Bump again, my work around will be building for and in in Linux, copy the project to Windows. Build it there again… voila. You got it done…
Same problem here. Anyone has managed to build for Windows using Proton?
Hey everyone,
I ran into the same issues as many of you here: I develop on Linux and didn’t want to run a full Windows editor in a VM or under Wine just to package Win64 builds.
So I built UnrealBuilder, a small open-source tool (GUI + CLI) that packages your Linux UE project into a Win64 build. It drives a headless Windows engine under Wine, with MSVC from msvc-wine:
- sets up and checks the whole toolchain (Wine prefix, MSVC, Windows SDK, Windows engine via legendary), with one-click fixes
- builds Blueprint and C++ projects: cook, pak, zip and a quick startup test
- handles the usual traps (Wine silently replacing Microsoft’s shader compiler, systemd-oomd killing the build…)
I’ve only tested it with UE 5.8.3 on Arch Linux, so I don’t know yet how it behaves on other distros. Feedback and bug reports are very welcome!