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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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.

Neko-san commented on 2023-01-30 23:34 (UTC)

@nic-hartley The reason why that folder path doesn't exist is because the build failed, as you mentioned:

Unhandled exception: One or more errors occurred. (The type initializer for 'UnrealBuildBase.Unreal' threw an exception.)

I can't give you an exact reason for why this happened, because it shouldn't have, but all I can advise is that you just nuke the whole thing and start over.

I'm going to implement an error detection in the build function of the PKGBUILD to stop makepkg before it reaches the package function; so, you shouldn't see stuff like folders not existing messages if the build itself fails anymore.

Neko-san commented on 2023-01-30 01:18 (UTC)

@Kobe_Staude the engine is big, there's nothing I can do about that, so yes unless you have external storage, in which case, there are configuration options to assist with that

@amperotactico read the pins

@nic-hartley That shouldn't be happening, since I had several people test this extensively already to avoid problems like this, but I'll review it again to see if I can find what might be causing it.

camperotactico commented on 2023-01-29 16:14 (UTC)

Hi, I just installed the engine and tried to create a new project. I got this error message:

"An error occurred while trying to generate project files.

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"

Any idea how I could resolve this?