A thing I worked on at Epic is now public: We've worked hard to get Unreal Engine cooking on Linux using Wine.
My friends Adam and Aiden from TensorWorks have written up all the technical details of our joint adventure here: https://tensorworks.com.au/blog/migrating-unreal-engine-cook-workloads-to-wine/ - It's a very technical piece, which is indicative of the difficulty of the problem we tackled. Good times!
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@sschoener
migrating Unreal Engine cloud workloads from Windows to Linux
I’m interested!
What kind of workloads are these? Are these usually part of game development / testing, or is this more about cloud gaming platforms?
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@alexhaydock This is about "cooking" specifically, which is the Unreal Engine term for "take the game data and prepare it for the target platforms." For example, you need to export textures in the right format per platform and compile shaders using the platform's shader compilation toolset. This is usually a very expensive step in the build process and it is necessary for every build you make (with plenty of caching).
In a small studio, you might run cooking locally. If you do somethingat scale
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