FIXED: Thanks @Neko-san Installing dotnet-runtime & dotnet-sdk got the install past the MSBUILD error.
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Package Details: unreal-engine 5.5.0-0
Package Actions
Git Clone URL: | https://aur.archlinux.org/unreal-engine.git (read-only, click to copy) |
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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: | Shatur |
Last Packager: | Neko-san |
Votes: | 76 |
Popularity: | 0.030418 |
First Submitted: | 2016-05-01 18:37 (UTC) |
Last Updated: | 2024-11-16 03:10 (UTC) |
Dependencies (29)
- coreutils (coreutils-gitAUR, coreutils-selinuxAUR, coreutils-uutilsAUR, coreutils-uutils-symlinkAUR)
- dos2unix (dos2unix-gitAUR)
- dotnet-runtime (dotnet-runtime-2.2AUR, dotnet-runtime-3.0AUR, dotnet-runtime-2.1AUR, dotnet-runtime-5.0-binAUR, dotnet-runtime-7.0-binAUR, dotnet-runtime-6.0-binAUR, dotnet-runtime-8.0.300-binAUR, dotnet-runtime-preview-binAUR, dotnet-runtime-binAUR, dotnet-runtime-8.0-binAUR)
- dotnet-sdk (dotnet-sdk-2.2AUR, dotnet-sdk-2.2-vs2017AUR, dotnet-sdk-3.0AUR, dotnet-sdk-2.1AUR, dotnet-sdk-5.0-binAUR, dotnet-sdk-6.0.110-binAUR, dotnet-sdk-7.0-binAUR, dotnet-sdk-6.0-binAUR, dotnet-sdk-8.0.300-binAUR, dotnet-sdk-preview-binAUR, dotnet-sdk-binAUR, dotnet-sdk-8.0-binAUR)
- findutils (findutils-gitAUR, findutils-selinuxAUR)
- icu63AUR (icu-shimAUR)
- lld (llvm-gitAUR)
- openssl (openssl-gitAUR, openssl-staticAUR)
- python (python37AUR, python311AUR, python310AUR)
- sdl2AUR (sdl2-compat-gitAUR, sdl2-gitAUR, sdl2-compat)
- steam
- vulkan-icd-loader (vulkan-icd-loader-gitAUR)
- xdg-user-dirs
- git (git-gitAUR, git-glAUR) (make)
- glibc (glibc-gitAUR, glibc-linux4AUR, glibc-eacAUR) (make)
- grep (grep-gitAUR, grep-compatAUR) (make)
- openssh (openssh-gitAUR, openssh-dnatAUR, openssh-gssapiAUR, openssh-hpn-shimAUR, openssh-selinuxAUR) (make)
- sed (sed-gitAUR) (make)
- wget (wget-gitAUR, wurlAUR) (make)
- clionAUR (optional) – IDE for projects
- cmake (cmake3AUR, cmake-gitAUR) (optional) – build system for projects
- codeliteAUR (codeliteAUR, codelite-unstableAUR, codelite-gitAUR, codelite-binAUR) (optional) – IDE for projects
- fake-ms-fontsAUR (optional) – Font support for "demo/free/sample/example/tutorial" projects
- kdevelop (kdevelop-gitAUR) (optional) – IDE for projects
- pacman-contrib (pacman-contrib-gitAUR) (optional) – for the paccache cleaning hook
- polly (llvm-gitAUR) (optional) – for potentially increased performance
- qt5-base (qt5-base-gitAUR, qt5-base-headlessAUR) (optional) – qmake build system for projects
- qtcreator (qtcreator-prereleaseAUR, qtcreator-patchesAUR) (optional) – IDE for projects
- ttf-ms-fontsAUR (ttf-win7-fontsAUR, ttf-ms-win8AUR, ttf-ms-win8-arabicAUR, ttf-ms-win8-hebrewAUR, ttf-ms-win8-seaAUR, ttf-ms-win8-indicAUR, ttf-ms-win8-japaneseAUR, ttf-ms-win8-koreanAUR, ttf-ms-win8-zh_cnAUR, ttf-ms-win8-zh_twAUR, ttf-ms-win8-thaiAUR, ttf-ms-win8-otherAUR, ttf-ms-win10AUR, fake-ms-fontsAUR, ttf-ms-win10-autoAUR, ttf-ms-win10-cdnAUR, ttf-ms-win11AUR, ttf-ms-win11-autoAUR) (optional) – Font support for "demo/free/sample/example/tutorial" projects
Required by (1)
Sources (6)
Latest Comments
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anthillsocial commented on 2023-05-20 07:32 (UTC) (edited on 2023-05-20 07:57 (UTC) by anthillsocial)
Neko-san commented on 2023-05-19 21:24 (UTC)
@anthillsocial If you don't have dotnet
installed, let me know; it might be that a dependency is missing and Unreal just isn't telling us. Normally, I'd run namcap
on a completed archive to find out but namcap
doesn't handle large packages like Unreal too well (throws errors)
If you do have dotnet installed, try setting "arch_auto" in the PKGBUILD to false; I didn't have an issue with it, but I'd like to know if this is a possible cause for your problem
anthillsocial commented on 2023-05-19 20:17 (UTC) (edited on 2023-05-20 07:58 (UTC) by anthillsocial)
I'm getting the "Running AutomationTool..." and "Setting up bundled DotNet SDK" build message errors:
MSBUILD : error MSB4166: Child node "2" exited prematurely. Shutting down.
RunUAT ERROR: AutomationTool failed to compile.
==> ERROR: A failure occurred in build().
Aborting...
:: Unable to build unreal-engine - makepkg exited with code: 4
Any tips?
sticklebrix commented on 2023-05-12 02:03 (UTC)
@greenhandzdl I tried running makepkg in the build directory, and it looks like the PKGBUILD uses 5.2-release rather than 5.2 as the branch to retrieve from. Modifying the PKGBUILD locally to use 5.2 should work.
greenhandzdl commented on 2023-04-30 10:02 (UTC)
Took 7596.348587500001s to run dotnet, ExitCode=6
UnrealBuildTool failed. See log for more details. (/home/greenhandzdl/Library/Logs/Unreal Engine/LocalBuildLogs/UBT-UnrealEditor-Linux-DebugGame.txt)
AutomationTool executed for 2h 9m 38s
AutomationTool exiting with ExitCode=6 (6)
RunUAT ERROR: AutomationTool was unable to run successfully. Exited with code: 6
==> ERROR: A failure occurred in build().
Aborting...
-> error making: unreal-engine-exit status 4
-> Failed to install the following packages. Manual intervention is required:
unreal-engine - exit status 4
jakedevs commented on 2023-02-20 11:16 (UTC) (edited on 2023-02-20 11:35 (UTC) by jakedevs)
Running /opt/unreal-engine/Engine/Build/BatchFiles/Linux/Build.sh -projectfiles -project="/home/alberto/Repositories/UnrealEngine/Learning/Learning.uproject" -game -engine -progress Setting up bundled DotNet SDK chmod: changing permissions of '/opt/unreal-engine/Engine/Build/BatchFiles/Linux/../../../Binaries/ThirdParty/DotNet/6.0.302/linux/dotnet': Operation not permitted"
This error still happens with the pinned commands.
Edit: Fixed by moving unreal to nonroot directory.
Neko-san commented on 2023-02-13 01:52 (UTC)
Fixed; I had forgot to update the checksum for the script for some reason
Decator commented on 2023-02-12 19:50 (UTC)
The file unreal-engine-5.sh
fails its validation check. The package can no longer be built.
Validating source files with sha256sums...
unreal-engine-5.sh ... FAILED
Neko-san commented on 2023-02-07 10:55 (UTC) (edited on 2023-05-20 09:22 (UTC) by Neko-san)
@juancarlospaco No, that's outside the scope of the PKGBUILD.
If you're using KDE Plasma, thia can be easily done in the system File Association settings.
In other desktop environments, how you do this may vary, and is outside of my control. It's up to you, as the user, to figure that out.
Ideally, UE5 should update this itself but it doesn't because Epic doesn't prioritize Linux.
If you do figure out an agnostic way to do this thay doesn't require root, let me know and I'll implement it, but otherwise it is not a goal of this package to set up.
juancarlospaco commented on 2023-02-07 03:07 (UTC)
Is possible to add to the PKGBUILD to open *.uproject
with Unreal Engine by default after install?,
currently it opens with the plain-text editor and thats useless. Thanks.
Pinned Comments
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:
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).zerophase commented on 2021-05-27 08:15 (UTC) (edited on 2021-05-30 08:41 (UTC) by zerophase)
Will update to 5.0 when it is released.