@zerophase, Attempting to overwrite version-detection via INI variables has rarely worked, much of Unreal Engine uses hard-coded (during compile-time) versions when comparing builds. (I'm talking about Plugins used or C++ projects that may need to be cleaned before compiling again.)
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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 |
Last Packager: | Neko-san |
Votes: | 76 |
Popularity: | 0.20 |
First Submitted: | 2016-05-01 18:37 (UTC) |
Last Updated: | 2024-11-16 03:10 (UTC) |
Dependencies (29)
- coreutils (coreutils-gitAUR, busybox-coreutilsAUR, coreutils-uutilsAUR, coreutils-selinuxAUR)
- 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-gitAUR)
- openssl (openssl-gitAUR, openssl-staticAUR)
- python (python37AUR, python311AUR, python310AUR)
- sdl2AUR (sdl2-compat-gitAUR, sdl2-gitAUR, sdl2-compat)
- 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) (make)
- grep (grep-gitAUR, busybox-coreutilsAUR, grep-compatAUR) (make)
- openssh (openssh-gitAUR, openssh-dotconfigAUR, openssh-dotconfig-binAUR, openssh-selinuxAUR, openssh-hpn-shimAUR, openssh-gssapiAUR, openssh-dnatAUR) (make)
- sed (busybox-coreutilsAUR, sed-gitAUR) (make)
- wget (wget-gitAUR, wurlAUR) (make)
- clionAUR (optional) – IDE for projects
- cmake (cmake-gitAUR) (optional) – build system for projects
- codeliteAUR (codelite-binAUR, codeliteAUR, codelite-unstableAUR, codelite-gitAUR) (optional) – IDE for projects
- fake-ms-fontsAUR (optional) – Font support for "demo/free/sample/example/tutorial" projects
- kdevelop (kdevelop-gitAUR) (optional) – IDE for projects
- pacman-contrib (pacman-contrib-gitAUR) (optional) – for the paccache cleaning hook
- polly (llvm-gitAUR) (optional) – for potentially increased performance
- qt5-base (qt5-base-gitAUR, qt5-base-headlessAUR) (optional) – qmake build system for projects
- qtcreator (qtcreator-prereleaseAUR) (optional) – IDE for projects
- ttf-ms-fontsAUR (ttf-win7-fontsAUR, ttf-ms-win8AUR, ttf-ms-win8-arabicAUR, ttf-ms-win8-hebrewAUR, ttf-ms-win8-seaAUR, ttf-ms-win8-indicAUR, ttf-ms-win8-japaneseAUR, ttf-ms-win8-koreanAUR, ttf-ms-win8-zh_cnAUR, ttf-ms-win8-zh_twAUR, ttf-ms-win8-thaiAUR, ttf-ms-win8-otherAUR, ttf-ms-win10AUR, fake-ms-fontsAUR, ttf-ms-win10-autoAUR, ttf-ms-win11-autoAUR, ttf-ms-win10-cdnAUR, ttf-ms-win11AUR) (optional) – Font support for "demo/free/sample/example/tutorial" projects
Required by (1)
Sources (6)
Latest Comments
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OdinVex commented on 2021-03-26 07:24 (UTC)
zerophase commented on 2021-03-26 06:18 (UTC) (edited on 2021-03-26 06:29 (UTC) by zerophase)
@neko-san I'm not sure how to exactly do that. I believe there are some variables you can edit in one of the engine's ini files for saving stuff to your project directories and not engine. For the other errors maybe try recompiling the engine prior.
OdinVex commented on 2021-03-26 06:14 (UTC) (edited on 2021-03-26 06:15 (UTC) by OdinVex)
@Neko-san, If I follow you correctly, you're using a C++ project (or a BP project that uses modules/plugins in C++). I have often required compiling for multiple platforms and that has always come down to cross-compiling only. Eg, if your project was based on Windows then you need to use the (clang) Linux Cross-Compile Toolchain for Unreal Engine on Windows to compile for Windows (remember to reboot after installing it). If you're based on Linux I have bad news for you, there is no official way to cross-compile for non-Linux as of 2021/01/01.
Neko-san commented on 2021-03-26 04:14 (UTC) (edited on 2021-03-26 05:03 (UTC) by Neko-san)
For me, the Engine fails to compile pre-existing projects (from Windows) with and error about what was compiled would affect installed engine files (somehow)
It also refuses to open the project if the Makefile was run with in the terminal as well
------- Build details --------
Using toolchain located at '/opt/unreal-engine/Engine/Extras/ThirdPartyNotUE/SDKs/HostLinux/Linux_x64/v17_clang-10.0.1-centos7/x86_64-unknown-linux-gnu'.
Using clang (/opt/unreal-engine/Engine/Extras/ThirdPartyNotUE/SDKs/HostLinux/Linux_x64/v17_clang-10.0.1-centos7/x86_64-unknown-linux-gnu/bin/clang++) version '10.0.1' (string), 10 (major), 0 (minor), 1 (patch)
Using bundled libc++ standard C++ library.
Using lld linker
Using llvm-ar : /opt/unreal-engine/Engine/Extras/ThirdPartyNotUE/SDKs/HostLinux/Linux_x64/v17_clang-10.0.1-centos7/x86_64-unknown-linux-gnu/bin/llvm-ar
Using fast way to relink circularly dependent libraries (no FixDeps).
------------------------------
ERROR: Building would modify the following engine files:
/opt/unreal-engine/Engine/Binaries/Linux/AgentInterface.dll
/opt/unreal-engine/Engine/Binaries/Linux/Android/libUE4Editor-AndroidDeviceDetection.so
/opt/unreal-engine/Engine/Binaries/Linux/Android/libUE4Editor-AndroidPlatformEditor.so
(and many more; too many to fit here)
and doing it in the terminal seems to work but doing so compiles what's needed on my OS drive which is low on space from the engine enough as it is x_x
Would be great if it did that in the project folder so it doesn't eat my SSD alive)
OdinVex commented on 2021-03-25 16:30 (UTC)
I read in a compilation guide from Epic to use chmod -R a+rwX
on UnrealEngine/Engine
after everything is "said and done installed". I've never had permissions issues or crashes (relating to permissions, hah...).
Tabulate commented on 2021-03-25 14:06 (UTC)
On line 125, you're trying to change the permissions to a777
which doesn't exist. You probably want to change this to 777
which is what I'm assuming is what you meant to put. https://aur.archlinux.org/cgit/aur.git/tree/PKGBUILD?h=unreal-engine#n125
zerophase commented on 2021-03-25 02:17 (UTC)
Fixed the permission issue when running the engine. Just made the whole unreal folder have full permissions. If you want to dig through, and figure out which files need the ability to execute feel free to do that. I'm having issues with mono not having the permissions needed to execute.
zerophase commented on 2021-03-23 22:36 (UTC)
Added support for packaging with system compiler. Will bump release number when compiling in engine works.
ruestique commented on 2021-03-21 12:21 (UTC)
==> Missing dependencies: -> lld
zerophase commented on 2021-03-16 14:10 (UTC)
@pgaleone You need to pass -ForceUseSystemCompiler when compiling. I think you can set compile arguments through the engine. Personally, I use make.
make ARGS=-ForceUseSystemCompiler in your project directory will compile it. I can tell you how to do it through engine in a bit.
There's also a toggle in the PKGBUILD for turning the system compiler on or off. It was supposed to be checked off. when committed.
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.