Beta-Launcher for Linux

I use OpenSUSE, so RPM.

Forgot that :smiley: … do you build the editor on openSUSE without any issues? Or do you have to use the CentOS way (I think it uses RPM as well). If there are no problems it should be really easy to include openSUSE in the Launcher.

No problem! You are awesome, man. Somebody had to make the first step.

My client wants me to build not only for Linux, so it’s a problem for me because I can’t build for Windows, for example. In other words, the UE4 launcher for Linux isn’t so a big problem for me personally. The Launcher is perfect for the people who don’t like compiling. I understand them because compiling UE4 on Linux can be really discouraging, so your software is really needed. I need the possibility of compiling not only for Linux (or Android). Many clients use Windows (And I am forced to have one Windows machine). ALAS! Soon, I will get very strong Linux machines, so I will test your Launcher on OpenSUSE.

I know there are more important priorities for Epic Team, but I expect more support and cooperation in such projects like yours.

hi ! great .
i’m manjaro user :slight_smile: and really happy for this launcher ! i use that . but how i must run UE with this launcher ?! and i have another problem with C++ project . i’ll make another topic for that and pls give some hand :slight_smile:
C++ problem topic = problem with C++ project on UE 4 in arch linux - C++ - Epic Developer Community Forums

For installing and running the editor you can use the launcher + the video in the main post. bevore starting with the editor visit the preferences and set your default engine location as well as the distribution settings :slight_smile: .

Update #3 (version 0.3)

Hi guys!

I updated the Debian and Arch packages to the new version 0.3. It features some UI improvements like the new library view, a “first startup” message and easier installing. For more features look at the new version highlights in the main post at the top.
Please have a look at the video below and tell me what you think. :smiley:

Next step will be to add some more UI improvements, like the Engine-Version-Selection as well as adding the features I am already planing. Maybe I’ll add an “automatic-install” button to the next version, which will execute a bash script to make the normal installation fully automatic. However, I don’t know how long this will take. If I have something new I’ll let you know.
If you find any bugs or thing you would do in an other way (as specially the UI) please post it here or on Github.

Just to let you know: I added a new tab on the header bar called “Tools”. It already has an entry with a small dialog which lets you add content from one Project to another. I personally created this because I usually make one project where I do all my base materials, game-modes and stuff and then just copy it to every new project I make. Maybe it will be helpful for someone in the future :D. This will be included in 0.4 :D.

Great idea! Happy to see that this software is being developed.

I develop as often as possible for me :smiley:

I got one more update:

Backup-Manager, a tool to backup your projects into a tar.gz archive somewhere on your filesystem, as well as an option to easily restore the archives to your default project location. I also included a small tick-button to delete old versions of the project you are restoring (you can usually leave that on). Maybe I get the time to create new .deb and AUR packages tomorrow. I’ll also update the new wiki section on GitHub with an user-guide.

Update 0.4-1

Hi,

Highlights:

  • added the new tools (Content Adding Tool, Backup and Restoring Manager) to the 0.4 version which is live on GitHub now
  • fixed a bug which prevented the engine to start without the project when clicking on “Start Engine” in the main window
  • moved some of the buttons in various windows to get a more uniform look, as well as removed some unnecessary widgets
  • added some space between the rows in the install dialog to make it look more light :smiley:
  • made a small link to show the Icon in your taskbar (tested on gnome 3.20 and unity)

Tools:
You can find them on the new “Tools” button on the header bar in the main window.

The backup manager creates a tar.gz archive which can be restored easily by the restoring section into the default project directory. However, you can also unpack the archive by yourself somewhere else :slight_smile:
**
The Content adding tool** copies the files in the source-project folder to your target project. As I mentioned earlier, this is useful if you have you own template project.

Below a screenshot of the new tools:

fd1f7a1d6a39e38f3ead4943ef2442016cc6f2c9.jpeg

-siebencorgie

WoW! It’s a professional software. Looks amazing. I’m in Unity now, but soon I’m starting my UE4 project. Many people wait for RPM :).

For Ubuntu 16.04 :

Hi, I made a rpm package. Problem is that I don’t know if it works any where else than fedora 21 (where I made it). You can try it here, but I cant promise anything. I tested the installing of the Engine in “ubuntu” mode, but it could not install the dependencies when executing setup.sh. The Project-Management works.

However, maybe I’ll start learning how to make Flatpaks, they are looking promising. I would just have to make sure Flatpaks are available on any distro I want to target. At the moment I always need to make the AUR, the ".deb and the “.rpm” in its own virtual machine, this needs space on my hard drive and is time consuming :D.

One more thing I have to announce, I’ll be on vacation starting from 24.06.2016 for four weeks. I won’t be able to develop anything else at this time. However, you are free to make contributions, post bugs or anything else you can imaging related to the launcher :smiley:

Thanks a lot, man! I will test it on OpenSUSE.

I have been making pressure on creating one format for all distros. Having many package formats is idiotism, especially for software developers like you. Flatpak is great idea. But i don’t know if it is supported by all distros and maybe under Gnome only. I’m not sure. However, what about Snap. I know probably all main distros support it or will support soon, like OpenSUSE. Ubuntu devs are ready to work for other distros. I know there’s a close cooperation between Ubuntu and OpenSUSE, so there’s a strong hope that Snap will be available in OpenSUSE Leap 42.2 that should appear at the end of this year. Hope it will be the universal file format for all distros. Devs’ life will be much easier.

Thank you. Have a good time on vacation. For sure, you deserved that :).

Cool, I love these linux projects!

I had a look at both, Flatpaks and Snap. My impression is that both are not ready yet, as well as have one fundamental problem described in the answer here. It looks like the best way to create one package for all would be AppImages, because Canonical and RedHat are fighting really badly at the moment. In my opinion it would be better to create one packaging standard like .deb, .rpm or arch’s .tar.gz which could be used by any distro. .If Linux goes the way snap/Flatpaks are, then we would have many instances of the same library on every filesystem. Like on Windows. I always liked the way of sharing the library between all the programs.
However, I think I won’t do any Flatpak or Snap-pack before I am going on vacation :smiley:

Thank you!

I read that not quite the situation will be like on Windows. Linux devs are aware of that and the symlinks will be used when possible. So there won’t be many instances of the same library. if the library exists, another won’t be installed and the symlink to it will be created instead.

And yes, Canonical and RedHat have serious problems with agreement. It’s really bad, but maybe two formats will be used at the same time. I know that openSUSE guys will accept Snap because Canonical guys wish to develop snap for OpenSUSE. If it comes true, many people will be glad to run the software that had been made for Ubuntu only on OpenSUSE and maybe on other distros.

One common format for all Linux distros is SO needed to make life easier for software devs and users.

Jep, let’s see whats developing, i mean two formats to pack is better than four :smiley:

Hi,

We are trying the RPM installer on CentOS 7.2.

There was a few errors, some of which we solved. How do we solve error #4 below?
1)* Error: /usr/bin/beta-launcher: line 3: python3: command not found*
Solution: ln /usr/bin/python /usr/bin/python3

  1. Error: Traceback (most recent call last):
    File “launcher.py”, line 35, in <module>
    import os, sys, fct, subprocess, time
    File “/usr/share/beta-launcher/src/fct.py”, line 9, in <module>
    import configparser
    ImportError: No module named configparser

Solution:
pip install configparser

  1. Error*:(launcher.py:21925): Gtk-WARNING *: Could not load image ‘/usr/share/pixmaps/beta-launcher.png’: Image file ‘/usr/share/pixmaps/beta-launcher.png’ contains no data
    Solution: we created a PNG at the location to overcome this error.

  2. Error:
    (launcher.py:22200): Gtk-WARNING **: gtkcontainer.c:1174: child property position' of container class GtkHeaderBar’ is not writable
    Traceback (most recent call last):
    File “launcher.py”, line 1062, in <module>
    sys.exit(main())
    File “launcher.py”, line 1058, in main
    app = GUI()
    File “launcher.py”, line 60, in init
    self.builder.add_from_file(UIFILE)
    GLib.Error: gtk-builder-error-quark: Invalid property: GtkPaned.wide_handle on line 1256 (11)

How do we overcome this error?

Hi, I replied to you on Github.