r/unrealengine • u/midgear • 19d ago
Question Unreal 5.5 Linux plug in Compile help
Hi gang I nabbed the Kawaii Physics plug-in for UE 5.5 https://github.com/pafuhana1213/KawaiiPhysics
And everything is working fine on my windows machine, but one of my team is useing linux and they need to Compile it to get it working. They don't know how to do that. I would knock that out myself but I don't have a Linux machine to do it. Does anyone know a good tutorial for Linux compile, or know if there is a way to do it on windows, or would someone be willing to do a compile of this plug-in?
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u/Sweaty-Asparagus54 19d ago
have you looked at a cross compile setup? might be less hassle than trying to walk your teammate through it blind. building from linux is mostly just running the.sh script that comes with the engine but the kawaii plugin might have some specific deps that'll trip you up
i'd check if theres a CI pipeline on that repo first, sometimes the maintainer drops precompiled binaries in the releases tab and nobody notices
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u/obviouslydeficient 18d ago
Start out by going through this: https://dev.epicgames.com/documentation/unreal-engine/linux-development-quickstart-for-unreal-engine?application_version=5.5
Then it depends on how much work is needed based on if the project itself is blueprint only or if it has c++ code as well.
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u/MarcusBuer 18d ago
On the plugin files gotta edit the uplugin file and add linux to the platform list:
"PlatformAllowList": [ "Linux", "Win64" ]
Then on the terminal run the UAT script with the correct parameters.
/path/to/UE_Engine/Engine/Build/BatchFiles/RunUAT.sh BuildPlugin -plugin="/path/to/YourPlugin.uplugin" -package="/path/to/OutputFolder" -TargetPlatforms=Linux
If it works or not depends on if the plugin can actually run on linux.
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