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: 1.08
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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Shatur commented on 2020-01-22 09:08 (UTC) (edited on 2020-01-22 09:12 (UTC) by Shatur)

@zerophase, sorry for big delay. With this patched version, I can’t create / open projects in C++, the engine crashes (Blueprint projects work) :(

Also by creating PerforceBuild.txt you not only disabled the download of the toolchain, but also enabled Perforce build, which is intended for sharing the cache between computers.

I suggest using the provided Clang. Unreal Engine downloads a lot of dependencies that exists in repos (OpenSSL, GoogleTest, zlib, etc.), so adding +1 does not matter, but will provide stability.

zerophase commented on 2020-01-10 18:45 (UTC) (edited on 2020-01-10 19:49 (UTC) by zerophase)

Ok, the ispc issue does not impact us yet. It only seems to matter for 4.25.

UPDATE: Going to be a little git longer. Getting compile errors that do not occur with the latest dev build.

Shatur commented on 2020-01-10 07:45 (UTC)

@zerophase, good news, I can test it.

zerophase commented on 2020-01-10 03:49 (UTC) (edited on 2020-01-10 04:20 (UTC) by zerophase)

seems to work with the version of ispc in community. I can have a patch up tomorrow if anyone wants to test if everything still works with our version of the engine.

zerophase commented on 2020-01-08 02:03 (UTC)

@niqingliang2003

https://pastebin.com/5Wnzf8pX

niqingliang2003 commented on 2020-01-07 14:02 (UTC)

@zerophase I can't open your link, can you paste here or give another link?

zerophase commented on 2020-01-05 20:53 (UTC)

This is enough to recreate the Unreal startup issue if you want to track down where in their version of SDL2 everything breaks.

https://gist.github.com/Zerophase/81d6ac5d3801e5ec7820e27c8b32c390

zerophase commented on 2020-01-05 20:46 (UTC)

The SDL2 being used by Unreal has issues with being initialized properly. I tried getting their step into third party code working on Linux to no Avail. It has something to do with SDL2 not being able to detect the proper video settings.

I tried filling a bug report with Epic, and got an email response saying, "works as intended."

Slasher006 commented on 2020-01-05 19:58 (UTC) (edited on 2020-01-05 21:14 (UTC) by Slasher006)

Found a working workaround for the freezing issue!

thx to thejustinwalsh in Unrealforum.

Works in 4.24.1-release

in LinuxApplication.cpp at line 54-56:

commenting out:

check(InitializedSubsystems & SDL_INIT_JOYSTICK);

check(InitializedSubsystems & SDL_INIT_GAMECONTROLLER);

check(InitializedSubsystems & SDL_INIT_HAPTIC);

in LinuxPlatformApplicationMisc.cpp line 287:

change:

if (SDL_Init((SDL_INIT_EVERYTHING ^ SDL_INIT_AUDIO) | SDL_INIT_NOPARACHUTE) != 0)

to:

if (SDL_Init(SDL_INIT_TIMER | SDL_INIT_VIDEO | SDL_INIT_EVENTS | SDL_INIT_NOPARACHUTE) != 0)

compile

run

done.