It's cloning successfully now, however it's failing in build(), here's the error
[1230/1231] Compile AnimEncoding_VariableKeyLerp.ispc
[1231/1231] Compile SQLiteEmbedded.c
Took 1377.697445s to run mono, ExitCode=6
UnrealBuildTool failed. See log for more details. (/home/user/Library/Logs/Unreal Engine/LocalBuildLogs/UBT-UE4Game-Linux-DebugGame.txt)
AutomationTool exiting with ExitCode=6 (6)
RunUAT ERROR: AutomationTool was unable to run successfully.
and the log: https://controlc.com/c0d21ed7
Pinned Comments
Neko-san commented on 2022-10-15 20:50 (UTC) (edited on 2022-10-15 20:54 (UTC) by Neko-san)
I updated it to not use the Arch Clang compiler by default; I thought I had this opt-out but I didn't - the reason being that for UE4, there's actually a hard-coded reference to look for a Windows compiler (thanks Epic...) and using the Arch compiler has been the solution on the AUR for UE4 for a long time
That said, if it fails to compile by default now (at least if strictly using
makepkg
), the fault is entirely on Epic for not properly having the Unreal Build Tool (UBT) not handle the Linux build properly - proper support for this was implemented in UE5, so they should honestly backport that to UE4's codebaseI left a user toggle-able switch in the PKGBUILD if anyone wants to try the Arch Clang compiler patch again, for whatever reason
If anyone manages to figure out how to this otherwise, let me know and I'll add the fix