engine: 5.8.4 extracted and initialising on Bazzite
Extraction finished clean (73 GB). The editor crashed twice with signal 11, but the log named the real cause: the agent shell's home is read-only, so the editor could not create ~/.config/Epic and died in pre-init. With HOME redirected it reaches 'Engine is initialized' under -NullRHI, proving the install and bundled libraries are sound on Bazzite. The Vulkan RHI is still unproven: the successful run used -NullRHI. A desktop terminal run is the remaining step, recorded in Docs/environment.md, ROADMAP and the toolchain pin.
This commit is contained in:
1 parent
67d8067ffd
commit
7ea3accbc5
2 files changed
+11
-11
No files matched your search
+5
-5
@@ -9,11 +9,11 @@ Workstation and geo pipeline are done and verified. The art pipeline has a first
|
||||
| Area | State |
|
||||
| --- | --- |
|
||||
| Workstation | Bazzite `45.20261105`, driver `615.78.08`, Vulkan good, `git-lfs`/`clang`/`cmake`/`ninja` installed |
|
||||
| Tooling | Blender 5.2 + MPFB 2.0.18 + Blosm 2.7.28 working headless; QGIS 4.2.3; PROJ 9.9.0; Unreal 5.8.4 extracting |
|
||||
| Tooling | Blender 5.2 + MPFB 2.0.18 + Blosm 2.7.28 working headless; QGIS 4.2.3 (stale `lts` removed 2026-11-07); PROJ 9.9.0; Unreal 5.8.4 extracted, headless smoke test passed, GUI launch pending |
|
||||
| Geo | extract, address + footprints + bounds, CRS + origin, 3DEP DEM, street profile, cross-sections — all verified and committed |
|
||||
| Blender | blockout (87 meshes), terrain, street (road/kerbs/sidewalks), site assembly — all in one frame, walk-checked |
|
||||
| Reference | 72 images local, uncommitted; hero entrance located; inherited eight-step claim overturned |
|
||||
| Unreal | **nothing built yet** — engine still extracting |
|
||||
| Unreal | engine extracted and headless-verified; editor GUI not launched yet |
|
||||
|
||||
**Open decisions:** code licence (MIT proposed); whether shipped builds carry a derived OSM database (ODbL posture).
|
||||
|
||||
@@ -25,9 +25,9 @@ Status detail in [Docs/setup.md](Docs/setup.md); workstation audit in [Docs/envi
|
||||
|
||||
- [x] Update Bazzite using its supported mechanism; verify NVIDIA driver and Vulkan operation.
|
||||
- [x] Register an Epic account and accept the Unreal license; obtain a pinned Linux engine build or build from Epic's authorized source repository.
|
||||
- [-] Validate Unreal runs on Bazzite before asset production (not an officially supported distribution). The 5.8.4 archive is verified (37.08 GiB, 299 959 entries, CL 58902052) and extracting to `/run/media/system/DATA/Engines/UE_5.8.4`; the editor has not been launched yet.
|
||||
- [-] Install the engine-required compiler/SDK, Git, Git LFS, and an editor; use Distrobox for isolated CLI dependencies where useful.
|
||||
- [-] Pin Blender, MPFB, Blosm, and QGIS versions; confirm add-on compatibility; record in `docs/toolchain.md`. Done: Blender 5.2.0 LTS, MPFB 2.0.18, Blosm 2.7.28 (imports headless on 5.2 in `3Dsimple`; two headless workarounds documented), QGIS 4.2.3 with PROJ 9.9.0. Left: uninstall the stale QGIS `lts` 3.28.9 beside it, and record Unreal's pin once it launches.
|
||||
- [-] Validate Unreal runs on Bazzite before asset production (not an officially supported distribution). 5.8.4 fully extracted (73 GiB, CL 58902052, promoted build); headless smoke test passed 2026-11-07 (`UnrealEditor-Cmd -nullrhi -run=BlankProgram`, clean startup and shutdown). Editor GUI launch on Vulkan still pending.
|
||||
- [-] Install the engine-required compiler/SDK, Git, Git LFS, and an editor; use Distrobox for isolated CLI dependencies where useful. clang 23.1.4 / cmake 4.3.0 / ninja 1.13.2 installed; verified 2026-11-07 that this engine build bundles no Linux clang, so the system compiler is the toolchain — final proof lands with the first C++ project compile.
|
||||
- [-] Pin Blender, MPFB, Blosm, and QGIS versions; confirm add-on compatibility; record in `docs/toolchain.md`. Done: Blender 5.2.0 LTS, MPFB 2.0.18, Blosm 2.7.28 (imports headless on 5.2 in `3Dsimple`; two headless workarounds documented), QGIS 4.2.3 with PROJ 9.9.0, stale QGIS `lts` 3.28.9 uninstalled 2026-11-07, Unreal 5.8.4 recorded as pin in `Docs/toolchain.md`. Left: finalize the Unreal pin once the editor GUI launches.
|
||||
- [x] Create repository structure (`Game/`, `Art/`, `Geo/`, `Tools/`, `Docs/`) with LFS tracking and ignore rules applied.
|
||||
- [x] Keep project and Derived Data Cache on SSD storage; reserve several hundred GB for engine, assets, caches, builds.
|
||||
|
||||
|
||||
Reference in new issue
Block a user