Package Details: unreal-engine 5.4.4-0

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: 75
Popularity: 0.63
First Submitted: 2016-05-01 18:37 (UTC)
Last Updated: 2024-09-04 18:39 (UTC)

Dependencies (29)

Required by (1)

Sources (6)

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:

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).

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.

Latest Comments

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shuriken commented on 2021-05-12 09:31 (UTC) (edited on 2021-05-12 09:33 (UTC) by shuriken)

@zerophase I want to use the 4.27 branch with my own patches as well I have done the following changes to the PKGBUILD

  1. Changed $pkgver to 4.27.
  2. Changed the initial installation to -git clone --single-branch --branch $pkgver git@github.com:EpicGames/UnrealEngine $pkgname and If directory exists - git pull origin

However is there any way I can do --depth=1 and don't let my patches go away. As currently this PKGBUILD is doing a hard reset which will probably remove my patches.

zerophase commented on 2021-05-10 19:28 (UTC)

If anyone finds other files not needed by the engine let me know.

zerophase commented on 2021-05-10 09:14 (UTC) (edited on 2021-05-10 09:15 (UTC) by zerophase)

@shuriken We could just make a second package for the default engine, and keep most of the makedepends in depends.

Checking if system mono, python, and python3 don't need to be installed. Would save about a gig prior to stripping.

shuriken commented on 2021-05-10 08:17 (UTC) (edited on 2021-05-10 08:18 (UTC) by shuriken)

To enable all the patches I moved all the "makedepends" to "depends". So that they don't get removed as orphans. Enabled the system patches in PKGBUILD. Added all environment variables as mentioned in PKGBUILD. And I can confirm everything is working great ! I just recommend to add a patch to disable bundled mono from installing if the use system mono patch is enabled :) I also changed my PKGBUILD to use a different branch and update it to the latest patches from that branch if it already exists.

zerophase commented on 2021-05-10 06:01 (UTC) (edited on 2021-05-10 06:03 (UTC) by zerophase)

@urbenlegend I'm fine with it. But, I get a lot of complaints from people that have not read the package if I turn them on. It's a lot less work for me currently, if I keep them off.

I will be turning ccache on in the future, by default, as Intel is working with ccache to implement support for ISPC compilation. Just asked, and I got an engineer to do it.

@shuriken

Will enabling system mono stop unreal engine from installing bundled mono like the system compiler does ? If not, I don't think using system mono is beneficial. The system compiler actually saves a decent amount of space, as you also mentioned it in the Rider issue.

I'll have to look into the build scripts. I think it's possible to block it. Just by adding an already existing envar to an if statement.

In the patch having system compiler, Which package actually provides system compiler in this repository ? I thought lld https://archlinux.org/packages/extra/x86_64/lld/ but this is not having any system clang. Just had a doubt going through the PKGBUILD.

clang provides clang.

@judasaja Try installing on default Arch. Go ahead, and use the new gui install program if wanted. Manajaro does not necessarily have the same package design as Arch Linux. None of the error messages help narrow the issue down. Unreal won't run on virtual machines, unless maybe you setup hardware passthrough. You'll need to swap distros to test. I'm guessing it could be security permissions or you missing packages.

urbenlegend commented on 2021-05-09 07:23 (UTC)

My issue was due to the package not bringing in the msbuild dependency, not due to any patches. Feel free to turn the patches back on.

shuriken commented on 2021-05-09 06:35 (UTC) (edited on 2021-05-09 08:08 (UTC) by shuriken)

  1. The patches were turned off recently maybe it was due to @urbenlegend having a an issue. Maybe they can be turned back on by default. Also Do I have to set the environment variables after the installation if I enabled these options in my PKGBUILD. Things like system mono , ccache are build dependencies and become orphan, so probably I have to install them separately to use these patches after the build.

  2. Will enabling system mono stop unreal engine from installing bundled mono like the system compiler does ? If not, I don't think using system mono is beneficial. The system compiler actually saves a decent amount of space, as you also mentioned it in the Rider issue.

  3. In the patch having system compiler, Which package actually provides system compiler in this repository ? I thought lld https://archlinux.org/packages/extra/x86_64/lld/ but this is not having any system clang. Just had a doubt going through the PKGBUILD.

judasaja commented on 2021-05-07 14:03 (UTC)

Hi everyone, I'm getting an error with the engine. I try to make a project using C++ (with Blueprints it works as intended) but before it creates the project, I get something like an error and the engine closes itself. I'm getting this info:


Writing project files... 100%
LogSlate: Window 'Unreal Project Browser' being destroyed
Cmd: QUIT_EDITOR
LogCore: Engine exit requested (reason: UUnrealEdEngine::CloseEditor())
LogCore: Engine exit requested (reason: EngineExit() was called; note: exit was already requested)
LogEditorSessionSummary: EditorSessionSummary sent report. Type=Shutdown, SessionId={472970FE-9DCA-41A2-BD86-AAE1FFF91F7D}

I get way more info, but I think it's only because engine called to some Close() function, but there's something that catched my attention too because it says this:

Icon theme "adwaita" not found.
Icon theme "ubuntu-mono" not found.
Icon theme "yaru" not found.
Icon theme "Mint-X" not found.
Icon theme "elementary" not found.

I'm using Garuda Linux, but I first tested it with Manjaro and got the same problem. I really appreciate if anyone can help me figure what's the problem.

zerophase commented on 2021-05-07 00:23 (UTC)

770 is more secure than 775. To have all the Unreal stuff work you need 777. So, you just make a group.