@Kerrex Sorry, I had removed .exe files to reduce the package size, and didn't realise any were needed. I added those back so it should work now.
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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: | 0.057234 |
First Submitted: | 2016-05-01 18:37 (UTC) |
Last Updated: | 2024-11-16 03:10 (UTC) |
Dependencies (29)
- coreutils (coreutils-gitAUR, coreutils-uutilsAUR, coreutils-selinuxAUR, 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 (codelite-binAUR, codeliteAUR, codelite-unstableAUR, codelite-gitAUR) (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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acerix commented on 2016-09-08 17:22 (UTC)
Kerrex commented on 2016-09-08 12:59 (UTC)
Hello,
when trying to create C++ project, I get this error (sorry for not copy-paste, but for some reason it doesn't work in Unreal Editor):
https://s21.postimg.io/9g2ij8jw5/Zrzut_ekranu_Deepin20160908144715.png
Do you know what's the reason? I tried to google it but couldn't found any valuable information
acerix commented on 2016-09-07 00:04 (UTC)
@zerophase Thanks, I added that to the build script.
If CLion just needs a debug build, that could be done before installing by adding "make UE4Editor-Linux-Debug" to the PKGBUILD. In general, only root should be able to modify installed packages, so any building should be done before install.
zerophase commented on 2016-09-06 21:49 (UTC) (edited on 2016-09-06 21:50 (UTC) by zerophase)
@acerix Hey, Widget Blueprints are broken currently. Just need to run
git revert 8fba9bbdc3cc4105d7c3de24adc94f7304c7d90b --no-edit
to fix.
Issue: https://answers.unrealengine.com/questions/482939/whenever-opening-a-widget-blueprint-engine-crashes.html
I think the engine will crash on shutdown because of this, but it's no longer broken while running anymore.
zerophase commented on 2016-09-06 02:15 (UTC)
@acerix I don't mean CLion needs to be able to overwrite that file. What I mean is GenerateProjectFiles.sh refuses to run without root with how the permissions are setup.
acerix commented on 2016-09-05 19:31 (UTC)
@zerophase I added .ue4dependencies to the package. Do you mean CLion needs to be able to overwrite that file?
zerophase commented on 2016-09-05 03:31 (UTC) (edited on 2016-09-05 03:50 (UTC) by zerophase)
@acerix finding more files required. I'll add more if I can't start a debug build from CLion.
in unreal-engine
.ue4dependencies
There's also permission issues with unreal-engine I had to switch to root to generate .ue4dependencies.
zerophase commented on 2016-09-02 00:22 (UTC) (edited on 2016-09-02 02:33 (UTC) by zerophase)
@acerix there are ones that call the root file to get to the specific platform file. I think the CLion source code accessor needs them.
In general it's recommended by Arch to keep packages matching upstream, since it might cause issues. I'd say just remove things for Windows and Mac, like Binaries, and be cautious with removing their scripts since it might cause issues with building for that platform. Though, I believe cross platform builds are only supported on Windows.
acerix commented on 2016-09-01 22:36 (UTC)
@zerophase Are there actually plugins which depend on those files? As I understand, the scripts in the root dir are only useful to build the engine itself. The scripts with the same name under BatchFiles are quite different, I think the engine uses those to build projects.
zerophase commented on 2016-08-31 20:35 (UTC)
@acerix I love what you've done with removing unnecessary files. Just one thing I suggest you keep the Linux files, such as GenerateProjectFiles.sh, and setup.sh at the root. I get that I could got to /Engine/Build/BatchFiles/Linux to use the files. It's just for compatibility sake for plugins that might be using that file at the Unreal Root.
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.