Package Details: unreal-engine 4.21.2-1

Git Clone URL: (read-only)
Package Base: unreal-engine
Description: A 3D game engine by Epic Games which can be used non-commercially for free.
Upstream URL:
Keywords: 3D engine game UE4 Unreal
Licenses: custom:UnrealEngine
Submitter: acerix
Maintainer: acerix (zerophase, Shatur)
Last Packager: zerophase
Votes: 41
Popularity: 2.311527
First Submitted: 2016-05-01 18:37
Last Updated: 2019-01-30 02:32

Latest Comments

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ruestique commented on 2019-04-04 13:27

+1 ^_^

diogobaeder commented on 2019-04-04 06:29

@zerophase thanks for working on 4.22 here, much appreciated! :-)

zerophase commented on 2019-04-03 16:45

4.22 won't compile on Arch till I finish fixing huge portions of unreal from hiding variables.

zerophase commented on 2019-04-02 03:24

@Giantblargg If you want to upgrade early, I have a pull request named clang 8 something on the origin repo.

There's currently a ton of shadowing in the engine, which increases build time significantly by thousands of little warnings, unless you silence warnings about shadowing, which is very dangerous. So, once all that gets refactored I'll push up here.

Giantblargg commented on 2019-04-02 02:35

This is no longer building after clang was updated to 8.0.0 in the official repos.

stevefan1999 commented on 2019-01-26 15:27

@zerophase It's actually during compile phase, but if I use the official toolchain there won't be any of those annoying errors, probably mono removed support for idle scheduler policy; see &

zerophase commented on 2019-01-17 20:39

Where are those logs kept?

stevefan1999 commented on 2019-01-17 09:51

How do I suppress mono_thread_internal_set_priority: unknown policy 5 logs?

zerophase commented on 2019-01-09 08:33

@vasconssa I figured out the issue. If you run the engine from terminal it thinks it is running on a headless server, so the engine shuts down rather than wait for user input to recompile.

zerophase commented on 2019-01-09 04:54

@vasconssa That's odd since I keep getting a warning the project needs to be recompiled, and the engine just defaults to choosing false every time. I should probably fix that.

Currently, seeing if I can get ccache support into the engine, which I'm guessing will cut down on compile time for us by a decent amount.