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: 0.079305
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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Neko-san commented on 2024-08-11 15:29 (UTC)

If (hopefully) the solution for the issue is just to download and place the toolchain manually (https://forums.unrealengine.com/t/error-plataform-linux-is-not-valid-platform-to-build/471670/3), then I'll try to see what I can do about pre-installing it to that location in the PKGBUILD before the compilation actually starts. I'm not on Arch anymore, but I don't think this should be particularly difficult to solve.

hurrikhan commented on 2024-08-11 15:22 (UTC)

No chroot or anything. I've done my first attempt with "yay", which installed the icu63 package. It failed the way I mentioned.

Then I've cloned https://aur.archlinux.org/unreal-engine.git and did a makepkg inside. If failed the exact same way.

I've installed the dotnet runtime and sdk 7.0 and 6.0 additionally to the 8.0 that was already on my machine : same error.

I've tried to add "--force" next to ./Setup.sh in the PKGBUILD file (as per https://forums.unrealengine.com/t/error-plataform-linux-is-not-valid-platform-to-build/471670/3) And it didn't help.

Neko-san commented on 2024-08-11 15:17 (UTC) (edited on 2024-08-11 15:18 (UTC) by Neko-san)

I find that error odd, because the SDK (Clang compiler, other files) is supposed to be either downloaded or chosen on this line:

https://aur.archlinux.org/cgit/aur.git/tree/PKGBUILD?h=unreal-engine#n190

And you aren't the first to mention having this error. Are you using a Chroot or something for building?

hurrikhan commented on 2024-08-11 15:00 (UTC) (edited on 2024-08-11 15:06 (UTC) by hurrikhan)

Build fails with:

Log file: /home/mylogin/Library/Logs/Unreal Engine/LocalBuildLogs/UBA-UnrealEditor-Linux-DebugGame.txt
Using 'git status' to determine working set for adaptive non-unity build (/home/mylogin/Downloads/AUR/unreal-engine/src/unreal-engine).
Creating makefile for UnrealEditor (no existing makefile)
Total execution time: 0.36 seconds
Platform Linux is not a valid platform to build. Check that the SDK is installed properly and that you have the necessary platorm support files (DataDrivenPlatformInfo.ini, SDK.json, etc).
Took 0.48s to run dotnet, ExitCode=6
UnrealBuildTool failed. See log for more details. (/home/mylogin/Library/Logs/Unreal Engine/LocalBuildLogs/UBA-UnrealEditor-Linux-DebugGame.txt)
AutomationTool executed for 0h 0m 20s
AutomationTool exiting with ExitCode=6 (6)
RunUAT ERROR: AutomationTool was unable to run successfully. Exited with code: 6
Error: Build failed; try searching the output for suspicious messages.
==> Entering fakeroot environment...
==> Starting package()...
cp: cannot stat '/home/mylogin/Downloads/AUR/unreal-engine/src/unreal-engine/LocalBuilds/Engine/Linux/*': No such file or directory
==> ERROR: A failure occurred in package().
    Aborting...

And if I look in the aforementioned log file:

Using 'git status' to determine working set for adaptive non-unity build (/home/mylogin/Downloads/AUR/unreal-engine/src/unreal-engine).
Creating makefile for UnrealEditor (no existing makefile)
Total execution time: 0.36 seconds
Platform Linux is not a valid platform to build. Check that the SDK is installed properly and that you have the necessary platorm support files (DataDrivenPlatformInfo.ini, SDK.json, etc).
BuildException: Platform Linux is not a valid platform to build. Check that the SDK is installed properly and that you have the necessary platorm support files (DataDrivenPlatformInfo.ini, SDK.json, etc).
   at UnrealBuildTool.UEBuildTarget.Create(TargetDescriptor Descriptor, Boolean bSkipRulesCompile, Boolean bForceRulesCompile, Boolean bUsePrecompiled, UnrealIntermediateEnvironment IntermediateEnvironment, ILogger Logger) in /home/mylogin/Downloads/AUR/unreal-engine/src/unreal-engine/Engine/Source/Programs/UnrealBuildTool/Configuration/UEBuildTarget.cs:line 1269
   at UnrealBuildTool.UEBuildTarget.Create(TargetDescriptor Descriptor, BuildConfiguration BuildConfiguration, ILogger Logger) in /home/mylogin/Downloads/AUR/unreal-engine/src/unreal-engine/Engine/Source/Programs/UnrealBuildTool/Configuration/UEBuildTarget.cs:line 1226
   at UnrealBuildTool.BuildMode.CreateMakefileAsync(BuildConfiguration BuildConfiguration, TargetDescriptor TargetDescriptor, ISourceFileWorkingSet WorkingSet, ILogger Logger) in /home/mylogin/Downloads/AUR/unreal-engine/src/unreal-engine/Engine/Source/Programs/UnrealBuildTool/Modes/BuildMode.cs:line 1114
   at UnrealBuildTool.BuildMode.BuildAsync(List`1 TargetDescriptors, BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, BuildOptions Options, FileReference WriteOutdatedActionsFile, ILogger Logger, Boolean bSkipPreBuildTargets) in /home/mylogin/Downloads/AUR/unreal-engine/src/unreal-engine/Engine/Source/Programs/UnrealBuildTool/Modes/BuildMode.cs:line 396
   at UnrealBuildTool.BuildMode.ExecuteAsync(CommandLineArguments Arguments, ILogger Logger) in /home/mylogin/Downloads/AUR/unreal-engine/src/unreal-engine/Engine/Source/Programs/UnrealBuildTool/Modes/BuildMode.cs:line 252
   at UnrealBuildTool.UnrealBuildTool.Main(String[] ArgumentsArray) in /home/mylogin/Downloads/AUR/unreal-engine/src/unreal-engine/Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.cs:line 660
WriteFileIfChanged() wrote 0 changed files of 0 requested writes

weirdbeard commented on 2024-08-04 16:30 (UTC) (edited on 2024-08-04 16:30 (UTC) by weirdbeard)

Hi, I've tried the chown, chmod solutions but I'm still getting

chmod: changing permissions of '/opt/unreal-engine/Engine/Build/BatchFiles/Linux/../../../Binaries/ThirdParty/DotNet/6.0.302/linux/dotnet': Operation not permitted

As of updating my Unreal install.

mordzerat commented on 2024-07-01 19:34 (UTC)

https://forums.unrealengine.com/t/maintenance-on-the-epic-games-github-organization-june-2024/1891135/25

As you all noted in this thread, there’s a limitation on accessing forks of the Unreal Engine repo across organizations. To minimize further disruption to your access, we are going to revert the changes made to the mirrored org and add all current and future members to the original EpicGames org.This change to the invite flow will go into effect later this evening Eastern Daylight time. Users currently in EpicGames-Mirror-A will receive an invite to join the original EpicGames org. And will have full access to its repos, forks, and to submit PR’s.

For now, we will be exploring other avenues to support the continued growth of the community.

While we review alternative paths, in order to prevent performance impacts to the repo and continue providing access to active developers, we’ll be removing accounts with a year or more of inactivity beginning in July of 2024

Inactive accounts are those that have not been logged onto for more than a year, created a fork, or submitted a pull request on Github. If your account is removed due to inactivity, you can always rejoin the org and have full access to the UE repo whenever you are ready for development. To do this go to your Epic games account, and ensure your account is unlinked, then re-link to Github.

Thanks for your understanding.

TL:Dr EpicGames have reverted the mirror repo changes done June 10 2024

OdinVex commented on 2024-06-19 00:13 (UTC) (edited on 2024-06-19 00:15 (UTC) by OdinVex)

@mordzerat, "There are no changes for existing users today; you will be able to access the repository as you always have." Existing users would not be members of "EpicGames-Mirror-A", it'd break our access to just use the additional mirror. Existing users can only use the original mirror (they won't belong to the new Organization). New users apparently must use Mirror-A as they're added to that Organization. Epic is aware of this issue, no word yet on fixing this. -You- can use Mirror-A, all us pre-existing users (I'd wager we outnumber New users) can edit the pkgbuild. Edit: The original repo is, as I remind, still available and used, up-to-date. This AUR pkg itself is not out of date but could use tweaking for new users.

@Neko-san, Epic is indeed adding this as a mirror but it belongs to a different organization, so that's an issue for pre-existing users that belong to the original Organization. For now, New users need to use Mirror-A. Unknown what Epic intends to do about Old users. Maybe you could query the user to specify which mirror to use.

mordzerat commented on 2024-06-19 00:03 (UTC)

@OdinVex @Neko-san

I've asked for access and that's the repot that Epic Games have given.

Announcement Posted to EpicGames-Mirror-A on Jun 10, 2024

https://forums.unrealengine.com/t/maintenance-on-the-epic-games-github-organization-june-2024/1891135

"The Epic Games GitHub organization is undergoing maintenance to improve our ability to support the ever-growing UE community.

To accommodate this growth, we’ll be creating additional GitHub organizations. To start, there will be one new org—https://www.github.com/EpicGames-Mirror-A, and we anticipate adding more in the future."

weirdbeard commented on 2024-06-18 01:06 (UTC)

For some reason, all of my shortcuts are messed up. When I right-click on an unreal project to generate project files it thinks all of the apps are in my Yay cache folder