UE crashing on project startup

So I created a project a while ago and got it setup with Perforce for my Source Control. I haven’t touched it in about a week, went to open the project but it crashes everytime I open it. My partner can open it just fine in his on his Mac, but I can’t on Linux.

This is the error I get

KGlobal::locale(): Warning your global KLocale is being recreated with a valid main component instead of a fake component, this usually means you tried to call i18n related functions before your main component was created. You should not do that since it most likely will not work

Object::connect: No such signal org::freedesktop::UPower::DeviceAdded(QDBusObjectPath)

Object::connect: No such signal org::freedesktop::UPower::DeviceRemoved(QDBusObjectPath)

[2015.08.13-03.24.40:650][611]LogJson:Warning: Field EngineVersion was not found.

[2015.08.13-03.24.40:650][611]LogJson:Error: Json Value of type 'Null' used as a 'String'.

[2015.08.13-03.24.40:654][612]Cmd: CLOSE_SLATE_MAINFRAME

[2015.08.13-03.24.40:726][613]Cmd: QUIT_EDITOR

[2015.08.13-03.24.40:803][613]LogHAL: FLinuxPlatformProcess::CreateProc: spawned child 29101

[2015.08.13-03.24.40:807][613]LogHAL:Warning: Process (pid=29101) is still running - we will reap it in a waiter thread, but the thread handle is going to be leaked.

[2015.08.13-03.24.40:812][613]LogALAudio: Closing ALAudio device : OpenAL Soft

[2015.08.13-03.24.40:840][613]LogExit: Preparing to exit.

[2015.08.13-03.24.41:838][613]LogExit: Editor shut down

[2015.08.13-03.24.41:838][613]LogExit: Transaction tracking system shut down

[2015.08.13-03.24.41:840][613]LogParticles: Destroying 0 GPU particle simulations for FXSystem 0x0x309e9e0

[2015.08.13-03.24.42:008][613]LogExit: Object subsystem successfully closed.

I’m not sure what to do in this situation. Any help is greatly appreciated. Thanks!

Did you figure it out?

normally when it crashes on startup for me it’s cause something is wrong with the project shared library file (normally some coding bug; I’ve also noticed that linux is significantly more pedantic about some things, so don’t discount this just cause it works elsewhere). My normal fix is to recompile the library from the terminal (this guys scripts are super handy) Linux: How to compile C++ scripts from terminal - C++ - Epic Developer Community Forums.

(edit for clarity) recompiling won’t fix anything on it’s own, but it should allow you to see any errors the unreal build tool catches. The other thing you may have to do is boot the engine inside a terminal and spot the error message when it loads and attempt to fix that (undefined symbols will compile fine but crash the editor - just put a placeholder in instead)

does this help?

I have not. I re-installed Linux and have not used it in a while. I will try later this weekend

I will give this a shot. Thank you