Package Details: unreal-engine 4.25.4-3

Git Clone URL: https://aur.archlinux.org/unreal-engine.git (read-only, click to copy)
Package Base: unreal-engine
Description: A 3D game engine by Epic Games which can be used non-commercially for free.
Upstream URL: https://www.unrealengine.com/
Keywords: 3D engine game UE4 Unreal
Licenses: custom:UnrealEngine
Submitter: acerix
Maintainer: acerix (zerophase, Shatur)
Last Packager: Shatur
Votes: 57
Popularity: 0.96
First Submitted: 2016-05-01 18:37
Last Updated: 2020-11-21 02:34

Latest Comments

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Slasher006 commented on 2020-01-05 12:27

@niqingliang2003 No patch yet. I am trying to get that workaround running. No luck so far :-|

niqingliang2003 commented on 2020-01-05 11:44

4.24.1 report: lag every 3 seconds on kde/nvidia1070 still there.

@Slasher006: GOOD NEWS! any patch?

Slasher006 commented on 2020-01-05 10:01

The freezing problem with 4.24 might have got a solution:

https://forums.unrealengine.com/development-discussion/engine-source-github/1617597-ue4editor-constantly-crashes-and-freezes-using-linux/page2

"

Cross posting from discussion on #linux on discord.

The version of SDL that is precompiled and bundeld with linux is definitely not using libudev. If libudev was being used then SDL would not end up polling all /lib/input/event* devices every 3 seconds. I pulled down SDL and built a stand alone example, and I happen to have libudev installed, and I get no hitching on the same hardware. Wondering if there is some reason libudev is not being used in the SDL built for linux by Epic?

I made sure that I did not init SDL_JOYSTICK | SDL_GAMEPAD | SDL_SENSORS in LinuxPlatformApplicationMisc.cpp and commented out the checks in LinuxApplication.cpp and no more hitching, at all.

I know for a fact libudev is not being used because in my profiling I can see the function MaybeAddDevice being called, and when SDL_USE_LIBUDEV is true that code will never execute.

Simply rebuilding SDL using build.sh in the ThirdParty/SDL2 directory fixes all my htiches. When grepping the output of that script libudev is marked as found, and the better code path is now taken. Looking at the scripts in that folder, it is not apparent that libudev-dev is being installed by the package manager in the install_ubuntu.sh, and install-centos.sh scripts.

TLDR; Either use libudev with SDL or do not init SDL_Joystick and you can have a hitch free UE4 too.

" EDIT: I get errors with zlib after rebuilding SDL. :-O (i feel useless now)

Shatur commented on 2019-12-29 21:55

@zerophase, omg, sorry, just forgot to change it back, fixed!

zerophase commented on 2019-12-29 21:51

@shatur you wrote the package to install to /mnt.

Shatur commented on 2019-12-29 18:24

Updated to 4.24.1. Here is my changes:

  • I moved downloading of Unreal Engine to prepare section. This allows me to explicitly check access to the repository (and notify user about it!) and specify --depth=1 to reduce the amount of downloaded data from repo to 200 MiB.
  • I removed cmake from makedepends because it is not used for building.
  • But I added cmake, qmake and used IDE's in editor settings as makedepends.
  • I removed all obsolete patches (that not needed) and updated all information, now PKGBUILD looks clean.
  • PKGBUILD now works with the latest (4.24.1) version.
  • I renamed .desktop file to com.unrealengine.UE4Editor to follow desktop entry specifications and renamed icon to lower case for desktop icon themes compatibility.
  • I splitted make -j1 into the build of each component from the "all" target in order to be able to build with multiply threads and avoid the error with parallel compilation of several targets. Because each target can be build in parallel separately.

After 4.24 Unreal Engine disallow to use system clang :( Even if I try "-ForceUseSystemCompiler" as noticed in 4.24 changes it says that "No BuildPlatform found for Linux". Perhaps this can be fixed, but so far there is no solution, so I suggest using the proposed clang for now.

I decided to leave other systems components as is. This greatly reduces the amount of data, but I can’t be sure that everything will work correctly. Therefore, I did not change it.

Shatur commented on 2019-12-25 21:23

@shatur, okay! I will push the 4.24.1 after some checks without system clang temporary. @acerix also checked my PKGBUILD and he is okay with it.

zerophase commented on 2019-12-25 20:41

@shatur

It needed only if you generate CMake project. What if I add it as optional dependencies with qmake that used in the same way?

Yeah, just drop cmake in optdepends with qmake.

I'll be able to look into the system clang after the holidays.

Shatur commented on 2019-12-24 08:48

Cmake should probably be in optdepends, as it is needed for different ides.

It needed only if you generate CMake project. What if I add it as optional dependencies with qmake that used in the same way?

There should be a patch applied that uses the system clang, and stops downloading of the toolchain.

After 4.24 Unreal Engine do not allow to use system Clang :( If I apply a patch that disables downloading Clang toolchain, Unreal Engine will not use the system Clang and fail to build. Maybe there is the way how to path it, but for now I do not know how to fix it.

Most of those patches probably need to be updated for changes in the engine so they still apply successfully. They're mostly for supporting the system clang, and recompiling the Unreal Version selector so you don't have to manually intervene during install time.

I checked all the old patches, they are applied successfully, but they are no longer needed. Except the patch to use the system Clang, which also patches successfully, but then the builder does not see the system Clang. I don’t know how to fix it yet.

Have you run the engine through various paths to check for any crashes from removing Windows specific files? There are a few checks built into the engine.

Of course! At the moment, I managed to reduce the size of the downloaded files from 11 to 5.5 GiB (via .gitdepsignore, excluding from the download files Windows, Mac, IOS and other OSs, the compilation of which is not supported under Linux.

zerophase commented on 2019-12-24 04:22

@shatur

  • Cmake should probably be in optdepends, as it is needed for different ides.
  • There should be a patch applied that uses the system clang, and stops downloading of the toolchain.
  • Most of those patches probably need to be updated for changes in the engine so they still apply successfully. They're mostly for supporting the system clang, and recompiling the Unreal Version selector so you don't have to manually intervene during install time.
  • Have you run the engine through various paths to check for any crashes from removing Windows specific files? There are a few checks built into the engine.