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: 1.03
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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OdinVex commented on 2023-06-23 18:05 (UTC)

@thoth I recall Steam requiring a symlink ages ago for Linux so that software could easily find Steam, but Steam revamped the means to do so. Most updated software uses the new method, older stuff doesn't but requires something to be there, so a broken symlink is there for compatibility with older stuff. This section should definitely have a soft-fail (ignore any error). Personally, I don't understand the reason for a .sh in this, I'd rather do away with it entirely.

thoth commented on 2023-06-23 17:57 (UTC)

What is the purpose of this section:

if [ -d "${HOME}/.steampath" ] && [ ! -L "${HOME}/.steam/bin" ]; then
    ln -s "${HOME}/.steampath" "${HOME}/.steam/bin"
elif [ ! -d "${HOME}/.steampath" ] && [ ! -L "${HOME}/.steam/bin" ]; then
    mkdir -p "${HOME}/.steam/bin"
    ln -s "${HOME}/.steampath" "${HOME}/.steam/bin"
fi

What I get is this error:

ln: failed to create symbolic link '/home/user/.steam/bin/.steampath': File exists

Which seems related to this bug:

https://github.com/anyc/steam-overlay/issues/206

but why are we creating a second symlink that points to an already intentionally broken symlink?

OdinVex commented on 2023-06-23 17:30 (UTC) (edited on 2023-06-23 17:31 (UTC) by OdinVex)

@k1gen It did, but I'll be much more explicit. Try to yay again and tell it you'd like to EDIT the build when it asks...then add the changes yourself. Specifically add what I told you to do for build() and it'll not destroy the build and simply skip forward to package(). You can also edit to prevent the prepare() stuff from kicking in to prevent alterations.

seqfault commented on 2023-06-23 17:28 (UTC)

@OdinVex: that doesn't really answer my question: "how can I merge that change if I already started building this from scratch?"

OdinVex commented on 2023-06-23 16:42 (UTC) (edited on 2023-06-23 17:30 (UTC) by OdinVex)

@k1gen I added “return” just after the first line inside build() so that it wouldn't build again and simply pass through to package(). This allowed me to keep trying my package while making modifications to the PKGBUILD (such as correcting the SVG bit). Of course, it turns out that you can't use Unreal Engine plugins 3rd-party using any of this without adding in more code to add your project to it, just spews errors (not AUR fault, it's Unreal's fault). I ended up just going back to manual compiles and wrote a script to automate everything including adding my projects and such, I also use make -j32 and after it finally fails a make -j1 and it greatly speeds up my compilation. Unreal does a bad job of parallel-compilation.

Edit: I also use makepkg instead of using yay for big stuff like this. Git clone in the future, that way you can easily modify the package while testing first, at which case you then makepkg -s to build, makepkg -i to install. Can retry a lot easier.

seqfault commented on 2023-06-23 16:38 (UTC) (edited on 2023-06-23 16:39 (UTC) by seqfault)

@Neko-san: how can I merge that change if I already started building this from scratch? that's how it's gonna go: build will fail again in ~2 hours, I will be left with 212Gb src folder and an outdated PKGBUILD in ~/.cache/yay/unreal-engine. can I build this successfully without deleting src?

Neko-san commented on 2023-06-23 15:13 (UTC)

@k1gen Sorry about that, I accidentally overlooked where the correct path would be because there was a line prior to the install statement that changed the directory; it should be fixed now

seqfault commented on 2023-06-23 05:53 (UTC) (edited on 2023-06-23 06:14 (UTC) by seqfault)

@Neko-san: I was building this for last 11 hours, then yay said install: cannot stat 'ue5editor.svg': No such file or directory, even though logo was present in current dir. I downloaded PKGBUILD with all the other stuff using yay -G unreal-engine, then executed yay -Bi --sudoloop --editmenu . to build package in current dir. I just tried to rebuild it because of the error, and yay deleted 212Gb src folder without warning me. how can I make sure shit like this doesn't happen again and why did this error occure in the first place? help me fix it, please, I don't want to torture my laptop for another 11 hours only to encounter the same error in the end

OdinVex commented on 2023-06-22 00:09 (UTC) (edited on 2023-06-22 12:42 (UTC) by OdinVex)

@Neko-san I think ue5editor.svg and .desktop files can be 644, rather than 750. Also, I maybe wrong, but I think cd "${srcdir}/${pkgname}" || return belongs after the icon? Could be wrong.

Edit: I think at this point you could probably just modify the .desktop file name and path to whatever it should just be since UE4 isn't being used?

Edit: I also noticed the if then statement...and it is always true because you meant to use &&, not ||.

Edit: You could probably remove 'UE4' from the tags, dated.

Neko-san commented on 2023-06-21 22:14 (UTC)

@OdinVex I did actually know the answer to this at one point but forgot; I did some digging and that looks to be correct as far as I can tell

However, if I'm wrong, I'm sure someone will notice