Windows containers are subject to even stricter default resource limits ( 1GB of memory and 20GB of disk space.) In both scenarios, the user must first configure the Docker daemon to increase the resource limits.Some of this information is still correct today, whereas some elements are either outdated or were incorrect in the first place (such as the inability to use sudo inside an Ubuntu container.) Supplemental information can be found here that expands upon this foundation and accurately reflects the state of Docker containers and the Unreal Engine today.Another key ingredient in a modern CI pipeline is the ability to use containers as part of the build process.Container-based builds provide a wide array of benefits over bare metal or virtual machine-based builds, including reduced resource requirements and a clean filesystem for each build.
Additionally, the use of containers sidesteps the limitation that UnrealBuildTool is only designed to allow a single instance to run at any given time on a system. I am aware of no existing projects that aim to provide Dockerfiles for Windows container builds of UE4. Additionally, most of the existing Linux Dockerfiles appear to be geared toward the ability to run the UE4 Editor in a container on a standalone host, rather than to create an environment suitable for use in a CI pipeline. Package A Game Ue4 Code Is AvailableThe code is available from the adamrehnue4-docker GitHub repository. It is important to remember that you cannot upload the built images to a public Docker Registry such as Docker Hub, since the Unreal Engine EULA prohibits Engine Licensees from publicly distributing the Engine Tools in any form. You can share the built images with other Engine Licensees via a private Docker Registry so long as you ensure that you do so in a manner that complies with the private sharing terms in the EULA. However, if you are interested in the issues that I encountered in developing these files and the solutions that I employed to solve them, the section that follows provides an in-depth discussion. The Unreal Engine GitHub Repository ( login required ) is only accessible to Engine Licensees who have linked their GitHub account to their Epic Games account. Consequently, it is necessary to address the same issue that any Docker image encounters when attempting to clone a private repository - the need to supply valid authentication credentials. I solved this problem by implementing a Git credential helper and directing Git to use it via the GITASKPASS environment variable. This is a common solution utilised by Continuous Integration systems when providing credentials to their build processes. In order to provide a rudimentary level of security, a secret token is generated and passed to the container in order to ensure the endpoint only responds to the intended requests. An unfortunate side-effect of passing a unique security token to the container build process is that the ENV command in the Dockerfile sees a different value for every run and therefore cannot be cached. Since this is one of the first steps in the Dockerfile, this effectively prevents the Docker build cache from being used for the entire build process. This means that if the build process is interrupted for any reason, it must start all over again instead of resuming from the last successful step. ![]() The ue4-source Dockerfile contains only the steps necessary for installing the Git credential helper and cloning the UE4 GitHub repository, and will always run from the start if interrupted. When running Linux containers natively under a Linux host, modern versions of Docker do not impose any resource limits by default. However, if Linux containers are being run in a Virtual Machine (as is the case for both Docker For Windows and Docker For Mac ), containers are limited by the resources allocated by the VM. By default, these allocations fall below the required minimum of 8GB of memory and (approximately) 100GB of disk space, and the UE4 build process will fail due to insufficient resources.
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