App

Unreal
OVERVIEW
Qompass AI Unreal is a setup-and-content repository for Unreal Engine — “A more humane UX for AI” — whose installer clones and builds Epic's Unreal Engine from source, alongside a checked-in engine configuration tree, a C++ Learning Agents driving project, and an ML Deformer sample project. It is not itself an engine binary; the engine is cloned from Epic Games at install time.
HOW IT WORKS
- 1Run the quickstart installer: `curl -fsSL https://raw.githubusercontent.com/qompassai/unreal/main/scripts/quickstart.sh | sh`.; primo `scripts/quickstart.sh`)
- 2Choose an engine version at the prompt — 1) 5.6 (latest, default), 2) 5.5, 3) 5.4, 4) custom branch or tag, q) quit — and the script clones `EpicGames/UnrealEngine` branch into `$HOME/.local/UnrealEngine` (or updates the existing checkout).
- 3Pick target platforms (multi-select, default Linux): Linux, LinuxARM64, Windows, Mac, Android, iOS, tvOS, VisionOS, or All; Android/iOS/tvOS selections trigger SDK checks at the end.
- 4Pick a build system: 1) Official Unreal Automation Tool Installed Build (default) or 2) local developer Makefile build (Linux, Editor only).
- 5For the Installed Build path, choose configurations (Development default; Debug / Test / Shipping / All) and extra features (Derived Data Cache, CEF, ISPC, All, or None), then the script runs `Setup.sh`, `GenerateProjectFiles.sh`, and `RunUAT.sh BuildGraph -script=Engine/Build/InstalledEngineBuild.xml -target="Make Installed Build Linux"`, symlinks the built tools into `~/.local/bin`, and adds that directory to PATH in shell rc files.
- 6Launch the editor with `UnrealEditor` (or `UnrealEditor "/path/to/YourProject.uproject"`; append `-game` to run as a game), then open the bundled content: `edu/` (Learning Agents car project, UE 5.3+) or `Examples/MLDeformer/` (ML Deformer sample, engine association 5.5.2).
CONCEPTS
CONFIGURATION
| Option | Default | What it does |
|---|---|---|
Engine version choice | `5.6` (choice 1, default) | Branch cloned from `EpicGames/UnrealEngine`; alternatives 5.5, 5.4, or a custom branch/tag |
Install location `UE_DIR` | `$HOME/.local/UnrealEngine` (`$LOCAL/UnrealEngine`; `LOCAL=$HOME/.local` on Linux/macOS) | Where the engine source is cloned/updated; tools symlinked from `$UE_DIR/Engine/Binaries/<platform>` into `$HOME/.local/bin` |
Platform selection | `1` (Linux) | Multi-select build platforms; `a` = Linux, LinuxArm64, Win64, Mac, Android, IOS, TVOS, VisionOS |
Build configuration | `Development` (choice 1) | Installed Build game configurations: Debug / Development / Test / Shipping |
CppStandard` / `CppStandardEngine | Cpp20 | C++ standard in the checked-in UnrealBuildTool configuration |
MinCpuArchX64 | AVX2 | Minimum x64 CPU architecture for engine builds |
MaxParallelActions | 1 | Parallel build actions cap in the checked-in build configuration |
`ThinLTOCacheDirectory` / pruning | /home/phaedrus/.cache/ThinLTOCache`; `--cache-size-bytes=20G --cache-size-files=200000 | ThinLTO cache location and size caps (`bPreferThinLTO=true`) — path is machine-specific as checked in |
ArtifactDirectory | /home/phaedrus/.cache/UnrealEngine/Artifacts | UBA artifact cache directory (`bArtifactRead`/`bArtifactWrites=true`) |
`edu` project engine association | 5.3 | `LA_TestEnv.uproject`: Runtime module `LA_TestEnv` + plugins LearningAgents, ChaosVehiclesPlugin, RawInput, ModelingToolsEditorMode |
ML Deformer project engine association | 5.5.2 | `MLDeformer.uproject`: module `MLDeformerSample` + plugins MLDeformerFramework, NearestNeighborModel, NeuralMorphModel, VertexDeltaModel |
CONTROLS
| Action | Control |
|---|---|
| Install / set up the engine | `curl -fsSL https://raw.githubusercontent.com/qompassai/unreal/main/scripts/quickstart.sh \ |
| Launch the editor | `UnrealEditor` (after setup; `~/.local/bin` on PATH) |
| Open a project in the editor | `UnrealEditor "/path/to/YourProject.uproject"`; append `-game` to run as a game |
| Makefile build: Editor (Development) | Menu choice `1` in the Makefile path → `make -j$(nproc)` |
| Makefile build: Editor (Debug) | Menu choice `2` → `make -j$(nproc) UnrealEditor-Linux-Debug` |
| Makefile build: essential tools | Menu choice `3` → `make -j$(nproc) CrashReportClient ShaderCompileWorker UnrealLightmass InterchangeWorker UnrealPak UnrealEditor` |
| Makefile build: clean rebuild / UnrealGame | Menu choices `4` / `5` |
| Build the ML Deformer sample (as recorded in its README) | `dotnet …/AutomationTool.dll BuildCookRun -Build -Cook -Stage -Package -Platform=Linux -Project=…/MLDeformerSample.uproject` (paths as written in the file) |
| Learning Agents workflow (edu project) | In UE 5.3+ C++ project: enable the Learning Agents plugin, add `LearningAgents`/`LearningAgentsTraining` (+ `ChaosVehicles` for cars) to `Build.cs`, then build Interactor / Trainer / Policy managers for reinforcement learning, Recorder → Imitation training for imitation learning, Inference manager to deploy, and a Behavior Tree to combine network output with rules |
NOT COVERED
- The GitHub README beyond the header is Qompass boilerplate (About/Support/FAQ/AI-math); every functional claim above traces to primo `scripts/quickstart.sh`, the `.config/` build configuration, and the `edu/` + `Examples/` projects — the README itself documents no controls or config. - The `opt/UnrealEngine/Config/` tree (dozens of stock `Base*.ini` / platform `.ini` files) was inventoried, not audited line-by-line; no per-key defaults are claimed from it beyond the UnrealBuildTool XML above. - The quickstart script was read, not run: clone size, Epic account / GitHub access requirements for the private `EpicGames/UnrealEngine` repo, and build success are not verified here. The Makefile (developer) build path states in-script that it is “only implemented for Linux.”
REFERENCES
- Unreal Engine Documentation — Epic Developer CommunityEpic's official Unreal Engine documentation — the engine this repository installs, builds and configures.
- Linux Development Requirements for Unreal Engine — Epic Developer CommunityEpic's documented requirements for developing with Unreal Engine on Linux — the installer's default platform path.