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Unreal launcher for linux ?

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    #16
    Dear Tim,

    Thank you for your clear answer to our questions/doubts. I'm really sad because "the binary compatibility differences on Linux" is not a big problem in Linux developers' opinion to port software to Linux. Why don't you choose one distro for your official support just like Unity Technologies did with Unity 3D? It can be for example Ubuntu. There was a very hot discussion on the Unity forums and the idea came true. Nobody's hurt.

    I don't know if "the lack of a Linux launcher blocking any critical functionality for game development with UE4" because I use the Windows version. However, I know the lack of the launcher can be a big obstacle for many users. They don't want to play with operating system settings because they aren't Linux geeks. They want to just run UE4 and make games.

    When it comes to me, because there isn't the launcher and the binary version, I'm not sure if the Linux version of UE4 has the same capabilities as Windows and Mac ones. My project is very complex with much C++ programming. I need a stable and full-fledged software.

    Thank you.

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      #17
      Originally posted by Tim Sweeney View Post
      is the lack of a Linux launcher blocking any critical functionality for game development with UE4?
      Can't download Marketplace content.

      Edit: Don't know if you can get to the Content Examples, either, like Kite Demo, etc... If we could get a cut down launcher that only has the Vault functionality for Marketplace Content and Content Examples, that's all I'd need.
      Last edited by kirk.clawson; 12-29-2015, 09:06 AM.

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        #18
        Originally posted by kirk.clawson View Post
        Can't download Marketplace content.

        Edit: Don't know if you can get to the Content Examples, either, like Kite Demo, etc... If we could get a cut down launcher that only has the Vault functionality for Marketplace Content and Content Examples, that's all I'd need.
        Great! What IDE are you using for C++ coding? Are there any problems? I know there are some solutions made by people who don't work for Epic Team.

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          #19
          I've literally just started working on Linux. Only had the source on that box for a day, so I'm sure I'll find other things as I go, but I'm trying to get it to work with CLion.

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            #20
            Originally posted by kirk.clawson View Post
            I've literally just started working on Linux. Only had the source on that box for a day, so I'm sure I'll find other things as I go, but I'm trying to get it to work with CLion.
            Try CodeLite:

            https://www.youtube.com/watch?v=tHj9...brFyo8Vd3xj4IE

            Maybe it's a better solution than CLion is.

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              #21
              Originally posted by Tim Sweeney View Post
              Looking beyond convenience, is the lack of a Linux launcher blocking any critical functionality for game development with UE4? Developing workarounds may be more practicable than building a fully compatible launcher.

              Marketplace!!! HELLLOOOO.... are you seriously saying that you guys haven't been paying attention to what we've been asking for, for over a year now? is this that first class treatment we were promoised? Guess, I need to look into Unity again /sigh

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                #22
                Originally posted by Tim Sweeney View Post
                Looking beyond convenience, is the lack of a Linux launcher blocking any critical functionality for game development with UE4? Developing workarounds may be more practicable than building a fully compatible launcher.
                It's just preventing us from using the marketplace. Which we would like to, since it's starting to have good content now.
                Last edited by StrangerGwenn; 01-01-2016, 07:25 AM.
                Helium Rain, a realistic space opera

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                  #23
                  Originally posted by Gwenn View Post
                  It's just preventing us from using the marketplace. Which we would like to, since it's starting to have good content now.
                  Is this the only problem? What IDE do you use for C++ programming?

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                    #24
                    Originally posted by Tomza View Post
                    Is this the only problem? What IDE do you use for C++ programming?
                    It's the only real problem I have. The CodeLite IDE works well for code, but there's an ini file that has to be edited to enable it. See this page, about halfway down. The section, C++ projects and IDE's, explains the changes made. After that, enable the plugin inside the editor, and you should be good to go. Also, see this thread.

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                      #25
                      Originally posted by Kronykus View Post
                      It's the only real problem I have. The CodeLite IDE works well for code, but there's an ini file that has to be edited to enable it. See this page, about halfway down. The section, C++ projects and IDE's, explains the changes made. After that, enable the plugin inside the editor, and you should be good to go. Also, see this thread.
                      Thank you! This info will be useful for other Linux users too. However, Epic Team should support it officially and without any issues because it can be a problem for many inexperienced users. And all should work without any tricks and workarounds, Marketplace too. In other words, we should be treated equally. Making a good binary version for one distro (let's say Ubuntu) it's not a big work, just goodwill. Please free us from Windows.

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                        #26
                        Originally posted by Tomza View Post
                        Thank you! This info will be useful for other Linux users too. However, Epic Team should support it officially and without any issues because it can be a problem for many inexperienced users. And all should work without any tricks and workarounds, Marketplace too. In other words, we should be treated equally. Making a good binary version for one distro (let's say Ubuntu) it's not a big work, just goodwill. Please free us from Windows.
                        Agreed. I really don't see why it can't set ini file appropriately when the plugin is selected in the editor...

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                          #27
                          Originally posted by Kronykus View Post
                          It's the only real problem I have. The CodeLite IDE works well for code, but there's an ini file that has to be edited to enable it. See this page, about halfway down. The section, C++ projects and IDE's, explains the changes made. After that, enable the plugin inside the editor, and you should be good to go. Also, see this thread.
                          Originally posted by Tomza View Post
                          Thank you! This info will be useful for other Linux users too. However, Epic Team should support it officially and without any issues because it can be a problem for many inexperienced users. And all should work without any tricks and workarounds, Marketplace too. In other words, we should be treated equally. Making a good binary version for one distro (let's say Ubuntu) it's not a big work, just goodwill. Please free us from Windows.
                          Hi there

                          To make things clear. You don't need to activate the CodeLite accessor because it is activated by default on GNU/Linux systems. Furthermore you don't have to change anything in the ini file either because you can select the CodeLite accessor in the UE4 editor. Go to the UE4 editor settings under 'Source Code' and select CodeLite 7/8. You can use that of course for CodeLite 9 and future versions too. You do that once and finish.
                          Support me if you like on https://www.patreon.com/ue4linux

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                            #28
                            Originally posted by Yaakuro View Post
                            Hi there

                            To make things clear. You don't need to activate the CodeLite accessor because it is activated by default on GNU/Linux systems. Furthermore you don't have to change anything in the ini file either because you can select the CodeLite accessor in the UE4 editor. Go to the UE4 editor settings under 'Source Code' and select CodeLite 7/8. You can use that of course for CodeLite 9 and future versions too. You do that once and finish.
                            Thank you for the info. I didn't know.

                            Editor Preferences -> Source Code (General) -> Source Code Editor -> Choose editor you want to use

                            Very well! Now, the next step is the possibility of using Marketplace under Linux, then the binary version and the launcher. You can do that, guys.

                            Comment


                              #29
                              Originally posted by Yaakuro View Post
                              Hi there

                              To make things clear. You don't need to activate the CodeLite accessor because it is activated by default on GNU/Linux systems. Furthermore you don't have to change anything in the ini file either because you can select the CodeLite accessor in the UE4 editor. Go to the UE4 editor settings under 'Source Code' and select CodeLite 7/8. You can use that of course for CodeLite 9 and future versions too. You do that once and finish.
                              Is this a new change? I had to manually edit the ini in 4.10, but I haven't rebuilt or updated since. Either way, awesome work. Thank you.

                              Comment


                                #30
                                It seems like the only true complaint here is the lack of access to marketplace content? Wouldn't making the content downloadable from the browser sort this issue? Then you could drop it into your project manually. Seems like that'd sort it out, without the need for the launcher?

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