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Unreal launcher for linux ?

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  • replied
    Originally posted by DanielBennifer View Post
    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?
    While I can obviously only speak for myself, this is the impression I have. Marketplace access seems to be the biggest issue. It is for me. I've suggested making downloads from the webpage many months ago in response to a question on AnswerHub, but was told that it would require too much work, and that we were better off continuing to hold our breath for the official launcher (paraphrasing). Good thing I'm not a breath-holder.

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  • replied
    Originally posted by DanielBennifer View Post
    Don't get me wrong, I understand that. Though, I was commenting on the fact that it appeared a big gripe people had was the lack of access to the learning material, sample content and so forth. Whereas, the potential solution I provided would have fixed that, in the interim.



    That's what I had assumed, as well. It also, technically, shouldn't be hard to accomplish. Then again, that's down to Epic. Not me =P
    I really appreciate all developers and their hard work in providing us with such an amazing tool like UE4. Also, I know many features are waiting for being included in UE4. It's great to see how UE4 is improving. Now, it's a more friendly for beginners and people who joined from other engines such as Unity 3D (like me). The only thing that needs more work is C++ (I mean documentation). I know the thread is about UE4 on Linux, but I wish to say that I am aware of many more important things to do than making the full-fledged Linux version. But Unity Team have the same problems and in spite of that they made a binary Linux version. It's still experimental, but thousands users use it. Other thousands have been waiting for UE4 on Linux for a long time. Most of them are afraid of compilation and playing with settings, so they use the Windows or Mac version. I'm not afraid and can compile UE4 on Linux, no problem, but it would be great to run the launcher and just click to get UE4 running on my openSUSE. Is it really so hard to make the Linux binary version for one distro, let's say Ubuntu? Just the same way like Unity 3D? Soon, I'm going to start making a huge and complex 3D application (not a game) with UE4 and I don't know what to do. Is the Linux version of UE4 ready for a full production? Or it's too early and it's better to stick to the Windows version?

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  • replied
    Originally posted by Tomza View Post
    And an easy installation of UE4 on Linux? Why do we have to use the workarounds and tricks to get our favourite game engine installed in our favourite operating system? It can be difficult for many users. Not all Linux users are geeks.
    Don't get me wrong, I understand that. Though, I was commenting on the fact that it appeared a big gripe people had was the lack of access to the learning material, sample content and so forth. Whereas, the potential solution I provided would have fixed that, in the interim.

    Originally posted by Gwenn View Post
    Well that would be much better than asking a friend to download your assets (using your own credentials) so that he can upload them back to you through dropbox or something. Which is what we're doing in our team.
    That's what I had assumed, as well. It also, technically, shouldn't be hard to accomplish. Then again, that's down to Epic. Not me =P

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  • replied
    Originally posted by DanielBennifer View Post
    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?
    Well that would be much better than asking a friend to download your assets (using your own credentials) so that he can upload them back to you through dropbox or something. Which is what we're doing in our team.

    Leave a comment:


  • replied
    Originally posted by DanielBennifer View Post
    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?
    And an easy installation of UE4 on Linux? Why do we have to use the workarounds and tricks to get our favourite game engine installed in our favourite operating system? It can be difficult for many users. Not all Linux users are geeks.

    Leave a comment:


  • replied
    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?

    Leave a comment:


  • replied
    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.

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  • replied
    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.

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  • replied
    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.

    Leave a comment:


  • replied
    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...

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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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  • replied
    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.

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  • replied
    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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