Cross Compiling for Linux-ARM/Raspberry PI 3
I have tried this for various versions of Unreal and can really using Anything between 4.15 - 4.18 I started by following: https://wiki.unrealengine.com/Compiling_For_Linux
But its really unclear where to start. So there is clang-3.5.0-arm but it seems like that is for Unreal version <= 4.8
So instead started to follow the directions to build my own to function with a version of unreal my game works with following these directions https://wiki.unrealengine.com/Building_Linux_cross-toolchain
So since I am currently using Unreal version 4.18 I download v10 clang 5.0.0-based. I copy this to my ARM device which is running Ubuntu 16.04 (I thought that version was recommended somewhere but I cant find it any more)
I install all the required packages and unzip. The I change directories to build/scripts and run the command /BuildCrossToolchain.sh Turns out this file has some windows line feeds that prevent it from building. I dos2unix that file. Then I get an issue further down the line with a .config.2 file having a '/r'. Seems like that file is pulled from a repo or something
My question is am I even heading in the right direction? Is this the correct first step? What am I even building , it seems like its building a special version of gcc? or is this clang I am building? Is there a prebuilt version of this somewhere?
[Update] with help from RCL
and un-commenting the linux-arm architecture line just below it:
this is the path for the sub-directory referenced byLINUX_MULTIARCH_ROOT
You don't need to build your own cross-toolchain anymore - since version 8 of the toolchain, ARM and AArch64 sysroots are included in the zip (you can examine its contents), you just need to set it up using LINUX_MULTIARCH_ROOT variable and not deprecated LINUX_ROOT one. Edit your project's DefaultEngine.ini and add (or change, if it exists) this section:
then re-build the Linux binaries (from scratch). You may encounter compiler errors since some targets will try to build ShaderCompileWorker first - please ignore ShaderCompileWorker ones as you don't need SCW on the device.
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