Package Details: unreal-engine 5.5.0-0

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: 76
Popularity: 0.97
First Submitted: 2016-05-01 18:37 (UTC)
Last Updated: 2024-11-16 03:10 (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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zerophase commented on 2021-03-30 22:31 (UTC)

@neko-san I believe you need to set fish as an interactive shell, and set environment variables in bash or some other scripting language.

https://wiki.archlinux.org/index.php/Fish#Setting_fish_as_interactive_shell_only

Neko-san commented on 2021-03-30 16:14 (UTC) (edited on 2021-03-30 16:20 (UTC) by Neko-san)

@zerophase I found info on it here: https://fishshell.com/docs/current/cmds/set.html?highlight=export

However, I wouldn't know how that would affect the pkgbuild :/

I imagine it would be something like: set -gx LINUX_MULTIARCH_ROOT '/usr/sbin'?

I've tried to ask people about this subject in issues on Github before but I usually get rather confusing responses due to them always telling me I'm somehow "doing it wrong" without explaining too well exactly why.

zerophase commented on 2021-03-29 20:04 (UTC) (edited on 2021-03-30 00:44 (UTC) by zerophase)

@neko-san I have not used the fish shell. I would recommend reading their manual on how to export environment variables. I can edit the PKGBUILD as needed for you.

Neko-san commented on 2021-03-29 19:56 (UTC)

@zerophase I use the fish shell (it does environment variables weird), could you help me out real quick to do that properly if it's not too much trouble?

zerophase commented on 2021-03-29 07:02 (UTC)

@neko-san If you turn it on in the package you have to pass the argument -ForceUseSystemCompiler with GenerateProjectFiles.sh and make ARGS=-ForceUseSystemCompiler when run from the command line. You also need to set LINUX_MULTIARCH_ROOT as referenced in the PKGBUILD.

Neko-san commented on 2021-03-29 03:19 (UTC)

@zerophase I'm not sure I understand how you force it to use the system compiler? Could you explain it to me?

zerophase commented on 2021-03-29 01:38 (UTC)

If interested in the system compiler. It should work for everything in engine now.

OdinVex commented on 2021-03-27 01:48 (UTC)

@zerophase, You're not understanding what I'm talking about. Forget it.

zerophase commented on 2021-03-27 00:53 (UTC)

@odinvex Recompiling with make is what the engine uses under the hood when the toolchain is used. That's how you fix the problem with the engine not recognizing projects as compatible. You're wrong.

OdinVex commented on 2021-03-27 00:50 (UTC)

@zerophase, If you're trying to help them with their build error about building modifying engine files, it is because of version-specific requirements of their project. Rebuilding the engine wouldn't fix the issue because all builds (even one right after another with no changes) are unique and will all fuss because of the project requiring specific versions. They need to follow the advice I mentioned, instead.