I have changed pkgver to 4.27.0 in my PKGBUILD as this one is not updated. Do the patches need any changes ?
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Package Details: unreal-engine 5.5.0-0
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Git Clone URL: | https://aur.archlinux.org/unreal-engine.git (read-only, click to copy) |
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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: | 0.053868 |
First Submitted: | 2016-05-01 18:37 (UTC) |
Last Updated: | 2024-11-16 03:10 (UTC) |
Dependencies (29)
- coreutils (coreutils-gitAUR, coreutils-selinuxAUR, coreutils-uutilsAUR, coreutils-uutils-symlinkAUR)
- dos2unix (dos2unix-gitAUR)
- dotnet-runtime (dotnet-runtime-2.2AUR, dotnet-runtime-3.0AUR, dotnet-runtime-2.1AUR, dotnet-runtime-5.0-binAUR, dotnet-runtime-7.0-binAUR, dotnet-runtime-6.0-binAUR, dotnet-runtime-preview-binAUR, dotnet-runtime-binAUR, dotnet-runtime-8.0-binAUR)
- dotnet-sdk (dotnet-sdk-2.2AUR, dotnet-sdk-2.2-vs2017AUR, dotnet-sdk-3.0AUR, dotnet-sdk-2.1AUR, dotnet-sdk-5.0-binAUR, dotnet-sdk-6.0.110-binAUR, dotnet-sdk-7.0-binAUR, dotnet-sdk-8.0.300-binAUR, dotnet-sdk-6.0-binAUR, dotnet-sdk-preview-binAUR, dotnet-sdk-binAUR, dotnet-sdk-8.0-binAUR)
- findutils (findutils-gitAUR, findutils-selinuxAUR)
- icu63AUR (icu-shimAUR)
- lld (llvm-gitAUR)
- openssl (openssl-gitAUR, openssl-staticAUR)
- python (python37AUR, python311AUR, python310AUR)
- sdl2AUR (sdl2-compat-gitAUR, sdl2-gitAUR, sdl2-compat)
- steam
- vulkan-icd-loader (vulkan-icd-loader-gitAUR)
- xdg-user-dirs
- git (git-gitAUR, git-glAUR) (make)
- glibc (glibc-gitAUR, glibc-linux4AUR, glibc-eacAUR) (make)
- grep (grep-gitAUR, grep-compatAUR) (make)
- openssh (openssh-gitAUR, openssh-dnatAUR, openssh-gssapiAUR, openssh-hpn-shimAUR, openssh-selinuxAUR) (make)
- sed (sed-gitAUR) (make)
- wget (wget-gitAUR, wurlAUR) (make)
- clionAUR (optional) – IDE for projects
- cmake (cmake-gitAUR, cmake3AUR) (optional) – build system for projects
- codeliteAUR (codeliteAUR, codelite-unstableAUR, codelite-gitAUR, codelite-binAUR) (optional) – IDE for projects
- fake-ms-fontsAUR (optional) – Font support for "demo/free/sample/example/tutorial" projects
- kdevelop (kdevelop-gitAUR) (optional) – IDE for projects
- pacman-contrib (pacman-contrib-gitAUR) (optional) – for the paccache cleaning hook
- polly (llvm-gitAUR) (optional) – for potentially increased performance
- qt5-base (qt5-base-gitAUR, qt5-base-headlessAUR) (optional) – qmake build system for projects
- qtcreator (qtcreator-prereleaseAUR, qtcreator-patchesAUR) (optional) – IDE for projects
- ttf-ms-fontsAUR (ttf-win7-fontsAUR, ttf-ms-win8AUR, ttf-ms-win8-arabicAUR, ttf-ms-win8-hebrewAUR, ttf-ms-win8-seaAUR, ttf-ms-win8-indicAUR, ttf-ms-win8-japaneseAUR, ttf-ms-win8-koreanAUR, ttf-ms-win8-zh_cnAUR, ttf-ms-win8-zh_twAUR, ttf-ms-win8-thaiAUR, ttf-ms-win8-otherAUR, ttf-ms-win10AUR, fake-ms-fontsAUR, ttf-ms-win10-autoAUR, ttf-ms-win11-autoAUR, ttf-ms-win10-cdnAUR, ttf-ms-win11AUR) (optional) – Font support for "demo/free/sample/example/tutorial" projects
Required by (1)
Sources (6)
Latest Comments
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shuriken commented on 2021-08-24 21:16 (UTC)
Azzunyan commented on 2021-07-31 11:37 (UTC)
Broken android. Config initialization is unavailable. The green line does not appear. Check it out.
Shatur commented on 2021-07-25 12:19 (UTC) (edited on 2021-07-25 12:21 (UTC) by Shatur)
@zerophase, as you wish. As I said before - feel free to revert any my commit. Each commit contains a standalone change, it should be easy. It's weird that the compilation doesn't work in temp folder for you. I used bundled mono that downloaded by default by UE.
zerophase commented on 2021-07-25 10:24 (UTC)
@shatur There's probably a work around for this. I'll have to look into how Unreal Engine 5 compiles everything. Think I should be able to use the system mono to address the permission issues.
I would recommend reverting the automation tool till it supports the system mono too. I'm pretty sure this is an issue with the mono used.
Shatur commented on 2021-07-25 09:17 (UTC) (edited on 2021-07-25 09:17 (UTC) by Shatur)
@zerophase, got it, I used another directory on my drive because I simply do not have enough space in temp.
zerophase commented on 2021-07-25 08:07 (UTC) (edited on 2021-07-25 08:33 (UTC) by zerophase)
It's a permission issue from building in temp. Automation tool causes the issue as well. We should try to avoid saving files to home while building.
Shatur commented on 2021-07-25 06:16 (UTC) (edited on 2021-07-25 06:16 (UTC) by Shatur)
@zerophase, I compiled developer preview 2 successfully, just changed the branch name in the current latest PKGBUILD.
zerophase commented on 2021-07-24 21:03 (UTC)
Trying to compile Unreal 5. I keep getting this error. Does anyone know how to fix?
Shatur commented on 2021-07-19 07:29 (UTC) (edited on 2021-07-19 07:40 (UTC) by Shatur)
Does UAT fully support C++ projects? That's all I really worry about.
Sure! Projects compilation is also noticeably faster.
We should be using BuildConfiguration.xml, as UBT does not necessarily respect MAKEFLAGS. Their build system definitely manually changes some of those values, like passing make more jobs
I'd love to have it setup to support large core count cpus, as I use them personally. I just don't think the average user has 24+ cores.
Sorry, maybe I didn't get it something... MAKEFLAGS
work both when building the engine and when compiling C++ projects. I tested it myself. Why hardcode the number of cores?
Users that want custom build configurations can just modify the file before compiling with makepkg, and use something like Paru to make their changes permanent for updates.
I only turn features on by default if they're accepted upstream.
Of course! But I disabled the system mono patch by default because this requires user intervention after. But feel free to enable it if you think otherwise.
Has the ccache_executor.patch
patch been accepted in 5.0 / 4.27? I missed it.
zerophase commented on 2021-07-18 23:15 (UTC)
@shatur Does UAT fully support C++ projects? That's all I really worry about. It might complicate any modifications on our part to better support Arch Linux.
I just put a thread limit in there as I didn't know how all cpus scale with that multiplier.
We should be using BuildConfiguration.xml, as UBT does not necessarily respect MAKEFLAGS. Their build system definitely manually changes some of those values, like passing make more jobs. Sticking to how UBT works should make maintence easier.
Users that want custom build configurations can just modify the file before compiling with makepkg, and use something like Paru to make their changes permanent for updates.
I'd love to have it setup to support large core count cpus, as I use them personally. I just don't think the average user has 24+ cores.
I only turn features on by default if they're accepted upstream.
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:
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.