Can't run packaged game on Linux machine

I’ve packaged a simple project for linux platform for testing purposes. Packaging was done but I can’t run application on Linux. It gives errors:

D:\Tim\UE4\UnrealEngine\Engine\Source\Runtime\Core\Private\Misc\OutputDevice.cpp(203): Fatal error:
Assertion failed: HasFoundDataDirectory [File:D:\Tim\UE4\UnrealEngine\Engine\Source\Runtime\Core\Private\Internationalization\Internationalization.cpp] [Line: 298]
ICU data directory was not discovered:
../../../Engine/Content/Localization/ICU
../../../Engine/Content/Localization/ICU

and crashes. Am I missing something?

Linux Mint 17 x86_64. UE Latest 4.4-branch.

I still can’t run my project. Seems like FLinuxPlatformFile::DirectoryExists() doesn’t return true even if directory really exists.

Ok, I’ve managed to progress a bit. I put a packaged project to folder without any uppercase letters and now I got no errors about ICU data directory was not discovered. But now I got nothing.

Using binned.
Increasing per-process limit of core file size to infinity.

And that’s it. Program chrashes.

I’ve put a log outside and inside an if clause of FLinuxPlatformFile::DirectoryExists() checking what exact directory it checks and what is current FileInfo.st_mode and I got a lot of:

LogTemp:Warning: Current directory for checking is: ..

lines.

The whole log is here: http://pastebin.com/uPmFKHGj

What’s your project? I have tried creating a new code project with 4.4 (Windows) editor and packaging for Linux - could not reproduce any ICU problems. Note that the data files should be read from the pak file, you can do strings on a pak file and grep for that particular path to make sure it’s packaged.

The problem was libPNG version conflict. I use SDL2_image library and forgot to comment out libpng.a in its Build.cs and it conflicted with Engine’s libpng 1.5.

The strange thing is that my project didn’t report me that problem, but new blank project did.