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
Last Packager: Neko-san
Votes: 76
Popularity: 0.165203
First Submitted: 2016-05-01 18:37 (UTC)
Last Updated: 2024-11-16 03:10 (UTC)

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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faemir commented on 2018-03-02 12:21 (UTC) (edited on 2018-03-02 12:29 (UTC) by faemir)

I also encountered the issue that @fghdfvvsd had - using the 4.18.3 release.

It installed fine, but on the compile for a new c++ project it failed at building UE4Editor.so, and then the editor wouldn't start up again at all.

I wonder if this is due to using clang 5.0.1?

faemir commented on 2018-03-01 16:07 (UTC)

Has anyone figured out how to compile source code plugins easily to use on projects? Especially blueprint-only projects.

BombStrike commented on 2018-02-21 03:25 (UTC)

For people trying to build this and getting a mono error saying "Magic number is wrong: 542", this is currently a bug in mono with ncurses 6.1: https://github.com/mono/mono/issues/6752

The solution is to "export TERM=xterm" before trying to make this package.

acerix commented on 2018-01-03 19:48 (UTC)

@blastofftek Yes, using the release archive is way more efficient, but I don't know of any way to download that automatically in the PKGBUILD since the repo is private. You can download the release file in advance, then edit the "source" in the PKGBUILD to point to the local file, as suggested in the wiki:

https://wiki.archlinux.org/index.php/Unreal_Engine_4#Installing_from_the_AUR

acerix commented on 2018-01-03 19:44 (UTC)

@jimmy00784 Package works fine, but the repo is private, please refer to Wiki:

https://wiki.archlinux.org/index.php/Unreal_Engine_4#Gain_access_to_the_source_code

zerophase commented on 2017-12-27 21:01 (UTC)

@Magnetz74 You need to sign up for an Account with Epic.

Magnetz74 commented on 2017-12-24 02:25 (UTC)

==> ERROR: Failure while downloading UnrealEngine git repo Aborting... :: failed to verify unreal-engine integrity

blastofftek commented on 2017-12-20 20:33 (UTC) (edited on 2017-12-20 20:34 (UTC) by blastofftek)

Is it really needed to download the full 9GB git repository? Can't the 250MB source be received from https://github.com/EpicGames/UnrealEngine/archive/release.zip ?

CAPTNCAPS commented on 2017-12-20 08:36 (UTC)

I have a problem with loading C++ Projects... Compiled the engine, loaded it up, selected my project. It told me that I needed to compile my Project for the new Engine version. Makes sense I think, hit "yes". But now it started to recompile THE ENTIRE ENGINE. And not enough with that, after an hour or so of waiting for it to compile, it failed saying it's missing Source/ThirdParty/FBX/2018.1.1/lib/gcc4/x86_64-unknown-linux-gnu/release/libfbxsdk.a and yup, there was only a *.so file there... So, any way I can get that .a file or even better: make it NOT recompile the entire engine but only my project?