Meanwhile I’ve been able to rebuild SDL2 with Wayland support. I’ve edited
UnrealEngine-5.3.1-release/Engine/Source/ThirdParty/SDL2/build.sh
and added -DSDL_WAYLAND=ON
to the three lines at the bottom. Then I could run
UnrealEngine-5.3.1-release/Engine/Build/BatchFiles/Linux/BuildThirdParty.sh -b SDL2
to rebuild SDL2. I got these new builds in UnrealEngine-5.3.1-release/Engine/Source/ThirdParty/SDL2:
nm build-SDL-gui-backend-Debug/libSDL2d.a | grep Wayland | wc -l --> 204
nm build-SDL-gui-backend-Release/libSDL2.a | grep Wayland | wc -l --> 195
nm build-SDL-gui-backend-ReleasePIC/libSDL2.a | grep Wayland | wc -l --> 195
So, there are Wayland symbols available. But what still don’t want to work is to rebuild UnrealEditor and its ApplicationCore to use these ones.
But… there is also this directory tree:
SDL-gui-backend/lib
├── Linux
│ └── x86_64-unknown-linux-gnu
│ ├── libSDL2.a
│ ├── libSDL2_fPIC.a
│ └── libSDL2_fPIC_Debug.a
└── Unix
├── aarch64-unknown-linux-gnueabi
│ ├── libSDL2.a
│ ├── libSDL2_fPIC.a
│ └── libSDL2_fPIC_Debug.a
└── x86_64-unknown-linux-gnu
├── libSDL2.a
├── libSDL2_fPIC.a
└── libSDL2_fPIC_Debug.a
nm SDL-gui-backend/lib/Linux/x86_64-unknown-linux-gnu/libSDL2.a | grep Wayland | wc -l --> 195
nm SDL-gui-backend/lib/Unix/x86_64-unknown-linux-gnu/libSDL2.a | grep Wayland | wc -l --> 0
I assume that it is linking UnrealEditor (or the module) with the Unix/ variant. Unfortunately, I could not get ./Build.sh to be verbose or veryverbose to check what is
happening in detail.
My questions are now…
How do I rebuild UnrealEditor, using one of my rebuilt libSDL2.a?
How do I clean the build that I can rebuild everything, alternatively?
How do I run UnrealBuildTool to be verbose to, at least, check what is going on?
Thanks in advance.