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Unreal launcher for linux ?

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  • replied
    Not really--the software isn't like say a game console, where games drive console sales where console sales drive games. The number of overall Linux users isn't going to change because UE4 is available for it, so they have to weigh the value of supporting a small community. They have people dedicated to supporting Linux so a Linux launcher will happen at some point.

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  • replied
    Originally posted by darthviper107 View Post
    They definitely do want to support Linux, and they'd like to have a launcher available for Linux. It just seems right now it's not a priority most likely due to the lack of people that want to use Linux.
    It's a catch-22. It's not a priority for developers to make the launcher because of seeming lack of people that want to use Linux, and people aren't hurry up to use Linux due to the topic. So developers are the only ones who can break this catch. Even Allegorithmic has released their Substance products for Linux that are fully usable. Although they are packaged for Red Hat, they run on Kubuntu without any problems.

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  • replied
    OMG, always problems! Why can't we just run software on Linux and enjoy it?
    Cross-Compiling C++ code is seldom an easy task and it includes both legal and technical challenges, which is part of the reason why languages like Java exist. I haven't tried it, although You might even be able to package your UE4 game within a Windows Virtual Machine using the the command line: https://wiki.unrealengine.com/How_to_package_your_game_with_commands .

    It's a disaster!
    It's not a disaster, it's pretty bloody good actually. You can create your games as you normally would and then when you are ready to package your project (to windows), put it in your dropbox and get someone on windows to package it and send it back to you so you can distribute to windows clients. Prior to UE4's Linux support there was no way to make a decent 3D game on Linux, we've come a long way with Leadwerks, Unity3d and UE4 being available.

    All these things are superficial or have simple workarounds, we really just need people using UE4-Linux, reporting bugs and helping to improve the core UE4-Linux-Editor, I found a bug on Linux whereby it would crash when trying to auto-generate collision meshes, I reported it and in the next release it was fixed. Software development at this level is a collaboration between the user and the developer, and we need users finding and reporting bugs similar to fore-mentioned bug I found.

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  • replied
    Originally posted by Neurocase View Post
    I can't speak for Unity, but I strongly doubt that it's cross compile features would work as smoothly at scale or with C++.

    As for, Is it possible? As James Guana said:



    There is a difference between something being possible, and something being feasible. Personally I never managed to get C++ projects working in linux, although others have. If you already have a good understanding of C++ and Linux you might be able to get it working, but you would not be able to ask a developer without Linux experience to operate on that workstation. In contrast an artist who already uses FOSS programs like gimp and krita isn't going to notice any major differences by transitioning to a Linux computer. In my experience most new people who want to code C++ in UE4 vastly underestimate the power and capability of blueprints, but that's another story for another thread.
    OMG, always problems! Why can't we just run software on Linux and enjoy it? Linux is a powerful platform without Windows or OS X bloatware. UE4 is the only software I will be forced to run on Windows. It's a disaster!

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  • replied
    But in Unity you can be on one OS and build for all OSes. Isn't it possible in UE4?
    I can't speak for Unity, but I strongly doubt that it's cross compile features would work as smoothly at scale or with C++.

    As for, Is it possible? As James Guana said:

    Hi, there is a way to cross compile Windows content from Linux, I actually co-authored a toolchain for cross compiling Windows program (32 bit and 64bit) from Linux 64bit. We employed MinGW for that but I dont know how well it works for games, I would not recommend it either, but hey, its just shows its possible to compile Windows apps in Linux.
    There is a difference between something being possible, and something being feasible. Personally I never managed to get C++ projects working in linux, although others have. If you already have a good understanding of C++ and Linux you might be able to get it working, but you would not be able to ask a developer without Linux experience to operate on that workstation. In contrast an artist who already uses FOSS programs like gimp and krita isn't going to notice any major differences by transitioning to a Linux computer. In my experience most new people who want to code C++ in UE4 vastly underestimate the power and capability of blueprints, but that's another story for another thread.


    This guy got codelite on Linux with auto-complete working: https://www.youtube.com/watch?v=vRKEIUoQBYw .
    Last edited by DazPetty; 08-03-2016, 04:50 AM.

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  • replied
    Unreal has a different architecture (one that gives you more access to the engine). When you build your game, it's built with the engine as one executable, so you would need to be able to build Windows, Mac executables on Linux, or the other way around. It's not easy to do.

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  • replied
    Originally posted by Neurocase View Post
    Yes, but you need to be in the appropriate OS when building most games, such as being on a mac to build for a mac. As far as blueprints and most game content is concerned it is as easy as copying those files. C++ can be tricky on Linux but it's not impossible, although I wouldn't say it's feasible to code C++ on linux for most developers unless they are already have a really good understanding of linux, unlike a level-designer who wouldn't really notice a difference based on the OS.
    But in Unity you can be on one OS and build for all OSes. Isn't it possible in UE4?

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  • replied
    However, I have one question to you: Could I build my game for different OSes than Linux using UE4 on Linux?
    Yes, but you need to be in the appropriate OS when building most games, such as being on a mac to build for a mac. As far as blueprints and most game content is concerned it is as easy as copying those files. C++ can be tricky on Linux but it's not impossible, although I wouldn't say it's feasible to code C++ on linux for most developers unless they are already have a really good understanding of linux, unlike a level-designer who wouldn't really notice a difference based on the OS.


    How to I install Unreal engine for Mint 18? Has anyone compiled the engine for a noob like me?
    Yes, you'll work it out and like most problems in linux the fastest way to get an answer is to google a few tutorials, then go on freenode IRC, and try the relevant channel (such as: #UE4Linux). Compiling UE4 on linux is no different to most of the problems people have on linux, quite regularly, if you are new to linux then you should see this is a good exercise.

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  • replied
    Originally posted by Neurocase View Post
    Anybody can just compile UE4 and then have the binary, I even compiled UE4 on Ubuntu once and then copied the binary I built and it still ran on a Fedora box.

    Linux culture isn't the same as Windows culture, Linux users usually aren't afraid to compile from the source and there are workarounds for most of the problems discussed here.

    What UE4-Linux really needs right now is people using it, building games with it and saying "I made this on Linux". I tested UE4-Linux for a few hours and had no problems with it, but that's not the same as a smaller developer actually making professional games talking about how they leveraged their costs by integrating UE4-Linux developer workstations into their workspace. The launcher doesn't really do anything either, a bug fix on the launcher won't affect a bug in the UE4, I think the elephant in the room here is that people just aren't as confident in using UE4-Linux as they could be and a UE4-Linux-Launcher would give them more (superficial) confidence in doing so.

    Right now it's up to the community and individual developers to use UE4-Linux so that they can trigger the bugs that the developers can fix.
    yes, maybe the Launcher and the binary version isn't SO big problem for most Linux users. However, I have one question to you: Could I build my game for different OSes than Linux using UE4 on Linux?

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  • replied
    Originally posted by Neurocase View Post
    What UE4-Linux really needs right now is people using it, building games with it and saying "I made this on Linux". I tested UE4-Linux for a few hours and had no problems with it, but that's not the same as a smaller developer actually making professional games talking about how they leveraged their costs by integrating UE4-Linux developer workstations into their workspace.
    +1... Dead on!

    Originally posted by Neurocase View Post
    The launcher doesn't really do anything either, a bug fix on the launcher won't affect a bug in the UE4, I think the elephant in the room here is that people just aren't as confident in using UE4-Linux as they could be and a UE4-Linux-Launcher would give them more (superficial) confidence in doing so.
    The Marketplace is one key area that comes up a lot....
    Even to download Epic freebees you need the launcher!

    Originally posted by Neurocase View Post
    Right now it's up to the community and individual developers to use UE4-Linux so that they can trigger the bugs that the developers can fix.
    Sure! But what we need to see is vendors supposedly-hurting-from-PC-recession, shipping gaming rigs with Linux installed!
    Why pay more for Win-10 only to torch it! But I fear the vendors would pollute these Linux builds with Bloatware/Trialware.

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  • replied
    How to I install Unreal engine for Mint 18? Has anyone compiled the engine for a noob like me?

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  • replied
    Anybody can just compile UE4 and then have the binary, I even compiled UE4 on Ubuntu once and then copied the binary I built and it still ran on a Fedora box.

    Linux culture isn't the same as Windows culture, Linux users usually aren't afraid to compile from the source and there are workarounds for most of the problems discussed here.

    What UE4-Linux really needs right now is people using it, building games with it and saying "I made this on Linux". I tested UE4-Linux for a few hours and had no problems with it, but that's not the same as a smaller developer actually making professional games talking about how they leveraged their costs by integrating UE4-Linux developer workstations into their workspace. The launcher doesn't really do anything either, a bug fix on the launcher won't affect a bug in the UE4, I think the elephant in the room here is that people just aren't as confident in using UE4-Linux as they could be and a UE4-Linux-Launcher would give them more (superficial) confidence in doing so.

    Right now it's up to the community and individual developers to use UE4-Linux so that they can trigger the bugs that the developers can fix.

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  • replied
    [MENTION=35]Tim Sweeney[/MENTION]

    Tim, you told me that there were too many Linux packaging formats to make the binary UE4 on Linux, but now we have Snappy/Flatpak that should be implemented in most Linux distros. The problem has been solved I think.
    Last edited by Tomza; 08-02-2016, 06:04 AM.

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  • replied
    If you can't port the Launcher to Linux, at least give the possibility to download pre-built binaries for UE and UT...
    But, if you can't do that, how is UE able to produce Linux builds of games then?
    But again, if UE is able to produce Linux builds of games, how can't you build the Launcher in the same way?

    Anyway, given the latest words of distrust about UWP and Microsoft, shouldn't you push (open) alternatives more?
    Thanks

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  • replied
    Hi, there is a way to cross compile Windows content from Linux, I actually co-authored a toolchain for cross compiling Windows program (32 bit and 64bit) from Linux 64bit. We employed MinGW for that but I dont know how well it works for games, I would not recommend it either, but hey, its just shows its possible to compile Windows apps in Linux.

    Leave a comment:

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