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: 0.192721
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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flakusha commented on 2022-06-18 18:23 (UTC) (edited on 2022-06-23 16:00 (UTC) by flakusha)

@Premik to build Android you have to set JAVA_HOME, NDK_ROOT (or NDKROOT, it's incostistent), ANDROID_HOME, ANDROID_NDK_HOME and ANDROID_SDK_ROOT environment variables. I believe 3 first of them are just fine, but multi-billion dollar companies fail to create tools that check environment and libraries availability before build, so you may have an error after several hours :)

I have had 56 Gb build in final, Linux + Android, Android project compilation is failing on Linux at the moment.

Edit: you need to set up JAVA_HOME, NDKROOT and ANDROID_HOME

OdinVex commented on 2022-06-18 11:43 (UTC)

@Premik, That memalloc issue might be relating to a memory leak or something. I've got an associate who ran UE5 on Linux with a 2 GB card just fine enough to build a simple Hello World. To limit memory for compilation, limit cores. The dotnet stuff is spot on, though. I've spent an entire three days updating my (cloned) projects from UE4 including plugins...disastrous setback for so long.

Premik commented on 2022-06-18 11:20 (UTC)

Was trying to build via the UAT with Android support: -set:WithAndroid=true. But I was getting some command-not-found error at the very end. While the command name in the error message was actually blank. So I ended using GenerateProjectFiles and make.

UE5 shifts old dotnet which doesn't recognize system certs on linux. More recent dotnet works fine. But the system_mono flag didn't work for me and the UAT still used the embedded one. So another workaround for the NuGet ssl errors would be to import the root anchors into the CurrentUser user storage:

 dotnet tool install --global dotnet-certificate-tool #Install 3rd party tool to import .Net certs
 trust extract --format=pem-directory --filter=ca-anchors /tmp/certs # Export anchors
 ls /tmp/certs/*.pem | xargs -n1 certificate-tool add --store-location CurrentUser --store-name Root  --cert #Import to local store 
 # New files should show up in the ~/.dotnet/corefx/cryptography/x509stores/root

At some stage the compilation really took nearly 32G memory. Triggering oom killer.

At the end I found out my rusty GPU with only 2G of ram is not enough to run UE5. Keeps crashing on GPU memory allocation errors. Was ok on UE4 but UE5 only supports Vulkan.

flakusha commented on 2022-06-18 06:13 (UTC) (edited on 2022-06-18 06:21 (UTC) by flakusha)

This package can now be adopted.

I had success building and running Neko-san version, but there are several issues with build:

  • ICU is not found -> install libicu50, it may be the candidate to makedeps (you can use DOTNET_SYSTEM_GLOBALIZATION_INVARIANT=1, but you will have to use it every time you run Engine)

  • nuget SSL connection may need you to make soft links (Arch and Manjaro solution from Nuget Github): ln -s /etc/ssl /usr/lib/ssl ln -s /etc/ssl /usr/lib64/ssl

  • Project build needs write permission to /opt... I just opted out to build with makepkg and unpack Engine to location available for user to write :) Not running UE as root, knowing it is still unstable

mmvanheusden commented on 2022-06-05 09:47 (UTC)

Should be updated to either 5 or 4.27.2

OdinVex commented on 2022-05-09 16:24 (UTC)

@aknarts, UE5+ has a lot of issues with broken project performance and compilation issues on Arch. “essentially the same thing.” ? Doesn't sound at all the same based on what you said about precompiled? Too many issues, with UE5. Any UE4 project is screwed updating until a number of issues are fixed relating to performance. Most see less than half performance simply swapping over.

aknarts commented on 2022-05-09 11:12 (UTC)

5.0.1 builds fine and runs fine on Arch, so does 5.0.2 from the 5.0 branch. Also the installed build works fine, well I only download precompiled through Epic Asset Manager so I do not have to compile, but it is essentially the same thing.

OdinVex commented on 2022-05-08 06:21 (UTC)

@Spanner_Man, UE5+ so far has a lot of issues, including compilation on Arch. Completely useless for UE4 projects migrated.

Spanner_Man commented on 2022-05-08 05:48 (UTC)

@zerophase - 5.01 was released approx 19 days ago at the time of this comment https://github.com/EpicGames/UnrealEngine/releases/tag/5.0.1-release

CtHx commented on 2022-05-04 16:22 (UTC)

Let me know please, if any of UE versions is possible to build on current archlinux :) I tried but no luck for me...