I am tried it several times but when i open it, it always crashes immediatelly.

Here is a full error log whose it give:

Assertion failed: IsInGameThread() [File:./Runtime/Core/Private/HAL/ConsoleManager.cpp] [Line: 556]

libUnrealEditor-Core.so!FConsoleVariable::GetPlatformValueVariable(FName) [/mnt/localvarasto/Documents/Applications/UnrealEngine/Unreal engine 5/UnrealEngine/Engine/Source/./Runtime/Core/Private/HAL/ConsoleManager.cpp:556]
libUnrealEditor-Engine.so!FShaderPlatformCachedIniValue::Get(EShaderPlatform) [/mnt/localvarasto/Documents/Applications/UnrealEngine/Unreal engine 5/UnrealEngine/Engine/Source/Runtime/RenderCore/Public/RenderUtils.h:550]
libUnrealEditor-Engine.so!FGPUBaseSkinAPEXClothVertexFactory::IsClothEnabled(EShaderPlatform) [/mnt/localvarasto/Documents/Applications/UnrealEngine/Unreal engine 5/UnrealEngine/Engine/Source/./Runtime/Engine/Private/GPUSkinVertexFactory.cpp:1213]
libUnrealEditor-Engine.so!FSkeletalMeshObjectGPUSkin::ProcessUpdatedDynamicData(EGPUSkinCacheEntryMode, FGPUSkinCache*, FRHICommandListImmediate&, unsigned int, unsigned int, bool, int) [/mnt/localvarasto/Documents/Applications/UnrealEngine/Unreal engine 5/UnrealEngine/Engine/Source/./Runtime/Engine/Private/SkeletalRenderGPUSkin.cpp:685]
libUnrealEditor-Engine.so!FSkeletalMeshObjectGPUSkin::UpdateDynamicData_RenderThread(FGPUSkinCache*, FRHICommandListImmediate&, FDynamicSkelMeshObjectDataGPUSkin*, FSceneInterface*, bool, unsigned int, unsigned int) [/mnt/localvarasto/Documents/Applications/UnrealEngine/Unreal engine 5/UnrealEngine/Engine/Source/./Runtime/Engine/Private/SkeletalRenderGPUSkin.cpp:563]
libUnrealEditor-Engine.so!FSkeletalMeshObjectGPUSkin::Update(int, USkinnedMeshComponent*, TArray<FActiveMorphTarget, TSizedDefaultAllocator<32> > const&, TArray<float, TSizedDefaultAllocator<32> > const&, EPreviousBoneTransformUpdateMode)::$_36::operator()(FRHICommandListImmediate&) const [/mnt/localvarasto/Documents/Applications/UnrealEngine/Unreal engine 5/UnrealEngine/Engine/Source/./Runtime/Engine/Private/SkeletalRenderGPUSkin.cpp:447]
libUnrealEditor-Engine.so!TEnqueueUniqueRenderCommandType<FSkeletalMeshObjectGPUSkin::Update(int, USkinnedMeshComponent*, TArray<FActiveMorphTarget, TSizedDefaultAllocator<32> > const&, TArray<float, TSizedDefaultAllocator<32> > const&, EPreviousBoneTransformUpdateMode)::SkelMeshObjectUpdateDataCommandName, FSkeletalMeshObjectGPUSkin::Update(int, USkinnedMeshComponent*, TArray<FActiveMorphTarget, TSizedDefaultAllocator<32> > const&, TArray<float, TSizedDefaultAllocator<32> > const&, EPreviousBoneTransformUpdateMode)::$_36>::DoTask(ENamedThreads::Type, TRefCountPtr const&) [/mnt/localvarasto/Documents/Applications/UnrealEngine/Unreal engine 5/UnrealEngine/Engine/Source/Runtime/RenderCore/Public/RenderingThread.h:184]
libUnrealEditor-Engine.so!TGraphTask<TEnqueueUniqueRenderCommandType<FSkeletalMeshObjectGPUSkin::Update(int, USkinnedMeshComponent*, TArray<FActiveMorphTarget, TSizedDefaultAllocator<32> > const&, TArray<float, TSizedDefaultAllocator<32> > const&, EPreviousBoneTransformUpdateMode)::SkelMeshObjectUpdateDataCommandName, FSkeletalMeshObjectGPUSkin::Update(int, USkinnedMeshComponent*, TArray<FActiveMorphTarget, TSizedDefaultAllocator<32> > const&, TArray<float, TSizedDefaultAllocator<32> > const&, EPreviousBoneTransformUpdateMode)::$_36> >::ExecuteTask(TArray<FBaseGraphTask*, TSizedDefaultAllocator<32> >&, ENamedThreads::Type, bool) [/mnt/localvarasto/Documents/Applications/UnrealEngine/Unreal engine 5/UnrealEngine/Engine/Source/Runtime/Core/Public/Async/TaskGraphInterfaces.h:980]
libUnrealEditor-Core.so!FNamedTaskThread::ProcessTasksNamedThread(int, bool) [/mnt/localvarasto/Documents/Applications/UnrealEngine/Unreal engine 5/UnrealEngine/Engine/Source/./Runtime/Core/Private/Async/TaskGraph.cpp:753]
libUnrealEditor-Core.so!FNamedTaskThread::ProcessTasksUntilQuit(int) [/mnt/localvarasto/Documents/Applications/UnrealEngine/Unreal engine 5/UnrealEngine/Engine/Source/./Runtime/Core/Private/Async/TaskGraph.cpp:641]
libUnrealEditor-Core.so!FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type) [/mnt/localvarasto/Documents/Applications/UnrealEngine/Unreal engine 5/UnrealEngine/Engine/Source/./Runtime/Core/Private/Async/TaskGraph.cpp:2114]
libUnrealEditor-RenderCore.so!RenderingThreadMain(FEvent*) [/mnt/localvarasto/Documents/Applications/UnrealEngine/Unreal engine 5/UnrealEngine/Engine/Source/./Runtime/RenderCore/Private/RenderingThread.cpp:377]
libUnrealEditor-RenderCore.so!FRenderingThread::Run() [/mnt/localvarasto/Documents/Applications/UnrealEngine/Unreal engine 5/UnrealEngine/Engine/Source/./Runtime/RenderCore/Private/RenderingThread.cpp:535]
libUnrealEditor-Core.so!FRunnableThreadPThread::Run() [/mnt/localvarasto/Documents/Applications/UnrealEngine/Unreal engine 5/UnrealEngine/Engine/Source/./Runtime/Core/Private/HAL/PThreadRunnableThread.cpp:25]
libUnrealEditor-Core.so!FRunnableThreadPThread::_ThreadProc(void*) [/mnt/localvarasto/Documents/Applications/UnrealEngine/Unreal engine 5/UnrealEngine/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.h:185]
libpthread.so.0!UnknownFunction(0x7e63)
libc.so.6!clone(+0x3e)

Thanks!

2 Likes

Fine that line in code and comment/delete it, complie engine again

1 Like

Did you mean this line:

File:./Runtime/Core/Private/HAL/ConsoleManager.cpp] [Line: 556]

I have same issue on clean new project with full build from source on Windows as well. (VS 2022)

1 Like

Did you remove/comment that line you marked?

As @KetherGame said, I erased that line in the code and recomiled the engine(branch 5.0). It works!

  • Ubuntu 20.04
  • Nvidia RTX 2080 Super Max-Q (Nvidia Driver : 495.44)
  • Vulkan Instance Version : 1.2.131
1 Like

Good, i’ll try it.

My specs:

  • Zorin OS 16
  • GeForce GTX 1050 Ti
  • 32 GB RAM
  • AMD® Ryzen 5 3600 6-core processor

Thanks! It works on me too.