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# Maintainer: VitalyR <vr AT vitalyr DOT com>
# Old Maintainer: Dylan Ferris <dylan@psilly.com>
# Old Maintainer: Jiri Antonu <me@jiriantonu.cz>
# Old Maintainer: Michael Lojkovic <mikelojkovic@gmail.com>
# Maintainer: Shatur95 <genaloner@gmail.com>
# Co-Maintainer: Neko-san <nekoNexus at protonmail dot ch>
# Contributor: shawarden
# The source is about 200 MiB, with an extra ~11 GiB of dependencies downloaded in Setup.sh, and may take several hours to compile.
# If you want additional options, there are switches below.
pkgname=unreal-engine-git
_pkgname=unreal-engine
pkgver=5.3.2
pkgrel=4
pkgdesc='A 3D game engine by Epic Games which can be used non-commercially for free.'
arch=('x86_64' 'x86_64_v2' 'x86_64_v3' 'x86_64_v4' 'aarch64')
url=https://www.unrealengine.com/
makedepends=('git' 'openssh' 'sed' 'grep' 'glibc' 'wget')
depends=('icu63' 'sdl2' 'python' 'dotnet-runtime' 'dotnet-sdk' 'vulkan-icd-loader' 'lld' 'xdg-user-dirs' 'dos2unix' 'openssl' 'steam' 'coreutils' 'findutils')
optdepends=('qt5-base: qmake build system for projects'
'cmake: build system for projects'
'qtcreator: IDE for projects'
'codelite: IDE for projects'
'kdevelop: IDE for projects'
'clion: IDE for projects'
'pacman-contrib: for the paccache cleaning hook')
license=('custom:UnrealEngine' 'GPL3')
source=('unreal-engine-5.sh'
'com.unrealengine.UE4Editor.desktop'
'use_system_clang.patch'
'unreal-engine-5-pacman-cache.hook'
'ue5editor.svg')
sha256sums=('55a8ad79c2e502bc5919249b9d1804ad405795b36630ab2f23aeb99dd218e5f4'
'c04c03b2c5c933b7eb1af283d607934ad95fd57f44d62b83719061b555a85dca'
'b0a57db9a44d0001dc76ca8504d93e273af30093c6a993a5969d82b0ace54b98'
'9386160a91594abeeaf4fe02fea562e7a4ead4c6f9a258c2a37b2e5f10e7deca'
'b00c398b63f15084c46f3963f62a45284ecd8dae9ba6f38a2c4af370bbfdab8d')
# Not sure if compiling Unreal with LTO is legal? Lot's of different proprietary software goes into Unreal
options=('!strip' 'staticlibs') # Package is smaller with "strip" but it takes a long time and generates many warnings
## Use this if you prefer opendoas; the benefit here is that doas won't time out on you if you wait too long to authenticate after compilation
if [ -f /usr/bin/doas ] && [ -f /etc/doas.conf ]; then
PACMAN_AUTH=(doas)
fi
# Change this to true or 1 for a potentially smaller package size
## Note: We can't guarantee that enabling this won't affect cross-distro compatibility given that Epic provides their own toolchain specifically
## based on the claim that it helps with compatibility...
## Though, you could just distribute your game as an AppImage if you decide to publish on a game store... :p
_use_system_clang=false
# Default engine installation directory. Can be useful if you do not have a lot of space on the default storage drive
# DON'T put a "/" at the start of the path
## Set this as an environment variable in /etc/makepkg.conf if you want predefined behavior
if [ "${_ue5_install_dir}" == "" ]; then
export _ue5_install_dir="opt/${_pkgname}"
fi
# Change this to true if you have a modern system and don't mind the extra packaging time (and size) to avoid compiling shaders on UE startup later; set to false by default for those with less robust systems
## Set this as an environment variable in /etc/makepkg.conf if you want predefined behavior
if [ "${_WithDDC}" != true ] && [ "${_WithDDC}" != false ]; then
export _WithDDC=false
fi
# Change this if you want an alternative non-default logo for UE5's desktop icon; the default logo is enabled by default
## Set this as an environment variable in /etc/makepkg.conf if you want predefined behavior
if [ "${USE_DEFAULT_UE_LOGO_AT_INSTALL}" != 1 ] && [ "${USE_DEFAULT_UE_LOGO_AT_INSTALL}" != 0 ]; then
export USE_DEFAULT_UE_LOGO_AT_INSTALL=1
fi
## An attempt to fix the NuGet SSL issue during the build -- didn't seem to work; users had to do this manually, so we'll rollback to an alternative
#ln -s /etc/ssl /usr/lib/ssl
#ln -s /etc/ssl /usr/lib64/ssl
## ---
export DOTNET_SYSTEM_NET_HTTP_USESOCKETSHTTPHANDLER=0
## This is for detecting your CPU architecture automatically; set to false if you want to enforce your own makepkg.conf file
## Disabled by default as a compromise for those bothered by having it force-enabled
## Note: the resulting package will still be named containing "x86_64" unless the build was done with an "official" Arch distro for that architecture (like Arch ARM - [don't exactly advise using Arch ARM though])
## or if you manage to trick your Arch installation to accept other architecture extensions by fiddling with the $CARCH variable and /etc/pacman.conf - this method has flaws, namely due to a bug:
## it doesn't work with "makechrootpkg" - though, this PKGBUILD doesn't work in with this method anyway because of Github SSH Agent nonsense -- if this changes in the future, let us know
# Valid values are false / disabled / default, auto, and native
if [ "${arch_auto}" != true ] && [ "${arch_auto}" != false ]; then
arch_auto=false
fi
opt_level=""
if [[ ${CFLAGS} =~ -O([0-9]+) ]]; then
opt_level="-O${BASH_REMATCH[1]}"
else
opt_level="-O3"
fi
if [[ ${arch_auto} == auto ]]
then
## Architecture checks and compile flag adjustments - shellcheck throws a fit about the build function but it looks fine to me; checks for the highest available x64 support level and falls back to "native" if either not available
if [ "$(uname -m)" == "x86_64" ]; then
if [ "$(/lib/ld-linux-x86-64.so.2 --help | grep -w 'x86-64-v4' | cut -d ',' -f 1 | sed 's/^ //' | sed 's/ (/ - /')" == 'x86-64-v4 - supported' ]; then
export CFLAGS="${CFLAGS} -march=x86-64-v4 -mtune=x86-64-v4 ${opt_level} -pipe -fno-plt -fstack-clash-protection -fstack-protector-strong -fcf-protection -Wl,-z,relro,-z,now -w -Wformat -Werror=format-security -fpic -fpie -Wp,-D_FORTIFY_SOURCE=2"
export CXXFLAGS="${CFLAGS} -Wp,-D_GLIBCXX_ASSERTIONS"
export LDFLAGS="-pie -Wl,-O3,--sort-common,--as-needed,-z,relro,-z,now"
elif [ "$(/lib/ld-linux-x86-64.so.2 --help | grep -w 'x86-64-v3' | cut -d ',' -f 1 | sed 's/^ //' | sed 's/ (/ - /')" == 'x86-64-v3 - supported' ]; then
export CFLAGS="${CFLAGS} -march=x86-64-v3 -mtune=x86-64-v3 ${opt_level} -pipe -fno-plt -fstack-clash-protection -fstack-protector-strong -fcf-protection -Wl,-z,relro,-z,now -w -Wformat -Werror=format-security -fpic -fpie -Wp,-D_FORTIFY_SOURCE=2"
export CXXFLAGS="${CFLAGS} -Wp,-D_GLIBCXX_ASSERTIONS"
export LDFLAGS="-pie -Wl,-O3,--sort-common,--as-needed,-z,relro,-z,now"
elif [ "$(/lib/ld-linux-x86-64.so.2 --help | grep -w 'x86-64-v2' | cut -d ',' -f 1 | sed 's/^ //' | sed 's/ (/ - /')" == 'x86-64-v2 - supported' ]; then
export CFLAGS="${CFLAGS} -march=x86-64-v2 -mtune=x86-64-v2 ${opt_level} -pipe -fno-plt -fstack-clash-protection -fstack-protector-strong -fcf-protection -Wl,-z,relro,-z,now -w -Wformat -Werror=format-security -fpic -fpie -Wp,-D_FORTIFY_SOURCE=2"
export CXXFLAGS="${CFLAGS} -Wp,-D_GLIBCXX_ASSERTIONS"
export LDFLAGS="-pie -Wl,-O3,--sort-common,--as-needed,-z,relro,-z,now"
elif [ "$(/lib/ld-linux-x86-64.so.2 --help | grep 'x86_64' | grep 'supported' | cut -d ',' -f 1 | sed 's/^ //' | sed 's/ (/ - /' | grep -w '^x86_64 - supported')" == 'x86_64 - supported' ]; then
export CFLAGS="${CFLAGS} -march=x86-64 -mtune=x86-64 ${opt_level} -pipe -fno-plt -fstack-clash-protection -fstack-protector-strong -fcf-protection -Wl,-z,relro,-z,now -w -Wformat -Werror=format-security -fpic -fpie -Wp,-D_FORTIFY_SOURCE=2"
export CXXFLAGS="${CFLAGS} -Wp,-D_GLIBCXX_ASSERTIONS"
export LDFLAGS="-pie -Wl,-O3,--sort-common,--as-needed,-z,relro,-z,now"
fi
elif [ "$(uname -m)" == "aarch64" ]; then
export CFLAGS="${CFLAGS} -march=aarch64 -mtune=aarch64 ${opt_level} -pipe -fno-plt -fstack-clash-protection -fstack-protector-strong -fcf-protection -Wl,-z,relro,-z,now -w -Wformat -Werror=format-security -fPIC -fPIE -Wp,-D_FORTIFY_SOURCE=2"
export CXXFLAGS="${CFLAGS} -Wp,-D_GLIBCXX_ASSERTIONS"
export LDFLAGS="-pie -Wl,-O3,--sort-common,--as-needed,-z,relro,-z,now"
else
echo "Architecture '$(uname -m)' is not supported! Exiting."
return
fi
elif [[ "${arch_auto}" == native ]]; then
export CFLAGS="${CFLAGS} -march=native -mtune=native ${opt_level} -pipe -fno-plt -fstack-clash-protection -fstack-protector-strong -fcf-protection -Wl,-z,relro,-z,now -w -Wformat -Werror=format-security -fPIC -fPIE -Wp,-D_FORTIFY_SOURCE=2"
export CXXFLAGS="${CFLAGS} -Wp,-D_GLIBCXX_ASSERTIONS"
export LDFLAGS="-pie -Wl,-O3,--sort-common,--as-needed,-z,relro,-z,now"
fi
prepare() {
# Check access to the repository
if ! git ls-remote git@github.com:EpicGames/UnrealEngine &>/dev/null
then
error 'You must register at unrealengine.com and link your github account to access this private repo. See the wiki for more info: https://wiki.archlinux.org/index.php/Unreal_Engine_4'
exit 1
fi
# Download Unreal Engine source or update if the folder exists
if [[ ! -d "${_pkgname}" ]]
then
# git clone --depth=1 --branch=ue5-main git@github.com:EpicGames/UnrealEngine "${_pkgname}"
git clone --depth=1 --branch=release git@github.com:EpicGames/UnrealEngine "${_pkgname}"
cd "${_pkgname}" || return
else
cd "${_pkgname}" || return
CURRENT_CLONED_VERSION="$(git describe --tags)"
if [ "${CURRENT_CLONED_VERSION}" != "release" ]; then
cd ..
rm -rf "${_pkgname}"
git clone --depth=1 --branch=$release git@github.com:EpicGames/UnrealEngine "${_pkgname}"
cd "${_pkgname}" || return
else
rm -f .git/index.lock
git fetch --depth=1 origin tag $release
git reset --hard $release
fi
fi
## Apply custom patches if enabled
if [ "${_use_system_clang}" == true ]; then
patch -p1 -i "${srcdir}/use_system_clang.patch"
fi
# Qt Creator source code access
if [[ ! -d Engine/Plugins/Developer/QtCreatorSourceCodeAccess ]]
then
git -C Engine/Plugins/Developer clone --depth=1 git@github.com:fire/QtCreatorSourceCodeAccess
fi
# For some reason, despite this file explicitly asking not to be removed, it was removed from the UE5 source; it has to be re-added or the build will fail
if [[ ! -f ${_pkgname}/Engine/Source/ThirdParty/Linux/HaveLinuxDependencies ]]
then
mkdir -p "${srcdir}/${_pkgname}/Engine/Source/ThirdParty/Linux/"
touch "${srcdir}/${_pkgname}/Engine/Source/ThirdParty/Linux/HaveLinuxDependencies"
sed -i "1c\This file must have no extension so that GitDeps considers it a binary dependency - it will only be pulled by the Setup script if Linux is enabled. Please do not remove this file." "${srcdir}/${_pkgname}/Engine/Source/ThirdParty/Linux/HaveLinuxDependencies"
fi
./Setup.sh
}
build() {
cd "${_pkgname}" || return
if [ "${_WithDDC}" == true ]; then
build='Engine/Build/BatchFiles/RunUAT.sh BuildGraph -target="Make Installed Build Linux" -script=Engine/Build/InstalledEngineBuild.xml -set:WithDDC=true -set:HostPlatformOnly=false -set:WithLinux=true -set:WithWin64=true -set:WithMac=false -set:WithAndroid=false -set:WithIOS=false -set:WithTVOS=false'
else
build='Engine/Build/BatchFiles/RunUAT.sh BuildGraph -target="Make Installed Build Linux" -script=Engine/Build/InstalledEngineBuild.xml -set:WithDDC=false -set:HostPlatformOnly=false -set:WithLinux=true -set:WithWin64=true -set:WithMac=false -set:WithAndroid=false -set:WithIOS=false -set:WithTVOS=false'
fi
if eval "${build}"; then
:
else
echo "Error: Build failed; try searching the output for suspicious messages." >&2
return;
fi
}
package() {
# Desktop entry
if [ ! -f com.unrealengine.UE5Editor.desktop ] && [ -f com.unrealengine.UE4Editor.desktop ]; then
cp com.unrealengine.UE4Editor.desktop com.unrealengine.UE5Editor.desktop
fi
sed -i "7c\Exec=/usr/bin/unreal-engine-5.sh %U" com.unrealengine.UE5Editor.desktop
sed -i "14c\Path=/usr/bin/" com.unrealengine.UE5Editor.desktop
sed -i 's/Unreal Engine 4 Editor/Unreal Engine 5 Editor/g' com.unrealengine.UE5Editor.desktop
sed -i 's/Icon=ue4editor/Icon=ue5editor/g' com.unrealengine.UE5Editor.desktop
install -Dm644 com.unrealengine.UE5Editor.desktop "${pkgdir}/usr/share/applications/com.unrealengine.UE5Editor.desktop"
chmod +x "${pkgdir}/usr/share/applications/com.unrealengine.UE5Editor.desktop"
## Install a pacman hook to keep old builds from compounding cache by tens of GBs - 2 builds alone can reach at least 30 GBs in pacman's cache; having one only takes up about 15 GBs
install -Dm775 unreal-engine-5-pacman-cache.hook "${pkgdir}/etc/pacman.d/hooks/unreal-engine-5-pacman-cache.hook"
install -dm755 "${pkgdir}/usr/bin"
install -dm755 "${pkgdir}/usr/share/pixmaps/"
install -dm755 "${pkgdir}/usr/share/applications/"
# Icon for Desktop entry
if [ "${USE_DEFAULT_UE_LOGO_AT_INSTALL}" == 1 ]; then
install -Dm644 ue5editor.svg "${pkgdir}/usr/share/pixmaps/ue5editor.svg"
else
cd "${srcdir}/${_pkgname}" || return
wget --output-document "ue5editor.svg" "https://raw.githubusercontent.com/EliverLara/candy-icons/master/apps/scalable/ue4editor.svg"
install -Dm644 ue5editor.svg "${pkgdir}/usr/share/pixmaps/ue5editor.svg"
wget --output-document "LICENSE" "https://raw.githubusercontent.com/EliverLara/candy-icons/master/LICENSE"
mkdir -p "${pkgdir}/usr/share/UnrealEngine/EliverLara-candy-icons/"
install -Dm644 LICENSE "${pkgdir}/usr/share/UnrealEngine/EliverLara-candy-icons/"
rm ue5editor.svg
rm LICENSE
fi
# License
install -Dm644 "${srcdir}"/"${_pkgname}"/LICENSE.md "${pkgdir}/usr/share/licenses/UnrealEngine/LICENSE.md"
# Engine
## Set to all permissions to prevent the engine from breaking itself; more elegant solutions might exist - suggest them if they can be automated here
## Also, correct me if I package this improperly; I added Win64 support for the build in hopes of supporting cross-compilation
install -dm777 "${pkgdir}/${_ue5_install_dir}/Engine"
# Copy LocalBuilds to pkg...
cp -flr "${srcdir}"/"${_pkgname}"/LocalBuilds/Engine/Linux/* "${pkgdir}"/"${_ue5_install_dir}"/
if [ -f "${srcdir}"/"${_pkgname}"/LocalBuilds/Engine/Linux/Engine/Binaries/Linux/UnrealEditor ]; then
# Can never be too careful with recursive rm...
rm -r "${srcdir}"/"${_pkgname}"/LocalBuilds
fi
# Copy the rest of it to pkg... Should we be overwriting LocalBuilds?
cp -flr "${srcdir}"/"${_pkgname}"/* "${pkgdir}"/"${_ue5_install_dir}"/
if [ -f "${srcdir}"/"${_pkgname}"/Engine/Binaries/Linux/UnrealEditor ]; then
rm -r "${srcdir}"/"${_pkgname:?}"/*
fi
# if [ -f "${srcdir}/${_pkgname}/cpp.hint" ] && [ ! -d "${srcdir}/${_pkgname}/cpp.hint" ]; then
# mv "${srcdir}/${_pkgname}/cpp.hint" "${pkgdir}/${_ue5_install_dir}"
# elif [ -d "${srcdir}/${_pkgname}/cpp.hint" ]; then
# mkdir -p "${pkgdir}/${_ue5_install_dir}/cpp.hint"
# mv "${srcdir}"/"${_pkgname}"/cpp.hint/* "${pkgdir}/${_ue5_install_dir}/cpp.hint"
# fi
#
# if [ -f "${srcdir}/${_pkgname}/GenerateProjectFiles.sh" ]; then
# install -Dm777 "${srcdir}/${_pkgname}/GenerateProjectFiles.sh" "${pkgdir}/${_ue5_install_dir}"
# fi
chmod -R 777 "${pkgdir}/${_ue5_install_dir}"
if [ -x "$(find "${pkgdir}/${_ue5_install_dir}" -type f -iname 'xbuild')" ]; then
find "${pkgdir}/${_ue5_install_dir}" -type f -iname 'xbuild' -exec chmod +x "{}" \;
fi
if [ -x "$(find "${pkgdir}/${_ue5_install_dir}" -type f -iname 'mcs')" ]; then
find "${pkgdir}/${_ue5_install_dir}" -type f -iname 'mcs' -exec chmod +x "{}" \;
fi
## Do this, in case the path doesn't exist for some reason
mkdir -p "${pkgdir}/${_ue5_install_dir}/Engine/Binaries/Android/"
# Launch script to initialize missing user folders for Unreal Engine
install -Dm755 ../unreal-engine-5.sh "${pkgdir}/usr/bin/"
chmod +x "${pkgdir}/usr/bin/unreal-engine-5.sh"
ln -s "${pkgdir}/usr/bin/unreal-engine-5.sh" "${pkgdir}/usr/bin/ue5"
ln -s "${pkgdir}/usr/bin/unreal-engine-5.sh" "${pkgdir}/usr/bin/UE5"
ln -s "${pkgdir}/usr/bin/unreal-engine-5.sh" "${pkgdir}/usr/bin/unreal-engine-5"
chmod 755 "${pkgdir}/usr/bin/ue5" "${pkgdir}/usr/bin/UE5" "${pkgdir}/usr/bin/unreal-engine-5"
# Configuring the launch script to detect when it has been run for the first time
# Note: Requires that there isn't already a UE5 desktop entry in "${HOME}/local/share/applications/" - delete yours if you have one there before installing this
DesktopFileChecksum=$(sha256sum "${pkgdir}/usr/share/applications/com.unrealengine.UE5Editor.desktop" | cut -f 1 -d ' ')
sed -i "s|ChecksumPlaceholder|${DesktopFileChecksum}|" "${pkgdir}/usr/bin/unreal-engine-5.sh"
sed -i "s|InstalledLocationPlaceholder|/${_ue5_install_dir}/Engine/Binaries|" "${pkgdir}/usr/bin/unreal-engine-5.sh"
}
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