4.20.3 works with clang 7. There seems to be an issue with opening projects. Looks like Unreal automatically skips recompiling project versions for the current engine. Not sure how to approach this.
Search Criteria
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) |
---|---|
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: | 0.43 |
First Submitted: | 2016-05-01 18:37 (UTC) |
Last Updated: | 2024-11-16 03:10 (UTC) |
Dependencies (29)
- coreutils (coreutils-gitAUR, busybox-coreutilsAUR, coreutils-hybrid-gitAUR, coreutils-selinuxAUR, coreutils-uutilsAUR, coreutils-hybridAUR)
- 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-8.0-binAUR, dotnet-runtime-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-8.0-binAUR, dotnet-sdk-binAUR)
- findutils (findutils-gitAUR, busybox-coreutilsAUR, findutils-selinuxAUR)
- icu63AUR
- lld (llvm-gitAUR)
- openssl (openssl-gitAUR, openssl-staticAUR)
- python (python37AUR, python311AUR, python310AUR)
- sdl2 (sdl2-compat-gitAUR, sdl2-gitAUR)
- steam
- vulkan-icd-loader (vulkan-icd-loader-gitAUR)
- xdg-user-dirs
- git (git-gitAUR, git-glAUR) (make)
- glibc (glibc-gitAUR, glibc-linux4AUR, glibc-eacAUR, glibc-eac-binAUR, glibc-eac-rocoAUR) (make)
- grep (grep-gitAUR, busybox-coreutilsAUR, grep-compatAUR) (make)
- openssh (openssh-gitAUR, openssh-dotconfigAUR, openssh-dotconfig-binAUR, openssh-selinuxAUR, openssh-hpn-shimAUR, openssh-gssapiAUR, openssh-dnatAUR) (make)
- sed (busybox-coreutilsAUR, sed-gitAUR) (make)
- wget (wget-gitAUR, wurlAUR) (make)
- clionAUR (optional) – IDE for projects
- Show 9 more dependencies...
Required by (1)
Sources (6)
Latest Comments
« First ‹ Previous 1 .. 51 52 53 54 55 56 57 58 59 60 61 .. 82 Next › Last »
zerophase commented on 2018-10-24 00:01 (UTC)
Paul4936 commented on 2018-10-23 04:23 (UTC)
Please more info about "Otherwise add -Wno-constant-logical-operand -Wno-return-std-move -Wno-self-assign-field -Wno-self-assign-overloaded". Where exactly that shall be added?
moadib commented on 2018-10-12 09:01 (UTC)
If PKGBUILD will use bundled toolchain (5.0 for 4.20, 6.0 for 4.21) then there is no need to race for clang updates.
Otherwise add
-Wno-constant-logical-operand -Wno-return-std-move -Wno-self-assign-field -Wno-self-assign-overloaded
and replace -nopie
with --no-pie
in LinuxToolchain.cs to support clang 7
maximaman commented on 2018-10-10 19:39 (UTC) (edited on 2018-10-10 19:40 (UTC) by maximaman)
However, there was another issue afterwards during the build()
phase of the making of the 4.20.2 package: more specifically, with the build of the UE4Editor
target which failed because of an error during the compiling of the Module.SensibleEditorSourceCodeAccess.cpp
object:
In file included from /home/sid/.cache/pacaur/unreal-engine/src/UnrealEngine/Engine/Plugins/Developer/SensibleEditorSourceCodeAccess/Intermediate/Build/Linux/B4D820EA/UE4Editor/Development/SensibleEditorSourceCodeAccess/Module.SensibleEditorSourceCodeAccess.cpp:2:
In file included from /home/sid/.cache/pacaur/unreal-engine/src/UnrealEngine/Engine/Plugins/Developer/SensibleEditorSourceCodeAccess/Source/SensibleEditorSourceCodeAccess/Private/SensibleEditorSourceCodeAccessModule.cpp:23:
/home/sid/.cache/pacaur/unreal-engine/src/UnrealEngine/Engine/Plugins/Developer/SensibleEditorSourceCodeAccess/Source/SensibleEditorSourceCodeAccess/Private/SensibleEditorSourceCodeAccessPrivatePCH.h:25:10: fatal error:
'ModuleManager.h' file not found
#include "ModuleManager.h"
^~~~~~~~~~~~~~~~~
1 warning and 1 error generated.
ERROR: UBT ERROR: Failed to produce item: /home/sid/.cache/pacaur/unreal-engine/src/UnrealEngine/Engine/Plugins/Developer/SensibleEditorSourceCodeAccess/Binaries/Linux/libUE4Editor-SensibleEditorSourceCodeAccess.so
(see ../Programs/UnrealBuildTool/Log.txt for full exception trace)
Total build time: 25,52 seconds (Local executor: 0,00 seconds)
make: *** [Makefile:188: UE4Editor] Error 5
The problem is that the ModuleManager.h
header file is located in the Modules
directory in the include path, and that's why it should be included as Modules/ModuleManager.h
instead of ModuleManager.h
.
I fixed the issue in this pull request to the upstream repo for the SensibleEditorSourceCodeAccess plugin. I hope that my fix will be merged soon into the master
branch of that repo so that everyone would benefit from it.
maximaman commented on 2018-10-10 19:30 (UTC) (edited on 2018-10-10 19:30 (UTC) by maximaman)
Downgrading the clang
, llvm-libs
and lld
packages to version 6.0.0 solved the Clang version issue for me (at least for the duration of the 4.20.2 build of UE).
To be more specific, I downgraded the packages as follows: clang
to version 6.0.0-1
, llvm-libs
to version 6.0.0-4
, lld
to version 6.0.0-1
.
I know that this is an ugly workaround but I couldn't think of a better solution.
kyiimn commented on 2018-10-07 14:50 (UTC)
I can not build because of clang version issue.
zerophase commented on 2018-08-26 17:16 (UTC)
@tkolo I'm not crazy about overwriting system settings, unless its needed to get the package to build. You can set that in your makepkg.conf.
tkolo commented on 2018-08-25 20:19 (UTC)
I'd suggest adding PKGEXT='.pkg.tar' to speed up packaging step as per https://bbs.archlinux.org/viewtopic.php?pid=1000546#p1000546. Compressing to xz makes the whole build twice as long.
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.