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Using Vulkan RHI on GNU/Linux

Hi fellows This time it's about the Vulkan support of the Unreal Engine 4. It's nice to see that Epic Games decided to support Vulkan as first class citizen. Unfortunately they didn't make their Vulkan RHI GNU/Linux compatible so I had to do something about it. See here: Yaakuro
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Support me on Patreon

Hi friends I am on Patreon . Please support me if you think that what I am doing needs to be supported. Every pledge is welcome. I keep going to support the GNU/Linux platform for the Unreal Engine 4. https://www.patreon.com/home

WebBrowerWidget Support

Hi fellows You might know already but we still don't have the WebBrowserWidget Support on GNU/Linux platform. I thought I like to change that. Here you go: This of course needs CEF which I have done here: Yaakuro

HTML5 Packaing Support

Hi friends Finished the HTML5 packaging patch for the Unreal Engine 4 on GNU/Linux. In the following you can see how the packing works within the UE4Editor:   In the next footage you can see using the UnrealFrontend: One part of the patch is for the Unreal Engine Source the other one is a script that prepares (clone, setup, compile and copy) emscripten for the Unreal Engine 4. In the following footage you can see all of this: Yaakuro

Android Packaging Support

Hi friends Long time ago I made a patch for the Unreal Engine 4 on GNU/Linux that supports Android packaging. Here in the following a YouTube video:

CodeLite support for UE4 got upstream.

Hi fellows Today the CodeLite support for UE4 got upstream accessible for everyone. Well it is still in it's early implementation stage but it supports definetly the GNU/Linux, MacOSX and Windows platform. It might be still a bit rough on MacOSX and Windows platforms but well :D it can be improved.

New Health Pack for UE4Linux

Hi fellows One reason for the new update was the following issues: Reported Issue 1 Reported Issue 2 That happens when Slate tries to open an additional pop-up window on top of another pop-up window that has to be closed. The current implementation of revert focus to parent was causing the problem. Here a short explanation what was happening. The world of X11with all the variety of WM's ( W indow M anager)'s are not consistent. Usually a WM programmer will/should follow the guides the ICCCM dictates but well yeah, everyone interprets stuff different so as said not all WM's behave the same way. To make UE4 Editor Cross-WM I tried not to trust too much to the WM's behaviour even though it is said: don't mess with the WM and trust it. It's just not possible because Slate (UI System of UE4) is not compatible with the philosophy of the X11/WM world at all. So ignoring some WM stuff means most stuff has to be done manually and that one thing which causes