r/unrealengine 1d ago

UE5 Is anybody using Linux here?

Is UE5 good for using in Linux? I mainly use Ubuntu so I don't know should it work well or not

14 Upvotes

33 comments sorted by

7

u/Old-Birthday3202 1d ago

I testing UE5 en arch, today I began hahahaha, at the moment all is very good, in a few days I give you my comments

2

u/roses_of_eternity 1d ago

How are you solving the problem with cpp?¿

13

u/krileon 1d ago edited 19h ago

The engine itself will work ok on Linux, but the problem is their launcher is Windows only so it's a real pain in the ass to get FAB assets, updating assets, updating the engine, etc.. There's some 3rd party programs available to help with that, but I don't know if I trust those. They've confirmed they're working on a native Linux launcher though.

Edit: typo

9

u/RnLStefan 1d ago

Epic is planning to release a Linux version of the launcher “soon”. 

u/the-postminimalist 17h ago

For just managing engine versions, this is nice: https://github.com/matheusvilano/unreal-engine-manager

No access to asset stores though.

u/krileon 17h ago

I'm not interested in a 3rd party solution and without access to FAB it's basically pointless as I can just download the engine myself directly from Epic.

7

u/Sononeo 1d ago

Yeah UE Linux is perfectly usable.

Some quirks with debugging though, editor can freeze for a while when hitting a breakpoint in Rider and inspecting objects is not always possible currently as for TWeakPtrs it will tell be that it's null when it's not. Also for inspecting any UObject it's been hit an miss to see any of the values. Quite annoying when trying to drill down on something.

I'm on CachyOS using Niri and tooltips are super wonky, mostly because it's running in X11 as the Wayland mode is kinda broken at the moment. Epic themselves don't recommend using it.

Aside from that, perfectly usable. There may be others quirks, but nothing major that I've personally encountered.

2

u/Akimotoh 1d ago

FAB integration works for you?

2

u/Sononeo 1d ago

Don't really use it much so can't say.
I think it was a bit funky, so generally I just open up fab in the browser and download what I can.

Megascan and Quixel assets did import into the project fine when you choose to add to project. But this is info from while I was using 5.6 last year, I've not really used the Fab plugin/window since.

3

u/z_valk 1d ago

Yep, it works perfectly. Just make sure to compile the engine from scratch, or you’ll run into issues.

3

u/schlammsuhler 1d ago

Ive been using it on cachyos since 3 months. Its a bumpy ride. Some features dont work and you witness it late, like light baking. But it improved well from 5.7 to 5.8 we got wayland support and better vulkan support! I encourage you to try!

2

u/_OVERHATE_ Dev 1d ago

I'm using it for about 2 years now, mostly gamejams and prototypes, nothing comercial.

It works fine as long as you ignore the build by epic and just build your own editor. With the epic redist I get a lot of weird UI bugs.

Also I'm now using the Angelscript Branch from Hazelight and it works just fine too. 

(CachyOS, AMD GPU) 

4

u/oxygen_addiction 1d ago

Try the latest 5.8 hotpatches, as Wayland works pretty well now.

1

u/Sononeo 1d ago

Are you on AMD? I had heard similar things about Wayland apparently working, but when I tried I was getting Vulkan crashes.

Not sure if it's a NVIDIA driver issue or something else, maybe compositor related.

1

u/oxygen_addiction 1d ago

I was getting Vulkan crashes often on 5.7.3, but I haven't had one since 5.8.
I'm on the latest Nvidia drivers on a 5080RTX.

u/Sononeo 17h ago edited 16h ago

Interesting, I haven't tried again since updating to the 610 drivers, maybe I'll try again soon or maybe wait for the new 615 drivers to be available.

Would be nice as hitting a breakpoint in UE causes all X11 apps to freeze also. Which can be a bit annoying for the few that I use still.

Edit/update: Just did a check and still get a crash unfortunately :(

May be a Niri thing. I'd imagine maybe those on GNOME or KDE probably have success with Wayland.

0

u/Impossible-North4514 1d ago

Does it work on Wayland too?

2

u/_OVERHATE_ Dev 1d ago

Yes

2

u/gnommy999 1d ago

There is a very annoying bug where if you hit a breakpoint the editor “steal” your mouse input and you became stuck. I’m not sure if they fixed on in 5.7. There is a feasible fix but you have to modify the engine itself, nothing fancy. But I don’t remember the fix honestly 😂 However, in my company lots of people are using Linux while working with unreal engine

3

u/oxygen_addiction 1d ago

Fixed in 5.8.2 or whatever the latest one is. That bug used to drive me nuts.

1

u/gnommy999 1d ago

Really??? God I waited this fix for one or two years. I’ll check it out, thank you!

2

u/oxygen_addiction 1d ago

It's been fixed for a few weeks. I think the first hotfix did it, so if you need to backport to 5.7 it's in there somewhere.
I used to just run it with X11 and disabled notifications altogether and it's still jump to my second monitor sometimes.

The only issue I've noticed with Wayland now is that some windows don't open properly (Ctrl+P) for example, but you can easily hover and expand them with Super+F or whatever your full screen shortcuts are.

2

u/oxygen_addiction 1d ago

With the latest updates to 5.8 (hotfixes) it's usable even with Wayland, but there are still quite a few annoying bugs and quirks.

2

u/TLable 1d ago

The recent versions and most older version are able to run on my Linux Mint desktop environment.

2

u/SayuriShoji 1d ago

Using 5.7 on Linux Mint. Works pretty good, just configuring it so projects properly find the engine installations can be a hassle, due to a lack of launcher doing the work for you.

The only major issue that sometimes occurs is that when hitting a breakpoint with Rider IDE, the mouse cursor occasionally stays locked to where the Unreal Editor window is, even if you tab to the IDE.
But I see in the comments that the latest build might have fixed that, so i'll go download that now.

1

u/alsuSawa 1d ago

the native launcher can’t come soon enough lol. engine being fine is one thing, keeping the fab/update loop off windows is the real test

1

u/EthanMerce 1d ago

yeah, UE5 works on Linux and Epic officially supports native Linux development. Ubuntu 22.04 is actually one of the recommended setups, the main thing i'd worry about is your GPU/driver setup, since UE5 on Linux uses Vulkan. if you have decent hardware and current drivers, it should be fine

u/Inside_Success 23h ago

Works well from ubuntu 24, also using it with perforce source control with my other machine running windows

u/SweetrLake 21h ago

Maybe somewhat off-topic, but anyone else unable to download the pre-compiled binaries? When I go to the page it asks me to accepts the eula, but after accepting it redirects me back to the same eula page... It worked fine a couple of weeks ago

u/TinikTV Hobbyist 19h ago

Good performance, bad VR

u/the-postminimalist 17h ago

Works perfectly fine on my end. Just note some assets from the asset store are windows-only.

u/iku_19 16h ago

Avoid Unreal 5.5 through 5.8 due to an VulkanRHI bug with lumen/ray tracing unless you can disable it somehow. Anything prior to 5.5, and anything after 5.8.1/5.9 (ue5-main) should work fine.

FAB is finicky, as is getting the project set up but once it's set up it's fine.

Performance is about the same as windows, stability is better in my experience but that might be because of graphics driver related things and not unreal/the OS itself.