Package Details: unreal-engine 5.7.4-1

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 ue5 Unreal
Licenses: GPL3, custom:UnrealEngine
Submitter: acerix
Maintainer: alexbelm48
Last Packager: alexbelm48
Votes: 74
Popularity: 0.196654
First Submitted: 2016-05-01 18:37 (UTC)
Last Updated: 2026-03-29 03:16 (UTC)

Pinned Comments

alexbelm48 commented on 2026-03-28 22:40 (UTC) (edited on 2026-05-16 08:26 (UTC) by alexbelm48)

I currently recommend building 5.6.1 over any version of 5.7 as this branch holds a notoriously broken Vulkan RHI implementation, leading to unexpected VK_ERROR_DEVICE_LOST crashes due to a race condition. Just modify pkgver on your end with the aformentioned version and you should be good to go.

A discussion here goes into detail about the issue, but no proper fix is currently planned by Epic.

A merge request has also been proposed here, but the fix itself was in the end apparently not very effective.

The Vulkan crashes were recently fixed in 5.8, check here.

You can still try on your own if you still insist on using 5.7.x, especially if you're motivated to fix this issue on your side. If so, don't hesitate to send a comment with your patch, I could add you as a contributor to this package if you are interested.

Reducing crashes can be done by doing the following two steps:

  • Add these lines in DefaultEngine.ini (either in your project or the editor's installation dir, /opt/unreal-engine/Engine/Config/DefaultEngine.ini by default)
[/Script/Engine.RendererSettings]
r.Vulkan.WaitForIdleOnSubmit=1
r.Vulkan.EnablePipelineLRUCache=1
  • Add these two lines as well in the editor's ConsoleVariables.ini file (/opt/unreal-engine/Engine/Config/ConsoleVariables.ini by default):
Slate.EnableToolTips=0
Slate.bAllowNotifications=0

alexbelm48 commented on 2026-03-20 16:42 (UTC) (edited on 2026-03-28 23:25 (UTC) by alexbelm48)

Do note that using Wayland for Unreal Engine is currently not recommended as half of the UI interactions are broken. This is due to a recent upgrade to SDL3 which defaults the use of Wayland protocols over X11 when launching on a Wayland-based session.

You can work around this (or at least improve your experience) while still being on Wayland by opening a separate Xorg windowed server:

export DISPLAY=:1

Xwayland ${DISPLAY} -decorate -geometry 1920x1080 &
kwin_x11 &
unreal-engine 

You can, of course, replace kwin_x11 with your desktop environment window manager (GNOME is mutter for example).

Neko-san commented on 2022-11-01 02:32 (UTC) (edited on 2023-06-25 01:19 (UTC) by Neko-san)

@juancarlospaco this is easily done on your own system, not in a PKGBUILD, given that building packages runs as root:

sudo groupadd unrealengine-users
sudo usermod -aG unrealengine-users (your-username)
sudo chown -R root:unrealengine-users /opt/unreal-engine
sudo chmod -R 775 /opt/unreal-engine

Permission issues like this are already mentioned on the UE Arch wiki page: https://wiki.archlinux.org/title/Unreal_Engine_4#Installing_from_the_AUR

This is a user system problem; I already did what I could without needing users to do the above by giving the 777 permissions. If it still gives you trouble, you'll have to use the example to solve it or change the install location to somewhere you have user permissions by default (as I cannot do this for you).

Latest Comments

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alexbelm48 commented on 2026-05-15 09:42 (UTC) (edited on 2026-05-16 07:33 (UTC) by alexbelm48)

Epic released a preview of 5.8 fixing a lot of bugs that I've explained in the pinned comments. I'm currently preparing the PKGBUILD to check that out & honour that update as soon as it is available for everyone.

Update: Can confirm that 5.8 fixes all of the crashes with Vulkan. As soon as an official tag is available, this PKGBUILD will be updated :]

alexbelm48 commented on 2026-03-28 22:40 (UTC) (edited on 2026-05-16 08:26 (UTC) by alexbelm48)

I currently recommend building 5.6.1 over any version of 5.7 as this branch holds a notoriously broken Vulkan RHI implementation, leading to unexpected VK_ERROR_DEVICE_LOST crashes due to a race condition. Just modify pkgver on your end with the aformentioned version and you should be good to go.

A discussion here goes into detail about the issue, but no proper fix is currently planned by Epic.

A merge request has also been proposed here, but the fix itself was in the end apparently not very effective.

The Vulkan crashes were recently fixed in 5.8, check here.

You can still try on your own if you still insist on using 5.7.x, especially if you're motivated to fix this issue on your side. If so, don't hesitate to send a comment with your patch, I could add you as a contributor to this package if you are interested.

Reducing crashes can be done by doing the following two steps:

  • Add these lines in DefaultEngine.ini (either in your project or the editor's installation dir, /opt/unreal-engine/Engine/Config/DefaultEngine.ini by default)
[/Script/Engine.RendererSettings]
r.Vulkan.WaitForIdleOnSubmit=1
r.Vulkan.EnablePipelineLRUCache=1
  • Add these two lines as well in the editor's ConsoleVariables.ini file (/opt/unreal-engine/Engine/Config/ConsoleVariables.ini by default):
Slate.EnableToolTips=0
Slate.bAllowNotifications=0

alexbelm48 commented on 2026-03-22 20:18 (UTC)

@aelmaris_em Kind of shocked that I didn't catch this, I've fixed it right away. Let me know if this works for you. Sorry for the trouble!

aelmaris_em commented on 2026-03-22 19:49 (UTC) (edited on 2026-03-22 19:59 (UTC) by aelmaris_em)

@alexbelm48 git will not clone anything if there is a file with the same name as the target directory. It doesnt depends on a toolset. You can test it with the empty PKGBUILD like this:


pkgname=real-engine
pkgver=1
pkgrel=0
pkgdesc='A real life engine'
arch=('x86_64')
makedepends=()
depends=()
license=('GPL3')
source=()
sha256sums=()

prepare() {
    touch "real-engine"

    git clone https://github.com/8-root-grafter/blender_solarized.git "${pkgname}"

    # Surely, with exit code 0 from "|| echo" or smth build will be continued, but for what if there is no sources?
    # git clone https://github.com/8-root-grafter/blender_solarized.git ${pkgname}" || echo
}
build() {
    echo build
}

package() {
    echo package
}

alexbelm48 commented on 2026-03-22 18:21 (UTC)

Hello @aelmaris_em, do you use a specific AUR helper or tool to build your packages? Using makepkg and trizen works just fine for me.. If you could share your logs through a code block or with GitHub Gist/Pastebin/etc. that'd help me figure out what's wrong! :]

aelmaris_em commented on 2026-03-22 16:44 (UTC)

Small, but annoying issue. Git clone now says that the renamed file "unreal-engine-5.sh" is a non-empty directory and interrupts the process.

alexbelm48 commented on 2026-03-20 16:42 (UTC) (edited on 2026-03-28 23:25 (UTC) by alexbelm48)

Do note that using Wayland for Unreal Engine is currently not recommended as half of the UI interactions are broken. This is due to a recent upgrade to SDL3 which defaults the use of Wayland protocols over X11 when launching on a Wayland-based session.

You can work around this (or at least improve your experience) while still being on Wayland by opening a separate Xorg windowed server:

export DISPLAY=:1

Xwayland ${DISPLAY} -decorate -geometry 1920x1080 &
kwin_x11 &
unreal-engine 

You can, of course, replace kwin_x11 with your desktop environment window manager (GNOME is mutter for example).

alexbelm48 commented on 2026-03-20 16:40 (UTC)

Just bumped to 5.7.4. This brings:

  • a fix to the target build environment system
  • a fix regarding InstalledBuild.txt being unusable by IDEs such as Rider to map a project to an engine install
  • an updated .desktop file

A bit of work to do regarding PKGBUILD clean-up, but it is now functional again. Don't hesitate to have a look at the pinned comments if you experience issues, or comment if you think you have found a bug.

alexbelm48 commented on 2026-03-19 12:23 (UTC) (edited on 2026-03-19 12:26 (UTC) by alexbelm48)

I will transfer ownership to you. I don't have enough free time to maintain package. About TargetBuildEnvironment.Unique, I suggest making it optional option, as I think, most people use the default setting.

Thanks. Regarding TargetBuildEnvironment.Unique, the way the package installs Unreal makes it a TargetBuildEnvironment.Shared build by definition. You'd not want to "install" the engine as you traditionally would if you're working with the live source.

As for updating the package itself, I'm in the process of bumping to 5.7.4. Stay tuned :]