@mihirlad55 the best solution for now is downgrading to clang 11.1. I'm not on Twitter, but try tweeting at Tim Sweeney about this. I think he wrote the initial code. He might be able to fix it really quick.
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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) |
---|---|
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 (Neko-san) |
Last Packager: | Neko-san |
Votes: | 76 |
Popularity: | 1.10 |
First Submitted: | 2016-05-01 18:37 (UTC) |
Last Updated: | 2024-11-16 03:10 (UTC) |
Dependencies (29)
- coreutils (coreutils-gitAUR, busybox-coreutilsAUR, coreutils-hybrid-gitAUR, coreutils-selinuxAUR, coreutils-uutilsAUR, coreutils-hybridAUR)
- 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-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-8.0.300-binAUR, dotnet-sdk-6.0-binAUR, dotnet-sdk-preview-binAUR, dotnet-sdk-binAUR, dotnet-sdk-8.0-binAUR)
- findutils (findutils-gitAUR, busybox-coreutilsAUR, findutils-selinuxAUR)
- icu63AUR
- lld (llvm-rocm-gitAUR, llvm-gitAUR)
- openssl (openssl-gitAUR, openssl-staticAUR)
- python (python37AUR, python311AUR, python310AUR)
- sdl2 (sdl2-gitAUR, sdl2-compat-gitAUR)
- steam
- vulkan-icd-loader (vulkan-icd-loader-gitAUR)
- xdg-user-dirs
- git (git-gitAUR, git-glAUR) (make)
- glibc (glibc-gitAUR, glibc-linux4AUR, glibc-eacAUR, glibc-eac-binAUR, glibc-eac-rocoAUR) (make)
- grep (grep-gitAUR, busybox-coreutilsAUR, grep-compatAUR) (make)
- openssh (openssh-gitAUR, openssh-dotconfigAUR, openssh-dotconfig-binAUR, openssh-selinuxAUR, openssh-hpn-shimAUR, openssh-gssapiAUR) (make)
- sed (busybox-coreutilsAUR, sed-gitAUR) (make)
- wget (wget-gitAUR, wurlAUR) (make)
- clionAUR (optional) – IDE for projects
- Show 9 more dependencies...
Required by (1)
Sources (6)
Latest Comments
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zerophase commented on 2021-06-19 03:30 (UTC)
Azzunyan commented on 2021-06-18 12:28 (UTC) (edited on 2021-06-20 09:04 (UTC) by Azzunyan)
Ну что, будет обновление до 4.26.2-6? У меня ошибка компиляции текущей версии. То обновления часто, то сейчас блин когда проблемы никто не решает!
mihirlad55 commented on 2021-06-15 14:56 (UTC) (edited on 2021-06-15 14:59 (UTC) by mihirlad55)
@zerophase @zepvalue
I am also segfaulting on startup
Application version 4.26.2.0
... built from changelist 0
OS version Linux 5.12.4-arch1-2 (network name: iphone)
Running 4 x86_64 processors (8 logical cores)
Exception was "SIGSEGV: invalid attempt to read memory at address 0x0000000000000038"
libUE4Editor-CoreUObject.so!UStruct::IsChildOf(UStruct const*) const [/home/mihirlad55/.cache/yay/unreal-engine/src/unrealengine/Engine/Source/Runtime/CoreUObject/Private/UObject/Class.cpp:2204]
libUE4Editor-AudioSynesthesiaEditor.so!void FAudioSynesthesiaEditorModule::RegisterAudioSynesthesiaAssetActions<UAudioSynesthesiaNRT, FAssetTypeActions_AudioSynesthesiaNRT>() [/home/mihirlad55/.cache/yay/unreal-engine/src/unreal-engine/Engine/Plugins/Runtime/AudioSynesthesia/Source/AudioSynesthesiaEditor/Private/AudioSynesthesiaEditorModule.cpp:57]
libUE4Editor-AudioSynesthesiaEditor.so!FAudioSynesthesiaEditorModule::RegisterAssetActions() [/home/mihirlad55/.cache/yay/unreal-engine/src/unreal-engine/Engine/Plugins/Runtime/AudioSynesthesia/Source/AudioSynesthesiaEditor/Private/AudioSynesthesiaEditorModule.cpp:31]
libUE4Editor-Core.so!FModuleManager::LoadModuleWithFailureReason(FName, EModuleLoadResult&) [/home/mihirlad55/.cache/yay/unreal-engine/src/unreal- engine/Engine/Source/Runtime/Core/Private/Modules/ModuleManager.cpp:536]
libUE4Editor-Projects.so!FModuleDescriptor::LoadModulesForPhase(ELoadingPhase::Type, TArray<FModuleDescriptor, TSizedDefaultAllocator<32> > const&, TMap<FName, EModuleLoadResult, FDefaultSetAllocator, TDefaultMapHashableKeyFuncs<FName, EModuleLoadResult, false> >&) [/home/mihirlad55/.cache/yay/unreal-engine/src/unreal-engine/Engine/Source/Runtime/Projects/Private/ModuleDescriptor.cpp:560]
libUE4Editor-Projects.so!FPluginManager::TryLoadModulesForPlugin(FPlugin const&, ELoadingPhase::Type) const [/home/mihirlad55/.cache/yay/unreal-engine/src/unreal-engine/Engine/Source/Runtime/Projects/Private/PluginManager.cpp:1293]
libUE4Editor-Projects.so!FPluginManager::LoadModulesForEnabledPlugins(ELoadingPhase::Type) [/home/mihirlad55/.cache/yay/unreal-engine/src/unreal-engine/Engine/Source/Runtime/Projects/Private/PluginManager.cpp:1369]
UE4Editor!FEngineLoop::LoadStartupModules() [/home/mihirlad55/.cache/yay/unreal-engine/src/unreal-engine/Engine/Source/Runtime/Launch/Private/LaunchEngineLoop.cpp:3822]
UE4Editor!FEngineLoop::PreInitPostStartupScreen(char16_t const*) [/home/mihirlad55/.cache/yay/unreal-engine/src/unreal-engine/Engine/Source/Runtime/Launch/Private/LaunchEngineLoop.cpp:3198]
UE4Editor!GuardedMain(char16_t const*) [/home/mihirlad55/.cache/yay/unreal-engine/src/unreal-engine/Engine/Source/Runtime/Launch/Private/Launch.cpp:127]
libUE4Editor-UnixCommonStartup.so!CommonUnixMain(int, char**, int (*)(char16_t const*), void (*)()) [/home/mihirlad55/.cache/yay/unreal-engine/src/unreal-engine/Engine/Source/Runtime/Unix/UnixCommonStartup/Private/UnixCommonStartup.cpp:264]
libc.so.6!__libc_start_main(+0xd4)
zerophase commented on 2021-06-15 14:18 (UTC)
@zepvalue. Seems to be an issue with Clang 12. It's a run time bug.
PencilShavings commented on 2021-06-11 17:30 (UTC)
@zerophase It happened before anything was built.
Apparently there was no directory /etc/mono/registry/LocalMachine
. Got around it by manually creating it.
zerophase commented on 2021-06-11 10:28 (UTC)
@pencilshavings Are you trying to run it after installing? Those errors are related to you not having file permissions.
B) I'd report that to upstream
PencilShavings commented on 2021-06-11 00:41 (UTC) (edited on 2021-06-11 00:42 (UTC) by PencilShavings)
Two things,
A. Cant get it to install. Errors out with,
ERROR: Unhandled exception: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.Security.SecurityException: No access to the given key ---> System.UnauthorizedAccessException: Access to the path '/etc/mono/registry/LocalMachine' is denied. ---> System.IO.IOException: Permission denied
==> ERROR: A failure occurred in prepare().
B. The UE4 file assosiator dialog appears but not in the correct language.
zerophase commented on 2021-06-09 14:35 (UTC)
@zepvalue When do you segfault?
zepvalue commented on 2021-06-09 08:47 (UTC) (edited on 2021-06-09 08:47 (UTC) by zepvalue)
On the latest update ( 4.26.2-5 ) I keep getting a SIGNAL 11 segmentation fault crash...anybody else experienced this ?
shuriken commented on 2021-06-06 01:52 (UTC) (edited on 2021-06-06 02:02 (UTC) by shuriken)
Hi zerophase as the patches are turned back on, the packages must be moved to depends. I have created my own PKGBUILD with some engine version changes etc. In my PKGBUILD i have it setup like this-
depends=(icu sdl2 python lld xdg-user-dirs ccache clang mono mono-msbuild dos2unix git openssh)
The IDEs should remain in optdepends.
Also patches will have to be reworked for Unreal Engine 5 as patches won't apply due to the changes. I have created a PKGBUILD without patches for UE 5 :) 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.