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Unreal Engine 5.1 rolled out with plenty of Linux improvements

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Epic Games announced that Unreal Engine 5.1 is now available, and along with all the usual big new features, they continued improving their Linux support in this release. You can see the official release post here, release notes here.

After quietly making the Linux Editor for Unreal Engine properly official, it's nice to see them continue to make developing games on and for Linux better. In their press email, they mentioned how over "half of all announced next-gen games are being created with Unreal Engine" which is quite a few.

Going over the changelog, here's what's new and changed for Linux in Unreal Engine 5.1:

Clang 13 Support
  • Clang 13 is now the required version when compiling for Clang-based platforms such as Linux.
Linux IDE Workflow Improvements
  • In UE 5.1, we improved support for VS Code as a default option for IDEs in Linux. Error handling and messaging is also present when you have multiple IDEs and the code accessor fails to find the correct one.
New / Fixed
  • Improved process for exporting to Raspberry Pi 4.
    • Added a new vendor ID for Broadcom.
    • Split ASTC and ETC2 support into separate texture formats for Vulkan, as ASTC may not be supported.
  • USD: Added support for the usdMtlx plugin on Windows and Linux The usdMtlx plugin included with USD adds a file format plugin for reading MaterialX documents and translating them into UsdShade shading networks.
  • USD: added support for the usdAbc plugin on Windows, Mac, and Linux.
  • Added .so and .dylib as files to consider as library files to help reduce relinking on Mac and Linux.
  • Implemented a quick workaround to allow munmaps to happen with Mutex unlocked. Currently, We can't define UE_ALLOW_OSMEMORYLOCKFREE on Linux as we'll deadlock with the OsAllocatorCacheLock.
  • Mutex locks Munmap calls on Linux can take quite a bit of time (few ms in some cases). This should allow these to happen without the Mutex and remove some hitching.
  • Updated Mac and Linux to use libcurl 7.83.1.
  • Enabled the experimental Unreal Cloud DDC on Mac and Linux.
  • Added all files under Unreal Build Tool output directory to fix an issue running build setup on linux builders.
  • Added support for IsGamepadAttached on Linux.
  • Added support for Linux to search (using "which") for CLion outside of the default expected location.
  • Linux windows now have a reasonable minimum size, and no longer can be scaled down to 1 pixel wide/tall.
  • UE on Linux now locates any standalone Rider installation if it is either installed to the default location "/opt" (Rider Installation Guide), or anywhere else that is on the PATH.
  • Fixed an issue where global shaders would get cooked for Linux Server platforms if it had any targeted RHIs enabled.
  • The Chromium Embedded Framework (CEF) library that powers the Web Browser Widget has been updated to use Chromium's "Ozone" rendering backend under Linux. As a result, the Web Browser Widget now renders correctly in Linux environments that lack an X11 server, such as desktops running Wayland without the XWayland compatibility layer, and headless environments such as containers.
  • Fixed missing quotes in GenerateProjectFiles.sh.
  • Fixed QMake project generator defines.
  • Added DumpGPU viewer script for Linux and Mac. Currently requires the Chrome Browser to view the dump files.
  • Fixed landscape not updating on changes to water on Mac and Linux.
  • The GPU Dump Viewer now dumps both .sh and .bat so a dump can be opened either on Mac, Linux, or Windows regardless of the platform the files were dumped from.
  • Platform Linux for the LiveLinkOverNDisplay Plugin was whitelisted in nDisplay.
  • Changed the minimum driver version for Nanite on Vulkan, and also added a check for Linux.
  • DriverDenyList support was added to Linux.
  • Added DriverDenyList entries for Vulkan on Windows and Linux.
  • Added support for OpenVDB and Blosc on Mac and Linux in addition to Windows.
  • Fixed audio crashing when outputting audio with Blackmagic on Linux.
  • Enabled ShotGrid plugin for Linux.
  • SwitchboardListener: Fixed expansion of %TEMP% in file destination paths on non-Windows platforms. This was causing a crash attempting to launch nDisplay devices running on Linux.

Nice to see so many additions and fixes for Linux, hopefully it will continue to see this kind of attention.

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23 comments
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Shmerl Nov 17, 2022
Quoting: pete910Or better still a Tux logo next to the windows and console logos

Biggest example like that was Steam Deck logo in AMD's presentation alongside other consoles.


Last edited by Shmerl on 17 November 2022 at 10:04 pm UTC
Liam Dawe Nov 22, 2022
They removed the livestream video and put up an overview, so I've added that to the article instead.
Mountain Man Nov 29, 2022
Quoting: Purple Library Guy
Quoting: pete910
Quoting: CorbenNow we "just" need the slow transition of devs actually doing native Linux build with it

Yea, Not going to happen. We will still be reliant on Proton. The days of the big publishers doing native builds just ain't coming.
Depends how many more Steam Decks get sold.

Since developers already get Steam Deck support for free with Proton, what incentive do they have to release native Linux versions?
Purple Library Guy Nov 29, 2022
Quoting: Mountain Man
Quoting: Purple Library Guy
Quoting: pete910
Quoting: CorbenNow we "just" need the slow transition of devs actually doing native Linux build with it

Yea, Not going to happen. We will still be reliant on Proton. The days of the big publishers doing native builds just ain't coming.
Depends how many more Steam Decks get sold.

Since developers already get Steam Deck support for free with Proton, what incentive do they have to release native Linux versions?
More control, potentially better performance, good PR.

And I mean, some developers are already specifically releasing native Linux builds for the Steam Deck. I've seen a few articles right here on GoL about games doing exactly that. So whatever their incentives might be, there clearly are some. Not big developers at this point, but if the current number of Steam Decks is enough for some smaller developers to go native, many more Steam Decks would presumably be enough for larger developers to try it.

So as I said, depends how many more Steam Decks get sold.
pete910 Nov 29, 2022
View PC info
  • Supporter Plus
Quoting: Mountain Man
Quoting: Purple Library Guy
Quoting: pete910
Quoting: CorbenNow we "just" need the slow transition of devs actually doing native Linux build with it

Yea, Not going to happen. We will still be reliant on Proton. The days of the big publishers doing native builds just ain't coming.
Depends how many more Steam Decks get sold.

Since developers already get Steam Deck support for free with Proton, what incentive do they have to release native Linux versions?

Nail, Meet hammer!
Quoting: Purple Library Guy
Quoting: Mountain Man
Quoting: Purple Library Guy
Quoting: pete910
Quoting: CorbenNow we "just" need the slow transition of devs actually doing native Linux build with it

Yea, Not going to happen. We will still be reliant on Proton. The days of the big publishers doing native builds just ain't coming.
Depends how many more Steam Decks get sold.

Since developers already get Steam Deck support for free with Proton, what incentive do they have to release native Linux versions?
More control, potentially better performance, good PR.

And I mean, some developers are already specifically releasing native Linux builds for the Steam Deck. I've seen a few articles right here on GoL about games doing exactly that. So whatever their incentives might be, there clearly are some. Not big developers at this point, but if the current number of Steam Decks is enough for some smaller developers to go native, many more Steam Decks would presumably be enough for larger developers to try it.

So as I said, depends how many more Steam Decks get sold.

There's the crux, They have to do nothing as proton does it for them. If a patch does break it ain't there problem so no negative feedback, win, win.

But the most important part is a native build will cost time and money, Proton costs them nothing! Unfortunately it's a numbers game.
Purple Library Guy Nov 29, 2022
Quoting: pete910
Quoting: Mountain Man
Quoting: Purple Library Guy
Quoting: pete910
Quoting: CorbenNow we "just" need the slow transition of devs actually doing native Linux build with it

Yea, Not going to happen. We will still be reliant on Proton. The days of the big publishers doing native builds just ain't coming.
Depends how many more Steam Decks get sold.

Since developers already get Steam Deck support for free with Proton, what incentive do they have to release native Linux versions?

Nail, Meet hammer!
Quoting: Purple Library Guy
Quoting: Mountain Man
Quoting: Purple Library Guy
Quoting: pete910
Quoting: CorbenNow we "just" need the slow transition of devs actually doing native Linux build with it

Yea, Not going to happen. We will still be reliant on Proton. The days of the big publishers doing native builds just ain't coming.
Depends how many more Steam Decks get sold.

Since developers already get Steam Deck support for free with Proton, what incentive do they have to release native Linux versions?
More control, potentially better performance, good PR.

And I mean, some developers are already specifically releasing native Linux builds for the Steam Deck. I've seen a few articles right here on GoL about games doing exactly that. So whatever their incentives might be, there clearly are some. Not big developers at this point, but if the current number of Steam Decks is enough for some smaller developers to go native, many more Steam Decks would presumably be enough for larger developers to try it.

So as I said, depends how many more Steam Decks get sold.

There's the crux, They have to do nothing as proton does it for them. If a patch does break it ain't there problem so no negative feedback, win, win.

But the most important part is a native build will cost time and money, Proton costs them nothing! Unfortunately it's a numbers game.
So how do you explain the fact that some developers are, in fact, creating Linux native builds, some of them specifically referring to the Steam Deck when they do so?

You can say all you like that there's no reason for anyone to ever do X, but if some people are actually doing X, presumably you're, you know, wrong.

(Oh, and really--"nail, meet hammer"? Pretentious much? You don't win discussions by declaring yourself the winner, not after grade school anyway)


Last edited by Purple Library Guy on 29 November 2022 at 11:16 pm UTC
pete910 Nov 29, 2022
View PC info
  • Supporter Plus
Quoting: Purple Library Guy
Quoting: pete910
Quoting: Mountain Man
Quoting: Purple Library Guy
Quoting: pete910
Quoting: CorbenNow we "just" need the slow transition of devs actually doing native Linux build with it

Yea, Not going to happen. We will still be reliant on Proton. The days of the big publishers doing native builds just ain't coming.
Depends how many more Steam Decks get sold.

Since developers already get Steam Deck support for free with Proton, what incentive do they have to release native Linux versions?

Nail, Meet hammer!
Quoting: Purple Library Guy
Quoting: Mountain Man
Quoting: Purple Library Guy
Quoting: pete910
Quoting: CorbenNow we "just" need the slow transition of devs actually doing native Linux build with it

Yea, Not going to happen. We will still be reliant on Proton. The days of the big publishers doing native builds just ain't coming.
Depends how many more Steam Decks get sold.

Since developers already get Steam Deck support for free with Proton, what incentive do they have to release native Linux versions?

And I mean, some developers are already specifically releasing native Linux builds for the Steam Deck. I've seen a few articles right here on GoL about games doing exactly that. So whatever their incentives might be, there clearly are some. Not big developers at this point, but if the current number of Steam Decks is enough for some smaller developers to go native, many more Steam Decks would presumably be enough for larger developers to try it.

So as I said, depends how many more Steam Decks get sold.

There's the crux, They have to do nothing as proton does it for them. If a patch does break it ain't there problem so no negative feedback, win, win.

But the most important part is a native build will cost time and money, Proton costs them nothing! Unfortunately it's a numbers game.
So how do you explain the fact that some developers are, in fact, creating Linux native builds, some of them specifically referring to the Steam Deck when they do so?

You can say all you like that there's no reason for anyone to ever do X, but if some people are actually doing X, presumably you're, you know, wrong.

(Oh, and really--"nail, meet hammer"? Pretentious much? You don't win discussions by declaring yourself the winner, not after grade school anyway)


Wow, come down of your high horse.

Please point to where all these native builds are, Do we even have a native Boarderlands 3 yet, Hell even Serious sam 4 ?
Mountain Man Nov 30, 2022
Quoting: Purple Library Guy
Quoting: Mountain Man
Quoting: Purple Library Guy
Quoting: pete910
Quoting: CorbenNow we "just" need the slow transition of devs actually doing native Linux build with it

Yea, Not going to happen. We will still be reliant on Proton. The days of the big publishers doing native builds just ain't coming.
Depends how many more Steam Decks get sold.

Since developers already get Steam Deck support for free with Proton, what incentive do they have to release native Linux versions?
More control, potentially better performance, good PR.

And I mean, some developers are already specifically releasing native Linux builds for the Steam Deck. I've seen a few articles right here on GoL about games doing exactly that. So whatever their incentives might be, there clearly are some. Not big developers at this point, but if the current number of Steam Decks is enough for some smaller developers to go native, many more Steam Decks would presumably be enough for larger developers to try it.

So as I said, depends how many more Steam Decks get sold.

There's already a large number of Linux gamers on PC, but that hasn't compelled a critical mass of publishers to start paying for native Linux builds, and I doubt the Steam Deck is going to change that even if it sells Nintendo Switch numbers. Proton has been both a blessing and a curse in that respect. It's made games on Linux more accessible than ever before while eliminating the need for developers to focus on Linux because they get access to that market for free. Notice that porting houses like Feral and Aspyr essentially closed up shop after the introduction of Proton. That's just the reality of the situation.
Purple Library Guy Nov 30, 2022
Quoting: pete910
Quoting: Purple Library Guy
Quoting: pete910
Quoting: Mountain Man
Quoting: Purple Library Guy
Quoting: pete910
Quoting: CorbenNow we "just" need the slow transition of devs actually doing native Linux build with it

Yea, Not going to happen. We will still be reliant on Proton. The days of the big publishers doing native builds just ain't coming.
Depends how many more Steam Decks get sold.

Since developers already get Steam Deck support for free with Proton, what incentive do they have to release native Linux versions?

Nail, Meet hammer!
Quoting: Purple Library Guy
Quoting: Mountain Man
Quoting: Purple Library Guy
Quoting: pete910
Quoting: CorbenNow we "just" need the slow transition of devs actually doing native Linux build with it

Yea, Not going to happen. We will still be reliant on Proton. The days of the big publishers doing native builds just ain't coming.
Depends how many more Steam Decks get sold.

Since developers already get Steam Deck support for free with Proton, what incentive do they have to release native Linux versions?

And I mean, some developers are already specifically releasing native Linux builds for the Steam Deck. I've seen a few articles right here on GoL about games doing exactly that. So whatever their incentives might be, there clearly are some. Not big developers at this point, but if the current number of Steam Decks is enough for some smaller developers to go native, many more Steam Decks would presumably be enough for larger developers to try it.

So as I said, depends how many more Steam Decks get sold.

There's the crux, They have to do nothing as proton does it for them. If a patch does break it ain't there problem so no negative feedback, win, win.

But the most important part is a native build will cost time and money, Proton costs them nothing! Unfortunately it's a numbers game.
So how do you explain the fact that some developers are, in fact, creating Linux native builds, some of them specifically referring to the Steam Deck when they do so?

You can say all you like that there's no reason for anyone to ever do X, but if some people are actually doing X, presumably you're, you know, wrong.

(Oh, and really--"nail, meet hammer"? Pretentious much? You don't win discussions by declaring yourself the winner, not after grade school anyway)


Wow, come down of your high horse.

Please point to where all these native builds are, Do we even have a native Boarderlands 3 yet, Hell even Serious sam 4 ?
Mm, moved into twisting words/moving goalposts. I didn't say "all these", and I specifically said it was not currently big games, that whether big games would do the same would depend (how many times do I have to say this) on how many Steam Decks get sold. Really, this isn't complicated, nor should it be controversial.

So. In the last few days, for instance, I've seen these articles here on GoL:

As promised recently, Rogue Legacy 2 from Cellar Door Games now has a Native Linux version available to give you the best experience possible on Steam Deck and Linux desktop.

Lumencraft is a really interesting game that blends together elements of tower-defense, base-building, mining and a little Deep Rock Galactic in a top-down view. A big new release is out now and it's Steam Deck Verified with Native Linux support.


I see such articles fairly often. You can call me a liar if you want, I suppose, as you pretty much just did, but it might make more sense to engage with the fact that your position suggests these things shouldn't exist, yet they do exist, therefore you should perhaps modify your position.

I have suggested reasons why they might be doing what they are, in fact, doing:
More control, potentially better performance, good PR.
Other reasons might exist, but you haven't engaged with any of the ones I suggested.
Purple Library Guy Nov 30, 2022
Quoting: Mountain ManThere's already a large number of Linux gamers on PC, but that hasn't compelled a critical mass of publishers to start paying for native Linux builds
No there isn't. We've been at ~1% on Steam. Literally a rounding error.

Quoting: Mountain Man, and I doubt the Steam Deck is going to change that even if it sells Nintendo Switch numbers.
I disagree with you. At numbers like that, Linux would no longer be a rounding error, it would be a sizable and fairly high profile platform. Despite the impact of Proton, I think that would prompt serious consideration of Linux as a native target.

Quoting: Mountain ManProton has been both a blessing and a curse in that respect. It's made games on Linux more accessible than ever before while eliminating the need for developers to focus on Linux because they get access to that market for free. Notice that porting houses like Feral and Aspyr essentially closed up shop after the introduction of Proton. That's just the reality of the situation.
That effect does exist, I'm not going to claim otherwise. But it's not the only effect happening. Whether it's the actual increase in numbers, the impression that numbers will go up further, or just the buzz and higher profile, the fact is that despite the Steam Deck's general reliance on Proton, some developers seem to have targeted Linux natively in part because of the Steam Deck.


Last edited by Purple Library Guy on 30 November 2022 at 4:07 am UTC
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