App

Unreal

Unreal

Version 1.00Source on GitHub

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

  1. 1Run the quickstart installer: `curl -fsSL https://raw.githubusercontent.com/qompassai/unreal/main/scripts/quickstart.sh | sh`.; primo `scripts/quickstart.sh`)
  2. 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).
  3. 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.
  4. 4Pick a build system: 1) Official Unreal Automation Tool Installed Build (default) or 2) local developer Makefile build (Linux, Editor only).
  5. 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.
  6. 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).
How it works, step by step — each step as the project's own documentation states it.

CONCEPTS

INSTALLER → ENGINE BUILD → CONFIG → SAMPLES1 · INSTALLERquickstart.shversion: 5.6 · 5.55.4 · customplatforms (default Linux)2 · ENGINE BUILDclone + build sourceSetup.shGenerateProjectFiles.shRunUAT BuildGraph:Installed Build (or Makefile)3 · CONFIG TREE.config/ checked inUnrealBuildToolBuildConfiguration.xmlCpp20 · AVX2 minimum4 · SAMPLESedu/ Learning Agentscar project · UE 5.3+Examples/MLDeformer/ML Deformer · 5.5.2LAUNCH: UnrealEditor [YourProject.uproject]tools symlinked into ~/.local/bin · the engine is cloned from EpicGames/UnrealEngine at install time
The setup pipeline as the repo's quickstart script runs it: installer choices (engine version, target platforms, build system), the UnrealEngine source clone and build (Setup.sh, GenerateProjectFiles.sh, and the RunUAT Installed Build — or the Linux Makefile build), the checked-in UnrealBuildTool configuration tree, and the bundled sample projects (edu/ Learning Agents and Examples/MLDeformer/) the editor then opens.

CONFIGURATION

OptionDefaultWhat 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` / `CppStandardEngineCpp20C++ standard in the checked-in UnrealBuildTool configuration
MinCpuArchX64AVX2Minimum x64 CPU architecture for engine builds
MaxParallelActions1Parallel build actions cap in the checked-in build configuration
`ThinLTOCacheDirectory` / pruning/home/phaedrus/.cache/ThinLTOCache`; `--cache-size-bytes=20G --cache-size-files=200000ThinLTO cache location and size caps (`bPreferThinLTO=true`) — path is machine-specific as checked in
ArtifactDirectory/home/phaedrus/.cache/UnrealEngine/ArtifactsUBA artifact cache directory (`bArtifactRead`/`bArtifactWrites=true`)
`edu` project engine association5.3`LA_TestEnv.uproject`: Runtime module `LA_TestEnv` + plugins LearningAgents, ChaosVehiclesPlugin, RawInput, ModelingToolsEditorMode
ML Deformer project engine association5.5.2`MLDeformer.uproject`: module `MLDeformerSample` + plugins MLDeformerFramework, NearestNeighborModel, NeuralMorphModel, VertexDeltaModel

CONTROLS

ActionControl
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 toolsMenu choice `3` → `make -j$(nproc) CrashReportClient ShaderCompileWorker UnrealLightmass InterchangeWorker UnrealPak UnrealEditor`
Makefile build: clean rebuild / UnrealGameMenu 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

  1. Unreal Engine Documentation — Epic Developer CommunityEpic's official Unreal Engine documentation — the engine this repository installs, builds and configures.
  2. 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.