Open Ashe opened 3 years ago
@dyaso was the startup crash happened before or after the project selection/creation page?
@dyaso I pushed a new commit try that one(just incase), it won't trigger the base(120ish GB) rebuild
Oh sorry, that was during the first splash screen, before project selection.
Your new version seems to've fixed it, i got to the project window and made and ran a Blueprints 3rd person template project, and the content examples Niagara Advanced particles demo level also runs fine.
Btw, just found out that if one wants to use the handy send2unreal Blender extension, you have to enable a port for IPC by adding networking.firewall.allowedUDPPorts = [ 6766 ];
to configuration.nix
Just saw there's been a hotfix release with release notes mentioning fixing "[Build Blocker] Compile UnrealHeaderTool Linux - Failed to load app-local ICU". Might that help with getting C++ games working?
Before it starts compiling, you need to update the release patch number in unwrapped.nix
and its SHA to 12c15d51gywbhkbvsjqgr7y26d9v9k4g514j91rh311gzfyixsfj
, change
url = "http://cdn.unrealengine.com/Toolchain_Linux/native-linux-v19_clang-11.0.1-centos7.tar.gz";
sha256 = "tlDwsQKpXi8qKQ3Ywe5BKYx1lnzr4Z8kIA6jqEkBRhM=";
to
url = "http://cdn.unrealengine.com/Toolchain_Linux/native-linux-v20_clang-13.0.1-centos7.tar.gz";
sha256 = "0ygnmmf8h66nk0ba8yl58q3y6ny2mb23ikzak9pa3fxrm624brid";
and update the line cp ${clangBundledToolchain} .git/ue4-sdks/v19_clang-11.0.1-centos7.tar.gz
in the same file similarly to the new name,
and add xdg-utils
and curl
to fhsenv.nix
Nb: i got this list by modifying this shell script from the `ue4` derivation to not redownload things which were already in the store. Since the 5.0.2 list of things is 5748 items long and the 5.0.1 list is 5724 long, this means there'll be 134 unneeded things left in the store, i think?"006eb32cc017a2d85ba07f17f25de326ac3ebaad" = fetchurl { url = http://cdn.unrealengine.com/dependencies/UnrealEngine-19947427/006eb32cc017a2d85ba07f17f25de326ac3ebaad; sha256 = "193ybmn683w9ziv8gilmfmiw003xjz6wwgw256drfzzj9627fxhd"; }; "006f5c691f7b4851ec351b1b77d335769f1a0077" = fetchurl { url = http://cdn.unrealengine.com/dependencies/UnrealEngine-19944188/006f5c691f7b4851ec351b1b77d335769f1a0077; sha256 = "0j4g4jx07x88pzrb85m211nb6rvv4crzp751wnv93lfcb0g6d6dx"; }; "01d8515b7e677aa5fc3137a8daedf8928f41f82a" = fetchurl { url = http://cdn.unrealengine.com/dependencies/UnrealEngine-20124395/01d8515b7e677aa5fc3137a8daedf8928f41f82a; sha256 = "15mn7nms1ncl4dnhgcc9r6fzqaz8li6pmhln7cghx16468d0k2yd"; }; "02ef9fc92fa36055b86de4877088b239ca715671" = fetchurl { url = http://cdn.unrealengine.com/dependencies/UnrealEngine-19947427/02ef9fc92fa36055b86de4877088b239ca715671; 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sha256 = "1dlm2sxpiy6fjml0a6bwlang4v96vkcv7i55qk0hhdpnwv0qhs60"; }; "c378ae4e4f0fa4135f28ca01acabc2fe4644c10f" = fetchurl { url = http://cdn.unrealengine.com/dependencies/UnrealEngine-20257340/c378ae4e4f0fa4135f28ca01acabc2fe4644c10f; sha256 = "089rmgn47ilr64x12h3p6brs21kxvzkp79i08rk52a6jqby703s8"; }; "c39242ac5804138d302224edc34e0a2f8d807a68" = fetchurl { url = http://cdn.unrealengine.com/dependencies/UnrealEngine-19687069/c39242ac5804138d302224edc34e0a2f8d807a68; sha256 = "02kfjlmvywnn4qmwp4i17hrvqqsviz58pwl76vq838qn383mjc1j"; }; "c67cabfc94751933e7124aa7f6e1b21ae8a6b4ee" = fetchurl { url = http://cdn.unrealengine.com/dependencies/UnrealEngine-20030635/c67cabfc94751933e7124aa7f6e1b21ae8a6b4ee; sha256 = "1cp9rbgj4arxh6l8fg5c8b1nkhbfhv6yr2jnrhnr6alkjclx2yhm"; }; "c6ec89ef83019e4e136139b4f9c8474ca2ff007d" = fetchurl { url = http://cdn.unrealengine.com/dependencies/UnrealEngine-20257340/c6ec89ef83019e4e136139b4f9c8474ca2ff007d; sha256 = "0psmjp78a3sh29yldfv92dcbm5p9nryqjz9pp2p89a3wv42zkidi"; }; "c9c89bd7af4c6c657593b7bbe8a33e2efba0b590" = fetchurl { url = http://cdn.unrealengine.com/dependencies/UnrealEngine-20177892/c9c89bd7af4c6c657593b7bbe8a33e2efba0b590; sha256 = "0xfd2hnkmk1gk9pxfgfs1l84gzk48wlxqb5mggq01n5jdz43sn8c"; }; "ca0372aafe1e08db02cf3e6cf5a88912479c4b14" = fetchurl { url = http://cdn.unrealengine.com/dependencies/UnrealEngine-20030619/ca0372aafe1e08db02cf3e6cf5a88912479c4b14; sha256 = "0spi0cccxcc4jq01ybdlqc2f75pcarhygjxs30k8048jnqzp57wv"; }; "cbc069c18f4c2dfb3ff6ca78c9a46ed0882c89bb" = fetchurl { url = http://cdn.unrealengine.com/dependencies/UnrealEngine-20257340/cbc069c18f4c2dfb3ff6ca78c9a46ed0882c89bb; sha256 = "194lh1f8xknz3hzpd3j9rm2q1q3b2zbv55ycqfmpy0irgqlkmnjn"; }; "cbe44a59e471f154c9856e62e765935be3f1455e" = fetchurl { url = http://cdn.unrealengine.com/dependencies/UnrealEngine-20257340/cbe44a59e471f154c9856e62e765935be3f1455e; sha256 = "1n6791yzbfd87fcmdysz7apc6gc43ydmm0aizpdi4wpm4ah0lfh6"; }; "cd4e2b157ed0d0cd7a5c4480821c90f7d3a127ef" = fetchurl { url = http://cdn.unrealengine.com/dependencies/UnrealEngine-19935464/cd4e2b157ed0d0cd7a5c4480821c90f7d3a127ef; sha256 = "1sq9pg0c81b1qqxls8ly2rrxq1app625nnw46rjx06xjl9znaahh"; }; "cd9a600a5bd71c2e79d85e56f84b87d8a5cbe0ef" = fetchurl { url = http://cdn.unrealengine.com/dependencies/UnrealEngine-19687069/cd9a600a5bd71c2e79d85e56f84b87d8a5cbe0ef; sha256 = "1jlh194c3lwgmawh78syrl1n9wgg520qi7bcjqcp1p651h31i0wr"; }; "ce9ed5f987ac4da35f0cfc146e0d3e8cf3b0ce1c" = fetchurl { url = http://cdn.unrealengine.com/dependencies/UnrealEngine-19916122/ce9ed5f987ac4da35f0cfc146e0d3e8cf3b0ce1c; sha256 = "1zzk3302qdpyma9z069gabgyv53wnhvqq66d5vqyk3kcrzb8w4i5"; }; "cea24141620c11c7839e0a4e4b4ab05e934a7b15" = fetchurl { url = http://cdn.unrealengine.com/dependencies/UnrealEngine-20257340/cea24141620c11c7839e0a4e4b4ab05e934a7b15; sha256 = "16pn1sx20f1hw5zmwwydw7r2jk396mx0kj5ahqkpv3qwwn5pmxd4"; }; "cee48f44e1e97ef1b925024d497b271205332cfe" = fetchurl { url = http://cdn.unrealengine.com/dependencies/UnrealEngine-19814077/cee48f44e1e97ef1b925024d497b271205332cfe; sha256 = "16nmjydwsg52pyzgrr0f45ly9sj74a22z9w9raxlrp93i9cqavbs"; }; "d03397ebd60def8d16f65f0d732d67927819ba76" = fetchurl { url = http://cdn.unrealengine.com/dependencies/UnrealEngine-20177892/d03397ebd60def8d16f65f0d732d67927819ba76; sha256 = "0hgsmnqfhxsmdxwv0ri6jknjz2jp3jj579kp530ls15k43lzjsx8"; }; "d2522dff7731cd5d3a4fbd3737913f76bb072bd7" = fetchurl { url = http://cdn.unrealengine.com/dependencies/UnrealEngine-20177892/d2522dff7731cd5d3a4fbd3737913f76bb072bd7; sha256 = "1qbhwm4x98g6khbnaw0ay65q3mnza0lavmc3bwwsnwzw97l4g71w"; }; "d38c9c4bd5f7bb2be818d0e97d434614259b498e" = fetchurl { url = http://cdn.unrealengine.com/dependencies/UnrealEngine-19993001/d38c9c4bd5f7bb2be818d0e97d434614259b498e; sha256 = "1326rmapi5drpvvy0c9srg7bzqpl6iw93ilffh3drk8m0rvkp5m3"; }; "d3b083b3435fabb9694eea646e5ea3defb2f43fb" = fetchurl { url = http://cdn.unrealengine.com/dependencies/UnrealEngine-19687069/d3b083b3435fabb9694eea646e5ea3defb2f43fb; sha256 = "1cdclg5k8abdsclz7w2j3bgs6qfyv501fc2p3g6xmssd66ygy0aj"; }; "d5b4a7cd40f9134c4b0be5834cc088cb81bee03b" = fetchurl { url = http://cdn.unrealengine.com/dependencies/UnrealEngine-20177892/d5b4a7cd40f9134c4b0be5834cc088cb81bee03b; sha256 = "1j5ha3siaflc6jpjxrldwdf0snyx0scjgs4vbjbsx5ymgnbv1xfd"; }; "d6df813c80e223aadfd0189641263dc366d45ec6" = fetchurl { url = http://cdn.unrealengine.com/dependencies/UnrealEngine-20146195/d6df813c80e223aadfd0189641263dc366d45ec6; sha256 = "0blmf87q40m24va65sv2wxxkwij6bhsmlqbgy3lxyzvn1p3ixdlk"; }; "d9494014daefd6bfe80e9491d16d2f1b5c4679e0" = fetchurl { url = http://cdn.unrealengine.com/dependencies/UnrealEngine-20257340/d9494014daefd6bfe80e9491d16d2f1b5c4679e0; sha256 = "1fcmmabia94aj8kqbw3zwibyhhxbyfz0nxj1i1z5p7ljfgjz0nwj"; }; "dc5b0f5832c8141fce3da856bbd279bad2fb05aa" = fetchurl { url = http://cdn.unrealengine.com/dependencies/UnrealEngine-20146195/dc5b0f5832c8141fce3da856bbd279bad2fb05aa; sha256 = "081zy83swn28fpnzzdi9xcihks7wv5ggwh7qjj331dyxb0rvhian"; }; "dd2448c177243001c74910fa40ea0bce6e9bdb75" = fetchurl { url = http://cdn.unrealengine.com/dependencies/UnrealEngine-20146195/dd2448c177243001c74910fa40ea0bce6e9bdb75; sha256 = "1s18pnlxx9v07s18dpp6ih3vx72ylyx0kh8y9jnkcxas4cda31kc"; }; "e0176b1597d2447a42489abbadf22f934c8d1e5d" = fetchurl { url = http://cdn.unrealengine.com/dependencies/UnrealEngine-20257340/e0176b1597d2447a42489abbadf22f934c8d1e5d; sha256 = "1rzss53b8p3p4vipdz1y4py9cvjcd4wsclngk9vqrhzfjp4kc3ik"; }; "e7ace73cc39eeb0f710581384b079c0bf9c188f0" = fetchurl { url = http://cdn.unrealengine.com/dependencies/UnrealEngine-19940140/e7ace73cc39eeb0f710581384b079c0bf9c188f0; sha256 = "0fkxy7pjyp5ix4njc3ql6l35cl8valqnv62hdqsn3apy4hhb3nrz"; }; "eb5bc2f1cdac89e5cffa54570fc269af0c93a336" = fetchurl { url = http://cdn.unrealengine.com/dependencies/UnrealEngine-19940216/eb5bc2f1cdac89e5cffa54570fc269af0c93a336; sha256 = "0l98nldy9dcvldvrsi9m20v5lfbhp6v5bmissdpr4x10dp2knqw7"; }; "ec4ba8e94938dfb8c8683cb5dacc9fa44a3eceee" = fetchurl { url = http://cdn.unrealengine.com/dependencies/UnrealEngine-20146195/ec4ba8e94938dfb8c8683cb5dacc9fa44a3eceee; sha256 = "1pqkpylbs03zmkkrgggry7nn7b41wbwfmf8p5nngswvhxqhwz0w9"; }; "eef325920fb0ec835626eb431958ab9be9a34e50" = fetchurl { url = http://cdn.unrealengine.com/dependencies/UnrealEngine-20146195/eef325920fb0ec835626eb431958ab9be9a34e50; sha256 = "1gjw3ik97n4a4cdp5y8izgxshrmk7nr17lj23c842f971jbyppm1"; }; "ef6d7bc419b3d58eedef14285d071ba84ec0c153" = fetchurl { url = http://cdn.unrealengine.com/dependencies/UnrealEngine-20146195/ef6d7bc419b3d58eedef14285d071ba84ec0c153; sha256 = "0nx9s7w9rsswvdfg6yc9200xka19mr66c54nz1x6jxf67w5qbv59"; }; "f0adf99dc5f856c44f645e4d683384b905b66e06" = fetchurl { url = http://cdn.unrealengine.com/dependencies/UnrealEngine-20257340/f0adf99dc5f856c44f645e4d683384b905b66e06; sha256 = "1ll0kpw86y0hk2gp0488w09r3ihxr18zhmj12k0l6gxaj3ggzss7"; }; "f14525294ade82c23d696ee389a675416343942a" = fetchurl { url = http://cdn.unrealengine.com/dependencies/UnrealEngine-20257340/f14525294ade82c23d696ee389a675416343942a; sha256 = "1028b298szb0bhjv9wibf8rb5va3gha261lzarsk85cw6xpp00ss"; }; "f30450ea10642708b617609bd68b57f60eda2b09" = fetchurl { url = http://cdn.unrealengine.com/dependencies/UnrealEngine-20257340/f30450ea10642708b617609bd68b57f60eda2b09; sha256 = "02mwn12hi042q0xnp627vnmsl0mzjv75nfrwn4bbskxsmjn5y928"; }; "f3800d8885de355be6e433bf584ef8f457ca8621" = fetchurl { url = http://cdn.unrealengine.com/dependencies/UnrealEngine-20223171/f3800d8885de355be6e433bf584ef8f457ca8621; sha256 = "02ngf3xb3qcxqpch998jyfapqc1vjp43xwracq6j4xqn8qiz1h18"; }; "f9631134ae1e817c0ef8d2c1130c4b326bb4a5be" = fetchurl { url = http://cdn.unrealengine.com/dependencies/UnrealEngine-20257340/f9631134ae1e817c0ef8d2c1130c4b326bb4a5be; sha256 = "0pzfcc2khahyy7jzal8qmzmnv44wj0qm1jwnf62frp1nxkhl9wv4"; }; "face4e1fa14b721bbe61e3feca6409a72b7a1e3e" = fetchurl { url = http://cdn.unrealengine.com/dependencies/UnrealEngine-20257340/face4e1fa14b721bbe61e3feca6409a72b7a1e3e; sha256 = "10v5cip214qan4qqf0yg9frgl4vbd1sifc70py65wgch2css6hp2"; }; "fb103d33cfc87997e402ee2628733b39ed09f001" = fetchurl { url = http://cdn.unrealengine.com/dependencies/UnrealEngine-20257340/fb103d33cfc87997e402ee2628733b39ed09f001; sha256 = "08wcm83ilv7078sfda28pph6wsn8kwbk4mbyqrpbgai5r9kc4l1n"; }; "fd10b4254d2f9147a336223e932786563603c46a" = fetchurl { url = http://cdn.unrealengine.com/dependencies/UnrealEngine-19687069/fd10b4254d2f9147a336223e932786563603c46a; sha256 = "03wyk4q6v971yz6rfn3946162pjrsywg9f84sg54y3lgjniy850y"; }; "fd725978359f87b76f34f76ca9662a3b3bc916c2" = fetchurl { url = http://cdn.unrealengine.com/dependencies/UnrealEngine-20070645/fd725978359f87b76f34f76ca9662a3b3bc916c2; sha256 = "1jhfp2qlm5jhgh161wqny53bijnc84lcwkv9sh51z4qsga0lpx3b"; };
No luck, same problem making C++ projects with 5.0.2 as with 5.0.1: UnrealBuildTool tries to modify something in the store.
Perhaps if i could open a nix-shell in the wrapper environment i could run UnrealBuildTool by hand, or possibly modify it to correctly write to ~/.config/unreal-engine-nix-workdir/
as intended? Idk how to do that though.
@juliosueiras what "tweaks" did you use to get C++ projects working?
@dyaso yea, the error is cause because we need to remove a few specific files/directory in the linkage, to let UE rebuild again because UE like to modify itself
will take a look at the hotfix release
Managed to get it creating a C++ project without errors: I used this script
#!/bin/sh
replace_with_store_copy () {
config_copy="$HOME/.config/unreal-engine-nix-workdir/$1"
if [[ -L $config_copy ]]; then
store_copy=$(readlink $config_copy)
unlink $config_copy
cp $store_copy $config_copy
chmod +w $config_copy
fi
}
while IFS= read -r line; do
replace_with_store_copy $line
done < "$1"
to replace these files with the store copies
Engine/Intermediate/Build/XmlConfigCache.bin
Engine/Binaries/DotNET/UnrealBuildTool/UnrealBuildTool.dll
Engine/Intermediate/Build/BuildRules/UE5Rules.dll
Engine/Intermediate/Build/BuildRules/UE5RulesManifest.json
Engine/Intermediate/Build/BuildRules/UE5ProgramRules.dll
Engine/Intermediate/Build/BuildRules/UE5ProgramRulesManifest.json
Unfortunately the IDE (vscode) that then opens says "Make not found.", and trying to compile the project from within the editor produces
ERROR: Unhandled exception: System.UnauthorizedAccessException: Access to the path '/home/user/.config/unreal-engine-nix-workdir/Engine/Intermediate/Build/SourceFileCache.bin' is denied.
Before i try replacing a bunch more things: is this similar to the "tweaks" you did, or am i going down the wrong path?
Downloading the binary from https://www.unrealengine.com/en-US/linux, and just running DOTNET_SYSTEM_GLOBALIZATION_INVARIANT=1 steam-run ./Engine/Binaries/Linux/UnrealEditor
everything seemed to work out of the box, including c++ projects and vscode!
@vlinkz that would be one option(though the issue mostly would be the fact that it will be binary package, the steam-run is not much of a big issue)
(I am fine with the binary approach, since it would be smaller and faster)
(XD just realize, it will still be the same issue, since you are running directly, but the package will be in nix store and Unreal like to edit the engine in-place)
Maybe instead packaging something like Epic Asset Manager would be better. I heard the dev mention that with the new binary releases, they were planning on implementing direct downloads and version management in the app
Maybe instead packaging something like Epic Asset Manager would be better. I heard the dev mention that with the new binary releases, they were planning on implementing direct downloads and version management in the app
Please note that, at the moment, Epic doesn't include Quixel Bridge in the precompiled binaries which EAM also uses, so it is still pretty important to get it compiling with nix.
Hey, this is awesome! I'd love to be able to use UE5 on NixOS. Has there been any progress?
Downloading the binary from https://www.unrealengine.com/en-US/linux, and just running
DOTNET_SYSTEM_GLOBALIZATION_INVARIANT=1 steam-run ./Engine/Binaries/Linux/UnrealEditor
everything seemed to work out of the box, including c++ projects and vscode!
Not in my case, in my case it crashes, im trying to use 5.2, the error is the following
[2023.06.11-21.22.31:155][ 0]LogCore: Error: appError called: Fatal error: [File:./Runtime/VulkanRHI/Private/VulkanUtil.cpp] [Line: 1017]
VulkanRHI::vkCreateQueryPool(Device->GetInstanceHandle(), &PoolCreateInfo, VULKAN_CPU_ALLOCATOR, &QueryPool) failed, VkResult=-2
at ./Runtime/VulkanRHI/Private/VulkanQuery.cpp:52
with error VK_ERROR_OUT_OF_DEVICE_MEMORY
0x00007f23893396e9 libUnrealEditor-VulkanRHI.so!VulkanRHI::VerifyVulkanResult(VkResult, char const*, char const*, unsigned int) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/VulkanRHI/Private/VulkanUtil.cpp:1016]
0x00007f23892e25b3 libUnrealEditor-VulkanRHI.so!FVulkanQueryPool::FVulkanQueryPool(FVulkanDevice*, FVulkanCommandBufferManager*, unsigned int, VkQueryType, bool) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/VulkanRHI/Private/VulkanQuery.cpp:52]
0x00007f23892ed95c libUnrealEditor-VulkanRHI.so!FVulkanRayTracingCompactionRequestHandler::FVulkanRayTracingCompactionRequestHandler(FVulkanDevice*) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/VulkanRHI/Private/VulkanRayTracing.cpp:1165]
0x00007f2389260891 libUnrealEditor-VulkanRHI.so!FVulkanDevice::InitGPU() [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/VulkanRHI/Private/VulkanDevice.cpp:1266]
0x00007f23892fb290 libUnrealEditor-VulkanRHI.so!FVulkanDynamicRHI::InitInstance() [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/VulkanRHI/Private/VulkanRHI.cpp:751]
0x00007f23892faf5d libUnrealEditor-VulkanRHI.so!FVulkanDynamicRHI::Init() [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/VulkanRHI/Private/VulkanRHI.cpp:256]
0x00007f244612c26e libUnrealEditor-RHI.so!RHIInit(bool) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/RHI/Private/DynamicRHI.cpp:347]
0x0000000000253481 UnrealEditor!FEngineLoop::PreInitPreStartupScreen(char16_t const*) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/Launch/Private/LaunchEngineLoop.cpp:3207]
0x0000000000249f62 UnrealEditor!GuardedMain(char16_t const*) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/Launch/Private/Launch.cpp:140]
0x00007f24420c79ba libUnrealEditor-UnixCommonStartup.so!CommonUnixMain(int, char**, int (*)(char16_t const*), void (*)()) [/mnt/horde/++UE5/Sync/Engine/Source/Runtime/Unix/UnixCommonStartup/Private/UnixCommonStartup.cpp:269]
0x00007f2441dfc24e libc.so.6!UnknownFunction(0x2924d)
0x00007f2441dfc309 libc.so.6!__libc_start_main(+0x88)
0x0000000000236749 UnrealEditor!_start()
My system is good enough to run unreal engine, so i dont think is my hardware
Downloading the binary from https://www.unrealengine.com/en-US/linux, and just running
DOTNET_SYSTEM_GLOBALIZATION_INVARIANT=1 steam-run ./Engine/Binaries/Linux/UnrealEditor
everything seemed to work out of the box, including c++ projects and vscode!Not in my case, in my case it crashes, im trying to use 5.2, the error is the following
[2023.06.11-21.22.31:155][ 0]LogCore: Error: appError called: Fatal error: [File:./Runtime/VulkanRHI/Private/VulkanUtil.cpp] [Line: 1017] VulkanRHI::vkCreateQueryPool(Device->GetInstanceHandle(), &PoolCreateInfo, VULKAN_CPU_ALLOCATOR, &QueryPool) failed, VkResult=-2 at ./Runtime/VulkanRHI/Private/VulkanQuery.cpp:52 with error VK_ERROR_OUT_OF_DEVICE_MEMORY 0x00007f23893396e9 libUnrealEditor-VulkanRHI.so!VulkanRHI::VerifyVulkanResult(VkResult, char const*, char const*, unsigned int) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/VulkanRHI/Private/VulkanUtil.cpp:1016] 0x00007f23892e25b3 libUnrealEditor-VulkanRHI.so!FVulkanQueryPool::FVulkanQueryPool(FVulkanDevice*, FVulkanCommandBufferManager*, unsigned int, VkQueryType, bool) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/VulkanRHI/Private/VulkanQuery.cpp:52] 0x00007f23892ed95c libUnrealEditor-VulkanRHI.so!FVulkanRayTracingCompactionRequestHandler::FVulkanRayTracingCompactionRequestHandler(FVulkanDevice*) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/VulkanRHI/Private/VulkanRayTracing.cpp:1165] 0x00007f2389260891 libUnrealEditor-VulkanRHI.so!FVulkanDevice::InitGPU() [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/VulkanRHI/Private/VulkanDevice.cpp:1266] 0x00007f23892fb290 libUnrealEditor-VulkanRHI.so!FVulkanDynamicRHI::InitInstance() [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/VulkanRHI/Private/VulkanRHI.cpp:751] 0x00007f23892faf5d libUnrealEditor-VulkanRHI.so!FVulkanDynamicRHI::Init() [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/VulkanRHI/Private/VulkanRHI.cpp:256] 0x00007f244612c26e libUnrealEditor-RHI.so!RHIInit(bool) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/RHI/Private/DynamicRHI.cpp:347] 0x0000000000253481 UnrealEditor!FEngineLoop::PreInitPreStartupScreen(char16_t const*) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/Launch/Private/LaunchEngineLoop.cpp:3207] 0x0000000000249f62 UnrealEditor!GuardedMain(char16_t const*) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/Launch/Private/Launch.cpp:140] 0x00007f24420c79ba libUnrealEditor-UnixCommonStartup.so!CommonUnixMain(int, char**, int (*)(char16_t const*), void (*)()) [/mnt/horde/++UE5/Sync/Engine/Source/Runtime/Unix/UnixCommonStartup/Private/UnixCommonStartup.cpp:269] 0x00007f2441dfc24e libc.so.6!UnknownFunction(0x2924d) 0x00007f2441dfc309 libc.so.6!__libc_start_main(+0x88) 0x0000000000236749 UnrealEditor!_start()
My system is good enough to run unreal engine, so i dont think is my hardware
may not be valid, my dedicated GPU was not working at that time without knowing it, so the error could have been caused by that, no clue
Downloading the binary from https://www.unrealengine.com/en-US/linux, and just running
DOTNET_SYSTEM_GLOBALIZATION_INVARIANT=1 steam-run ./Engine/Binaries/Linux/UnrealEditor
everything seemed to work out of the box, including c++ projects and vscode!Not in my case, in my case it crashes, im trying to use 5.2, the error is the following
[2023.06.11-21.22.31:155][ 0]LogCore: Error: appError called: Fatal error: [File:./Runtime/VulkanRHI/Private/VulkanUtil.cpp] [Line: 1017] VulkanRHI::vkCreateQueryPool(Device->GetInstanceHandle(), &PoolCreateInfo, VULKAN_CPU_ALLOCATOR, &QueryPool) failed, VkResult=-2 at ./Runtime/VulkanRHI/Private/VulkanQuery.cpp:52 with error VK_ERROR_OUT_OF_DEVICE_MEMORY 0x00007f23893396e9 libUnrealEditor-VulkanRHI.so!VulkanRHI::VerifyVulkanResult(VkResult, char const*, char const*, unsigned int) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/VulkanRHI/Private/VulkanUtil.cpp:1016] 0x00007f23892e25b3 libUnrealEditor-VulkanRHI.so!FVulkanQueryPool::FVulkanQueryPool(FVulkanDevice*, FVulkanCommandBufferManager*, unsigned int, VkQueryType, bool) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/VulkanRHI/Private/VulkanQuery.cpp:52] 0x00007f23892ed95c libUnrealEditor-VulkanRHI.so!FVulkanRayTracingCompactionRequestHandler::FVulkanRayTracingCompactionRequestHandler(FVulkanDevice*) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/VulkanRHI/Private/VulkanRayTracing.cpp:1165] 0x00007f2389260891 libUnrealEditor-VulkanRHI.so!FVulkanDevice::InitGPU() [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/VulkanRHI/Private/VulkanDevice.cpp:1266] 0x00007f23892fb290 libUnrealEditor-VulkanRHI.so!FVulkanDynamicRHI::InitInstance() [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/VulkanRHI/Private/VulkanRHI.cpp:751] 0x00007f23892faf5d libUnrealEditor-VulkanRHI.so!FVulkanDynamicRHI::Init() [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/VulkanRHI/Private/VulkanRHI.cpp:256] 0x00007f244612c26e libUnrealEditor-RHI.so!RHIInit(bool) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/RHI/Private/DynamicRHI.cpp:347] 0x0000000000253481 UnrealEditor!FEngineLoop::PreInitPreStartupScreen(char16_t const*) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/Launch/Private/LaunchEngineLoop.cpp:3207] 0x0000000000249f62 UnrealEditor!GuardedMain(char16_t const*) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/Launch/Private/Launch.cpp:140] 0x00007f24420c79ba libUnrealEditor-UnixCommonStartup.so!CommonUnixMain(int, char**, int (*)(char16_t const*), void (*)()) [/mnt/horde/++UE5/Sync/Engine/Source/Runtime/Unix/UnixCommonStartup/Private/UnixCommonStartup.cpp:269] 0x00007f2441dfc24e libc.so.6!UnknownFunction(0x2924d) 0x00007f2441dfc309 libc.so.6!__libc_start_main(+0x88) 0x0000000000236749 UnrealEditor!_start()
My system is good enough to run unreal engine, so i dont think is my hardware
may not be valid, my dedicated GPU was not working at that time without knowing it, so the error could have been caused by that, no clue
This works for me on NixOS with RTX 4050
Just tried it, doesn't seem to work with Wayland atm. :cry:
Downloading the binary from https://www.unrealengine.com/en-US/linux, and just running
DOTNET_SYSTEM_GLOBALIZATION_INVARIANT=1 steam-run ./Engine/Binaries/Linux/UnrealEditor
everything seemed to work out of the box, including c++ projects and vscode!Not in my case, in my case it crashes, im trying to use 5.2, the error is the following
[2023.06.11-21.22.31:155][ 0]LogCore: Error: appError called: Fatal error: [File:./Runtime/VulkanRHI/Private/VulkanUtil.cpp] [Line: 1017] VulkanRHI::vkCreateQueryPool(Device->GetInstanceHandle(), &PoolCreateInfo, VULKAN_CPU_ALLOCATOR, &QueryPool) failed, VkResult=-2 at ./Runtime/VulkanRHI/Private/VulkanQuery.cpp:52 with error VK_ERROR_OUT_OF_DEVICE_MEMORY 0x00007f23893396e9 libUnrealEditor-VulkanRHI.so!VulkanRHI::VerifyVulkanResult(VkResult, char const*, char const*, unsigned int) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/VulkanRHI/Private/VulkanUtil.cpp:1016] 0x00007f23892e25b3 libUnrealEditor-VulkanRHI.so!FVulkanQueryPool::FVulkanQueryPool(FVulkanDevice*, FVulkanCommandBufferManager*, unsigned int, VkQueryType, bool) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/VulkanRHI/Private/VulkanQuery.cpp:52] 0x00007f23892ed95c libUnrealEditor-VulkanRHI.so!FVulkanRayTracingCompactionRequestHandler::FVulkanRayTracingCompactionRequestHandler(FVulkanDevice*) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/VulkanRHI/Private/VulkanRayTracing.cpp:1165] 0x00007f2389260891 libUnrealEditor-VulkanRHI.so!FVulkanDevice::InitGPU() [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/VulkanRHI/Private/VulkanDevice.cpp:1266] 0x00007f23892fb290 libUnrealEditor-VulkanRHI.so!FVulkanDynamicRHI::InitInstance() [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/VulkanRHI/Private/VulkanRHI.cpp:751] 0x00007f23892faf5d libUnrealEditor-VulkanRHI.so!FVulkanDynamicRHI::Init() [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/VulkanRHI/Private/VulkanRHI.cpp:256] 0x00007f244612c26e libUnrealEditor-RHI.so!RHIInit(bool) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/RHI/Private/DynamicRHI.cpp:347] 0x0000000000253481 UnrealEditor!FEngineLoop::PreInitPreStartupScreen(char16_t const*) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/Launch/Private/LaunchEngineLoop.cpp:3207] 0x0000000000249f62 UnrealEditor!GuardedMain(char16_t const*) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/Launch/Private/Launch.cpp:140] 0x00007f24420c79ba libUnrealEditor-UnixCommonStartup.so!CommonUnixMain(int, char**, int (*)(char16_t const*), void (*)()) [/mnt/horde/++UE5/Sync/Engine/Source/Runtime/Unix/UnixCommonStartup/Private/UnixCommonStartup.cpp:269] 0x00007f2441dfc24e libc.so.6!UnknownFunction(0x2924d) 0x00007f2441dfc309 libc.so.6!__libc_start_main(+0x88) 0x0000000000236749 UnrealEditor!_start()
My system is good enough to run unreal engine, so i dont think is my hardware
may not be valid, my dedicated GPU was not working at that time without knowing it, so the error could have been caused by that, no clue
Working using new nvidia official method nvidia-offload instead of now deprecated bumblebee on x11, running the following command:
DOTNET_SYSTEM_GLOBALIZATION_INVARIANT=1 nvidia-offload steam-run ./Engine/Binaries/Linux/UnrealEditor
nvidia-offload in my case is just a script located in path that set the following env variables:
__NV_PRIME_RENDER_OFFLOAD=1
__NV_PRIME_RENDER_OFFLOAD_PROVIDER=NVIDIA-G0
__GLX_VENDOR_LIBRARY_NAME=nvidia
__VK_LAYER_NV_optimus=NVIDIA_only
my laptop has a 1060 MOBILE and an i7-8750H with 16 gigs, so if you got a similar setup, this should work.
Using DOTNET_SYSTEM_GLOBALIZATION_INVARIANT=1 nvidia-offload steam-run ./Engine/Binaries/Linux/UnrealEditor
I can start the editor, create a project, and open it. But then when I press play it just crashes. I have a laptop with RTX 3050.
Maybe instead packaging something like Epic Asset Manager would be better. I heard the dev mention that with the new binary releases, they were planning on implementing direct downloads and version management in the app
Did this end up being the case? Is anyone successfully using UE5 on NixOS beyond just seeing if they can?
Maybe instead packaging something like Epic Asset Manager would be better. I heard the dev mention that with the new binary releases, they were planning on implementing direct downloads and version management in the app
Did this end up being the case? Is anyone successfully using UE5 on NixOS beyond just seeing if they can?
I got it to work somehow with a nix shell, but I don't see myself using it for production like this. It also seems like some features were not working well because not properly ported to linux and Vulkan on Nvidia GPUs for instance. It seems it might work better on an Ubuntu based distro though. If anyone has more news please share them.
Maybe instead packaging something like Epic Asset Manager would be better. I heard the dev mention that with the new binary releases, they were planning on implementing direct downloads and version management in the app
One of the developers of the app is considering adding prefixes and subfixes to launch options for the engine, so that means that one could hypothetically use Steam-run or launch the engine inside of a Distrobox container very easily once that is implemented. I think this would probably be a good approach for running the engine.
Maybe instead packaging something like Epic Asset Manager would be better. I heard the dev mention that with the new binary releases, they were planning on implementing direct downloads and version management in the app
Did this end up being the case? Is anyone successfully using UE5 on NixOS beyond just seeing if they can?
I mean I am just looking here for the exact same reason. However I managed to get UE5 running using Lutris on Debian once. So I think this would be a (bad performing) backup plan. It crashes sometimes and is a bit laggy, but overall usable with proton.
EDIT: I did not manage to get UE_5.4.4 running. The most I managed before crashing was loading a project, but it crashes when it is almost done loading.
I am back to compile from sources, since running the binaries in nixos does not work for what ever reason.
Ok little update on compiling from sources:
pkgs.mkShell {
packages = with pkgs; [
stdenv.cc.cc
bash
curl
];
shellHook = ''
# get unreal source code.
cd UnrealEngine
steam-run Setup.sh
# will fail on curl missing ca file for server.
# search for curl in files with type shell script in dolphin....
# probably Engine/Build/BatchFiles/Linux/SetupToolchain.sh // add -k to curl call to skip verification
steam-run GenerateProjectFiles.sh
steam-run make
# once build you can run Engine/Binaries/Linux/UnrealEditor with steam-run
'';
}
I managed to compile it from the sources. I made 5.4.4 working and have been able to load a project and run around in it. I don't know if anything else is not working, but it takes forever of course to compile. Well maybe I will now get around learning UE and see what linux is lacking.
And in case you want to rebuild your stuff with vs code rename Engine/Build/BatchFiles/Linux/Build.sh and replace it with this:
#!/usr/bin/env bash
SCRIPT_DIR=$( cd -- "$( dirname -- "${BASH_SOURCE[0]}" )" &> /dev/null && pwd )
steam-run $SCRIPT_DIR/Build.orig.sh $@
or probably just better run vs code in steam-run env.
Ok little update on compiling from sources:
pkgs.mkShell { packages = with pkgs; [ stdenv.cc.cc bash curl ]; shellHook = '' # get unreal source code. cd UnrealEngine steam-run Setup.sh # will fail on curl missing ca file for server. # search for curl in files with type shell script in dolphin.... # probably Engine/Build/BatchFiles/Linux/SetupToolchain.sh // add -k to curl call to skip verification steam-run GenerateProjectFiles.sh steam-run make # once build you can run Engine/Binaries/Linux/UnrealEditor with steam-run ''; }
I managed to compile it from the sources. I made 5.4.4 working and have been able to load a project and run around in it. I don't know if anything else is not working, but it takes forever of course to compile. Well maybe I will now get around learning UE and see what linux is lacking.
That's great and all but we (NixOS or the community) can't distribute Unreal rebuilt because of the engine license. And I don't like the idea of rebuilding it when it's already built for linux somewhere we can pick with just a download link ? Ofc there's the LD issues but that can be handled.
That's great and all but we (NixOS or the community) can't distribute Unreal rebuilt because of the engine license. And I don't like the idea of rebuilding it when it's already built for linux somewhere we can pick with just a download link ? Ofc there's the LD issues but that can be handled.
I wonder if this can be approached similarly to how CISCO's Packet Tracer is in the Nix package manager. It still technically requires the debian package for it to be downloaded from the website and referenced, and I'd imagine that maybe something similar could be done with Unreal's engine binaries (Although I'd imagine subsequent engine versions, which are regular, would present issues).
I wonder if this can be approached similarly to how CISCO's Packet Tracer is in the Nix package manager. It still technically requires the debian package for it to be downloaded from the website and referenced, and I'd imagine that maybe something similar could be done with Unreal's engine binaries (Although I'd imagine subsequent engine versions, which are regular, would present issues).
Is there really a deb package ? For all I know builds are only here behind a login and provided EULA acceptance : https://www.unrealengine.com/en-US/linux
Is there really a deb package ? For all I know builds are only here behind a login and provided EULA acceptance : https://www.unrealengine.com/en-US/linux
Oh, I was referring to packettracer when I was talking about a debian package. I know that UE4 releases for Linux are in ZIP files. Should've clarified.
Ok little update on compiling from sources:
pkgs.mkShell { packages = with pkgs; [ stdenv.cc.cc bash curl ]; shellHook = '' # get unreal source code. cd UnrealEngine steam-run Setup.sh # will fail on curl missing ca file for server. # search for curl in files with type shell script in dolphin.... # probably Engine/Build/BatchFiles/Linux/SetupToolchain.sh // add -k to curl call to skip verification steam-run GenerateProjectFiles.sh steam-run make # once build you can run Engine/Binaries/Linux/UnrealEditor with steam-run ''; }
I managed to compile it from the sources. I made 5.4.4 working and have been able to load a project and run around in it. I don't know if anything else is not working, but it takes forever of course to compile. Well maybe I will now get around learning UE and see what linux is lacking.
That's great and all but we (NixOS or the community) can't distribute Unreal rebuilt because of the engine license. And I don't like the idea of rebuilding it when it's already built for linux somewhere we can pick with just a download link ? Ofc there's the LD issues but that can be handled.
Well I for my part could not fix the LD issues. I used autopatchelf and fixed all missing dependencies, but it won't launch a project for me. There would be needed some deeper digging. Compiling from sources went relatively smooth. It only takes a few hours or longer depending on your hardware.
Finally found a proper way to use it.
I have vscode (non-FHS) installed, with direnv.
I installed the zipped binaries of ue5.5 preview linux version from Unreal Engine website : https://www.unrealengine.com/en-US/linux
I run vscode on my project, with this shell.nix (change the shell to your preference) :
{ pkgs ? import <nixpkgs> {} }:
(pkgs.buildFHSEnv rec {
name = "UnrealEditor";
stdenv = pkgs.llvmPackages_18.stdenv;
targetPkgs = pkgs: (with pkgs;
[ udev
alsa-lib
mono
dotnet-sdk
stdenv
clang_18
icu
openssl
zlib
SDL2
SDL2.dev
SDL2 SDL2_image SDL2_ttf SDL2_mixer
vulkan-loader
vulkan-tools
vulkan-validation-layers
glib
libxkbcommon
nss
nspr
atk
mesa
dbus
pango
cairo
libpulseaudio
libGL
expat
libdrm
wayland
]) ++ (with pkgs.xorg;
[
libICE
libSM
libX11
libxcb
libXcomposite
libXcursor
libXdamage
libXext
libXfixes
libXi
libXrandr
libXrender
libXScrnSaver
libxshmfence
libXtst
]);
# runScript = "zsh";
dotnetPkg =
(with pkgs.dotnetCorePackages; combinePackages [
sdk_9_0
]);
deps = (with pkgs; [
zlib
zlib.dev
openssl
dotnetPkg
]);
NIX_LD_LIBRARY_PATH = pkgs.lib.makeLibraryPath ([
stdenv
] ++ deps);
NIX_LD = "${stdenv.cc.libc_bin}/bin/ld.so";
nativeBuildInputs = [
] ++ deps;
shellHook = ''
DOTNET_ROOT="${dotnetPkg}";
DOTNET_SYSTEM_GLOBALIZATION_INVARIANT=1;
'';
}).env
and an .envrc for direnv (FHS did not work with a flake for me so I run the shell directly) :
use nix
you can now generate your vscode project :
dotnet <PathToEngine>/Engine/Binaries/DotNET/UnrealBuildTool/UnrealBuildTool.dll -ProjectFiles "<PathToProject>/<YourProject>.uproject" -VSCode
build your project (for me it seems Makefile tools generated a Makefile from the workspace) :
make <YourProject>Editor
# this should run a similar command, if you don't have it
"<PathToEngine>/Engine/Build/BatchFiles/RunUBT.sh" <YourProject>Editor Linux Development -Project="<PathToProject>/<YourProject>.uproject"
Run Unreal Editor :
dotnet <PathToEngine>/Engine/Binaries/DotNET/UnrealBuildTool/UnrealBuildTool.dll -ProjectFiles "<PathToProject>/<YourProject>.uproject" -VSCode
You can also make sure that any scripts uses #!/usr/bin/env shebang in Unreal, I personally just batch modified them.
You will have some bugs around Vulkan, for me this solves most of the situation but I still have memory allocation issues : Add this to your DefaultEngine.ini :
[/Script/LinuxTargetPlatform.LinuxTargetSettings]
-TargetedRHIs=SF_VULKAN_SM5
+TargetedRHIs=SF_VULKAN_SM5
+TargetedRHIs=SF_VULKAN_SM6
[SystemSettings]
r.Vulkan.EnableDefrag=0
r.Vulkan.WaitForIdleOnSubmit=1
@Murazaki How did you manage to solve the ZenServer issue? What I did is to modify the BaseEngine.ini file as in the reference.
Finally found a proper way to use it.
I have vscode (non-FHS) installed, with direnv.
I installed the zipped binaries of ue5.5 preview linux version from Unreal Engine website : unrealengine.com/en-US/linux
I run vscode on my project, with this shell.nix (change the shell to your preference) :
{ pkgs ? import <nixpkgs> {} }: (pkgs.buildFHSEnv rec { name = "UnrealEditor"; stdenv = pkgs.llvmPackages_18.stdenv; targetPkgs = pkgs: (with pkgs; [ udev alsa-lib mono dotnet-sdk stdenv clang_18 icu ...
Is there a reason you don't use the targetPkgs
variable you defined?
Is there a reason you don't use the
targetPkgs
variable you defined?
AFAIK, that's how BuildFHSEnv works. Here's a doc :
https://ryantm.github.io/nixpkgs/builders/special/fhs-environments/
Project description Now that we have access to Unreal Engine 5's source code, it would be nice to have a ue5 package which corresponds to the main branch of UE5
ue5-main
.The quick start documentation shows some steps to getting it working, however as a NixOS newbie I got stuck when it begun requiring things of
dotnet
(I also wasn't making a package which was just making my life more difficult).Apparently the stages to get this setup are:
Some things to note:
/bin/bash
which need changing to be/bin/sh
(or maybe there's a better way of doing this with Nix)mono
anddotnet
(I think), however I couldn't get these working. Trying to use my own versions of these sort of worked but never fully got things workingWould love to see this! Thank you!
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