Package Details: unreal-engine-4 4.27.2-15

Git Clone URL: https://aur.archlinux.org/unreal-engine-4.git (read-only, click to copy)
Package Base: unreal-engine-4
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 game-engine ue4 unreal
Licenses: custom:UnrealEngine
Submitter: Neko-san
Maintainer: Neko-san
Last Packager: Neko-san
Votes: 6
Popularity: 0.000114
First Submitted: 2022-06-30 18:25 (UTC)
Last Updated: 2023-11-19 18:57 (UTC)

Pinned Comments

Neko-san commented on 2023-07-13 04:15 (UTC)

The issue with me including the Commit.gitdeps.xml alsongside the PKGBUILD manually is that it might be subject to a legal grey area since the UE repo is private and is technically a part of the source;

because the repo is private, having the PKGBUILD access it directly isn't a simple task because Github requires the URL request to have a generated timed authentication token that expires.

Meaning that I can't simply grab the URL and paste it into the PKBUILD willy-nilly because it is both not tied to your account and because the links have an expiration attached. I get why Epic chose this approach but their flawed "open-source" methodology is what makes this difficult.

Neko-san commented on 2022-10-15 20:50 (UTC) (edited on 2022-10-15 20:54 (UTC) by Neko-san)

I updated it to not use the Arch Clang compiler by default; I thought I had this opt-out but I didn't - the reason being that for UE4, there's actually a hard-coded reference to look for a Windows compiler (thanks Epic...) and using the Arch compiler has been the solution on the AUR for UE4 for a long time

That said, if it fails to compile by default now (at least if strictly using makepkg), the fault is entirely on Epic for not properly having the Unreal Build Tool (UBT) not handle the Linux build properly - proper support for this was implemented in UE5, so they should honestly backport that to UE4's codebase

I left a user toggle-able switch in the PKGBUILD if anyone wants to try the Arch Clang compiler patch again, for whatever reason

If anyone manages to figure out how to this otherwise, let me know and I'll add the fix

Latest Comments

« First ‹ Previous 1 2 3 4 5 Next › Last »

Neko-san commented on 2023-02-21 23:56 (UTC)

Let me know if that works for you; I updated the PKGBUILD

Neko-san commented on 2023-02-21 23:35 (UTC)

I'll look into the clone issue

Neko-san commented on 2023-02-21 23:35 (UTC)

Fixed, sorry about that; I forgot to update the checksum :p

jtljac commented on 2023-02-21 23:28 (UTC) (edited on 2023-02-21 23:31 (UTC) by jtljac)

The SHA sum for unreal-engine-4.sh is incorrect as of the latest commit, and it is unable to clone the branch as there is no 4.27.2 branch (There is however a 4.27 branch)

Neko-san commented on 2023-01-30 23:44 (UTC)

@willWallace I'll have it use gio launch by default going forward because that sounds like a more consistent solution

willWallace77 commented on 2023-01-23 22:44 (UTC) (edited on 2023-01-23 22:47 (UTC) by willWallace77)

Some more system specific things: In kde, the install pretty much got me there with the desktop shortcut but in i3, it was a different story. unreal-engine-4.sh calls xdg-open in it's last line to launch the desktop file but since it's a text file this opens an editor. I think this is system specific problem with how I have the mimetypes set up but I was able to get around it using gio launch instead.

As side note, without putting the whole /opt/unreal-engine-4 folder in a git repo and finding out the exact files/directories that are changing and using git status during runtime in a very broad use case, I agree that the solution is probably the best for the time being. With that said, I much preferred the groups method you mentioned in the unreal-engine comments. It might be useful if that were in the commented code for 777 solution.

willWallace77 commented on 2023-01-22 15:21 (UTC) (edited on 2023-01-22 15:36 (UTC) by willWallace77)

I think the last two seds on package() should be set to replace in usr/bin/unreal-engine-4.sh After this, because _install_dir has a slash in it, replace the last sed line with: sed -i "s/InstalledLocationPlaceholder/${_install_dir/\//\\/}/" "${pkgdir}/usr/bin/unreal-engine-4.sh"

In the .sh file the desktop file in home should be the .local/share/... directory.

hamki commented on 2022-10-15 20:54 (UTC)

Thanks for your help and answer, I will try to recompile the package.

Neko-san commented on 2022-10-15 20:50 (UTC) (edited on 2022-10-15 20:54 (UTC) by Neko-san)

I updated it to not use the Arch Clang compiler by default; I thought I had this opt-out but I didn't - the reason being that for UE4, there's actually a hard-coded reference to look for a Windows compiler (thanks Epic...) and using the Arch compiler has been the solution on the AUR for UE4 for a long time

That said, if it fails to compile by default now (at least if strictly using makepkg), the fault is entirely on Epic for not properly having the Unreal Build Tool (UBT) not handle the Linux build properly - proper support for this was implemented in UE5, so they should honestly backport that to UE4's codebase

I left a user toggle-able switch in the PKGBUILD if anyone wants to try the Arch Clang compiler patch again, for whatever reason

If anyone manages to figure out how to this otherwise, let me know and I'll add the fix

hamki commented on 2022-10-15 20:41 (UTC)

Thank you for your help