Package Details: unreal-engine 4.24.1-6

Git Clone URL: (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:
Keywords: 3D engine game UE4 Unreal
Licenses: custom:UnrealEngine
Submitter: acerix
Maintainer: acerix (zerophase, Shatur)
Last Packager: Shatur
Votes: 48
Popularity: 1.65
First Submitted: 2016-05-01 18:37
Last Updated: 2020-01-27 08:16

Dependencies (14)

Required by (1)

Sources (2)

zerophase commented on 2016-06-08 19:01


On the linuk-ck package the make command is setup like so. "make ${MAKEFLAGS} LOCALVERSION= bzImage modules"

I'm just wondering if without having ${MAKEFLAGS} specified explicitly in the build step, if the MAKEFLAGS setting is applied, or not to make.

Just noticed the current pkgbuild doesn't copy the Source and Intermediate directory over. both are needed if writing C++ is desired. Could you add a bool to the start of the package that flags on adding the entire contents of the Source and Intermediate directories?

acerix commented on 2016-06-08 16:56


I'm not sure if this is what you are asking, but MAKEFLAGS can be specified in /etc/makepkg.conf.

zerophase commented on 2016-06-04 01:39


Yeah, I put -j24 in the first time, which makes sense it would fail. (works great for compiling kernels) The next time I built after deleting everything, and redownloading didn't put a -j argument in, and still it failed at the same point. Just had to try compiling again. Wonder if I have an excuse to go up to 64 gigs of ram. I'm saving to disk, and using makepkg directly to build.

Do the MAKEFLAGS get dropped in, even if it isn't specified, in the build step?

acerix commented on 2016-06-03 22:58


Unfortunately, makepkg does not support shallow clone, and Allan says "Won't implement":

However, I think it's a good suggestion seeing how the saving would be about 7 GiB here, and git+ssh seems like the only way to download from a private github repo, so maybe this feature would be considered again for this use case. Another option is to modify makepkg:

Regarding the build, it does support multicore building and I didn't have any issue doing a clean build using -j4. You might be running out of memory trying to build so many things as once; especially since it seems to spawn 4 clang processes for each make process, so that would mean 96 running at once. Let me know what errors you get in the output if it happens again.

zerophase commented on 2016-06-03 05:16

I don't know what the issue is exactly, but the first time I ran makepkg the build failed. The second time I ran the command make fixed whatever went wrong, and installed successfully. It might be that I have MAKEFLAGS set to -j24. I'm guessing the engine isn't configured for multicore compilation, so maybe try -j1 after the make command?

zerophase commented on 2016-06-03 03:03

is there anyway to get makepkg(without editing makepkg itself) to just use a shallow git clone, so we don't have to download the entire Unreal history?

acerix commented on 2016-05-16 15:28

No problem, glad you got it working. It doesn't really make sense for the GUI to disappear for that long, especially when they have loading screens for other stuff. I added a note on this to the Arch wiki.

madsciencecoder commented on 2016-05-15 23:03

Oh wow, it was user error. Clicking yes to recompile the project works, it just runs completely in the background showing no sign of actually doing anything. If you don't open it through a terminal the only way to notice it is to look at the processes with ksysguard/htop/etc. When I first clicked yes I probably rebooted before it could finish and didn't notice it was actually compiling it.

Thanks so much for the help!

acerix commented on 2016-05-15 22:06

Ahh, I had only tried the blueprint mode so far, I didn't realize you meant the the c++ mode.

I just tried that and got the same result; the create step seems to work, but it never opens. Instead the new .workshop file opened in my text editor, so presumable that's supposed to open in UE4Editor instead.

When I opened the new project from the launch screen, I got the popup asking to compile the missing module, and after clicking Yes, it started compiling 789 modules which took a half-hour or so. After that, it opened properly though, so you might find something looking in the output of that compiling.

madsciencecoder commented on 2016-05-15 19:14

Here is the output from creating a new code project:

From what I can tell the editor creates it OK but has trouble with it afterwards. It creates a process for the new project then that process closes/crashes and the editor exits.

Line 506: [2016.05.15-18.56.18:709][130]LogHAL: FLinuxPlatformProcess::CreateProc: spawned child 26493

Lines 4040-4042: [2016.05.15-18.57.50:800][130]Discovering modules, targets and source code for game...
[2016.05.15-18.57.58:842][130]LogHAL: Child 26493 is no more running (zombie), Wait()ing immediately.
[2016.05.15-18.57.59:245][131]Cmd: QUIT_EDITOR

Blueprint projects appear to work just fine, it's only the code projects. I may well be doing something wrong so I'll read up on the manual a bit more then ask on the forum if there's nothing obvious.