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 (Neko-san)
Last Packager: Neko-san
Votes: 76
Popularity: 0.42
First Submitted: 2016-05-01 18:37 (UTC)
Last Updated: 2024-11-16 03:10 (UTC)

Dependencies (29)

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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zerophase commented on 2020-01-05 20:46 (UTC)

The SDL2 being used by Unreal has issues with being initialized properly. I tried getting their step into third party code working on Linux to no Avail. It has something to do with SDL2 not being able to detect the proper video settings.

I tried filling a bug report with Epic, and got an email response saying, "works as intended."

Slasher006 commented on 2020-01-05 19:58 (UTC) (edited on 2020-01-05 21:14 (UTC) by Slasher006)

Found a working workaround for the freezing issue!

thx to thejustinwalsh in Unrealforum.

Works in 4.24.1-release

in LinuxApplication.cpp at line 54-56:

commenting out:

check(InitializedSubsystems & SDL_INIT_JOYSTICK);

check(InitializedSubsystems & SDL_INIT_GAMECONTROLLER);

check(InitializedSubsystems & SDL_INIT_HAPTIC);

in LinuxPlatformApplicationMisc.cpp line 287:

change:

if (SDL_Init((SDL_INIT_EVERYTHING ^ SDL_INIT_AUDIO) | SDL_INIT_NOPARACHUTE) != 0)

to:

if (SDL_Init(SDL_INIT_TIMER | SDL_INIT_VIDEO | SDL_INIT_EVENTS | SDL_INIT_NOPARACHUTE) != 0)

compile

run

done.

Slasher006 commented on 2020-01-05 16:32 (UTC) (edited on 2020-01-05 16:33 (UTC) by Slasher006)

@Shatur So its seams limited to the 1070. Good to know. :-|

Shatur commented on 2020-01-05 16:26 (UTC)

@Slasher006, I have MX150 (Notebook).

Slasher006 commented on 2020-01-05 14:29 (UTC) (edited on 2020-01-05 14:30 (UTC) by Slasher006)

@Shatur I dont use KDE. I use xfce4. Sometimes i3. Wich gfx do you use? Like niqingliang2003 i have a 1070ti.

Shatur commented on 2020-01-05 14:17 (UTC)

@Slasher006, @niqingliang2003, very strange, I also use KDE with Nvidia, but everything works as it should.

Slasher006 commented on 2020-01-05 12:27 (UTC) (edited on 2020-01-05 12:27 (UTC) by Slasher006)

@niqingliang2003 No patch yet. I am trying to get that workaround running. No luck so far :-|

niqingliang2003 commented on 2020-01-05 11:44 (UTC) (edited on 2020-01-05 11:48 (UTC) by niqingliang2003)

4.24.1 report: lag every 3 seconds on kde/nvidia1070 still there.

@Slasher006: GOOD NEWS! any patch?

Slasher006 commented on 2020-01-05 10:01 (UTC) (edited on 2020-01-05 10:48 (UTC) by Slasher006)

The freezing problem with 4.24 might have got a solution:

https://forums.unrealengine.com/development-discussion/engine-source-github/1617597-ue4editor-constantly-crashes-and-freezes-using-linux/page2

"

Cross posting from discussion on #linux on discord.

The version of SDL that is precompiled and bundeld with linux is definitely not using libudev. If libudev was being used then SDL would not end up polling all /lib/input/event* devices every 3 seconds. I pulled down SDL and built a stand alone example, and I happen to have libudev installed, and I get no hitching on the same hardware. Wondering if there is some reason libudev is not being used in the SDL built for linux by Epic?

I made sure that I did not init SDL_JOYSTICK | SDL_GAMEPAD | SDL_SENSORS in LinuxPlatformApplicationMisc.cpp and commented out the checks in LinuxApplication.cpp and no more hitching, at all.

I know for a fact libudev is not being used because in my profiling I can see the function MaybeAddDevice being called, and when SDL_USE_LIBUDEV is true that code will never execute.

Simply rebuilding SDL using build.sh in the ThirdParty/SDL2 directory fixes all my htiches. When grepping the output of that script libudev is marked as found, and the better code path is now taken. Looking at the scripts in that folder, it is not apparent that libudev-dev is being installed by the package manager in the install_ubuntu.sh, and install-centos.sh scripts.

TLDR; Either use libudev with SDL or do not init SDL_Joystick and you can have a hitch free UE4 too.

" EDIT: I get errors with zlib after rebuilding SDL. :-O (i feel useless now)

Shatur commented on 2019-12-29 21:55 (UTC)

@zerophase, omg, sorry, just forgot to change it back, fixed!