@zerophase the plugin is only available from the Epic Game Launcher - I don't know any way to download it separately
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Package Details: unreal-engine 5.5.0-0
Package Actions
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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pryow commented on 2021-05-21 15:13 (UTC)
zerophase commented on 2021-05-21 15:00 (UTC)
@pryow You just add plugins to the engine or projects Plugins folder.
pryow commented on 2021-05-21 14:53 (UTC)
@ashton I was able to get C++ projects working following zerophase's steps here https://aur.archlinux.org/packages/unreal-engine/?O=10&PP=10#comment-805723
@zerophase, do you know how to add plugins? I'm running the Epic Game Launcher on Lutris through Wine but it can't find the installation
Shatur commented on 2021-05-19 11:11 (UTC) (edited on 2021-05-19 11:12 (UTC) by Shatur)
@ashton, Blueprint projects should work as expected. UE4 on Linux is pain. I switched to Godot.
ashton commented on 2021-05-19 11:03 (UTC)
K i'm not the smartest person, but how the hell do you people use it ? Can't open premade cpp projects, can't create new cpp project. It's just there hogging space after wasting resources.
Best i got is error where it says it won't do a thing cause it'd need to recompile bunch of modules in main engine...
zerophase commented on 2021-05-12 22:01 (UTC)
@shuriken You just apply the patches after pulling from the repo. Your patches would be with the PKGBUILD.
shuriken commented on 2021-05-12 09:31 (UTC) (edited on 2021-05-12 09:33 (UTC) by shuriken)
@zerophase I want to use the 4.27 branch with my own patches as well I have done the following changes to the PKGBUILD
- Changed $pkgver to 4.27.
- Changed the initial installation to -
git clone --single-branch --branch $pkgver git@github.com:EpicGames/UnrealEngine $pkgname
and If directory exists -git pull origin
However is there any way I can do --depth=1
and don't let my patches go away. As currently this PKGBUILD is doing a hard reset which will probably remove my patches.
zerophase commented on 2021-05-10 19:28 (UTC)
If anyone finds other files not needed by the engine let me know.
zerophase commented on 2021-05-10 09:14 (UTC) (edited on 2021-05-10 09:15 (UTC) by zerophase)
@shuriken We could just make a second package for the default engine, and keep most of the makedepends in depends.
Checking if system mono, python, and python3 don't need to be installed. Would save about a gig prior to stripping.
shuriken commented on 2021-05-10 08:17 (UTC) (edited on 2021-05-10 08:18 (UTC) by shuriken)
To enable all the patches I moved all the "makedepends" to "depends". So that they don't get removed as orphans. Enabled the system patches in PKGBUILD. Added all environment variables as mentioned in PKGBUILD. And I can confirm everything is working great ! I just recommend to add a patch to disable bundled mono from installing if the use system mono patch is enabled :) I also changed my PKGBUILD to use a different branch and update it to the latest patches from that branch if it already exists.
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.