Package Details: unreal-engine 5.7.4-1

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: alexbelm48
Last Packager: alexbelm48
Votes: 74
Popularity: 0.196654
First Submitted: 2016-05-01 18:37 (UTC)
Last Updated: 2026-03-29 03:16 (UTC)

Pinned Comments

alexbelm48 commented on 2026-03-28 22:40 (UTC) (edited on 2026-05-16 08:26 (UTC) by alexbelm48)

I currently recommend building 5.6.1 over any version of 5.7 as this branch holds a notoriously broken Vulkan RHI implementation, leading to unexpected VK_ERROR_DEVICE_LOST crashes due to a race condition. Just modify pkgver on your end with the aformentioned version and you should be good to go.

A discussion here goes into detail about the issue, but no proper fix is currently planned by Epic.

A merge request has also been proposed here, but the fix itself was in the end apparently not very effective.

The Vulkan crashes were recently fixed in 5.8, check here.

You can still try on your own if you still insist on using 5.7.x, especially if you're motivated to fix this issue on your side. If so, don't hesitate to send a comment with your patch, I could add you as a contributor to this package if you are interested.

Reducing crashes can be done by doing the following two steps:

  • Add these lines in DefaultEngine.ini (either in your project or the editor's installation dir, /opt/unreal-engine/Engine/Config/DefaultEngine.ini by default)
[/Script/Engine.RendererSettings]
r.Vulkan.WaitForIdleOnSubmit=1
r.Vulkan.EnablePipelineLRUCache=1
  • Add these two lines as well in the editor's ConsoleVariables.ini file (/opt/unreal-engine/Engine/Config/ConsoleVariables.ini by default):
Slate.EnableToolTips=0
Slate.bAllowNotifications=0

alexbelm48 commented on 2026-03-20 16:42 (UTC) (edited on 2026-03-28 23:25 (UTC) by alexbelm48)

Do note that using Wayland for Unreal Engine is currently not recommended as half of the UI interactions are broken. This is due to a recent upgrade to SDL3 which defaults the use of Wayland protocols over X11 when launching on a Wayland-based session.

You can work around this (or at least improve your experience) while still being on Wayland by opening a separate Xorg windowed server:

export DISPLAY=:1

Xwayland ${DISPLAY} -decorate -geometry 1920x1080 &
kwin_x11 &
unreal-engine 

You can, of course, replace kwin_x11 with your desktop environment window manager (GNOME is mutter for example).

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).

Latest Comments

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acerix commented on 2016-05-12 00:48 (UTC) (edited on 2016-05-12 00:56 (UTC) by acerix)

@corrupt I applied your patch, it's a good fix for now, maybe it will be fixed upstream in the next release. I replaced $startdir which is deprecated. @recured I haven't read the entire license, so I'm not sure distributing the compiled version is allowed, although I figure it should be. Assuming it is, I would upload it, but I've used too much bandwidth just making this package that I can't spare 20 GB more this month. If you have a decent PC, it should only take an hour or so to build.

recured commented on 2016-05-11 16:09 (UTC)

Is there any chance of this getting a pre-built release? It just seems like too much to compile

corrupt commented on 2016-05-09 18:26 (UTC)

It seems it's general practice to fill conflicts for such cases. Maybe you have clang in pacman.conf's ignore or noupgrade. PKGBUILD has package checks. It's bad(for UE devs) to run pacman in setup script like that. They should have left it in wiki.

acerix commented on 2016-05-09 17:43 (UTC)

Thanks, for some reason I don't get that prompt, but it should be fixed. I'm thinking it would be better to add "provides=(clang)" to the clang35 package though, that way it would still allow building with the latest clang (even though it's not working yet) and I prefer to avoid patches since they need to be maintained.

corrupt commented on 2016-05-09 17:26 (UTC) (edited on 2016-05-09 17:30 (UTC) by corrupt)

Yes, clang is newer package than clang35 and it prompts to update to newer version (and fails). This is minimal change for it to build. Removing also works. Have not tried to build with current clang to confirm.

acerix commented on 2016-05-09 15:36 (UTC)

Thanks for the suggestion, but did you actually need this patch to build it? Since clang35 is specified in the makedepends and provides "clang", the pacman call in Setup.sh shouldn't do anything. If anything, I would suggest removing that part of Setup.sh completely because the Arch dependencies can be handled by this package now. Instead of adding a patch here though, it would be cleaner to submit the change upsteam.

corrupt commented on 2016-05-09 08:45 (UTC) (edited on 2016-05-09 13:41 (UTC) by corrupt)

@acerix I changed PKGBUILD to include patching of $srcdir/UnrealEngine/Engine/Build/BatchFiles/Linux/Setup.sh. PKGBUILD: http://pastebin.com/iAt5SG20 Setup.patch: http://pastebin.com/U9c1Nt36 Had trouble compiling with multiple threads. Compiled UE4Editor separately.

acerix commented on 2016-05-05 22:17 (UTC)

I also just tried 3.7 and couldn't compile, so I'll leave it on 3.5 for now. I get errors like this: [344/864] Compile Module.Renderer.8_of_9.cpp clang-3.7: error: unable to execute command: Segmentation fault (core dumped) clang-3.7: error: clang frontend command failed due to signal (use -v to see invocation) clang version 3.7.1 (tags/RELEASE_371/final) Target: x86_64-unknown-linux-gnu Thread model: posix

zerophase commented on 2016-05-05 20:52 (UTC)

I tried a bit with 3.7, and couldn't get it to compile. I think it has something to do with libJPG. In some of the code they mention Clang 3.7 being compatible. Must be something they're going to support better in the next version.

acerix commented on 2016-05-05 15:48 (UTC)

I have not, but I'll give it a try when I have some time. The Linux README says that clang 3.6 is supported but no mention of 3.7, however some of their documentation is outdated. https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Build/BatchFiles/Linux/README.md#prerequisites