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Open Source Code & Assets

I'd like to share on github my whole project.

I read it is allowed to share my C++ source code but I do not understand if I can also share project files, my blueprints and other .uasset files generated by me using Unreal Engine (textures, fonts, ...) If not, how can I share them?

If in my project I also used a couple of assets from Unreal starter content should I remove them before publishing the project? (I think it's not possible to redistribute them but I hope Epic will allow that soon. They still can't be used without Unreal Editor)

Thanks

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asked Dec 03 '14 at 02:52 AM in Legal & Licensing

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keru
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Hi Keru,

In order to get a proper answer for this, I would need a couple of things clarified. Are you sharing this project with other UE4 developers rather than the public? If so, then you are fine to share all of your assets and code.

If you intend to share with people who are not already subject to the Unreal Engine 4 EULA, then that would not be allowed. Please let me know if that helps to clarify and if you have any other questions.

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answered Dec 03 '14 at 07:39 PM

avatar image keru Dec 03 '14 at 09:59 PM

I'd like to share my code and also my project stuff with everyone. I want to set my repository privacy to public and reference it from a publication. What can I public and what I can't of those things I above mentioned in my question?

avatar image Alexander Paschall ♦♦ EPIC Dec 03 '14 at 11:06 PM

You cannot publicly share UE4 Editor source code, nor the content that is provided with it.

You can share a packaged product that you have made in UE4, but not any of the engine assets or default content.

Here is an except from the EULA that covers the subject:

Restrictions on Distribution and Sublicensing

You may not Distribute any Licensed Technology except as follows:

a. Distribution to end users - You may Distribute the Licensed Technology (including as modified by you under the License) incorporated in object code format as an inseparable part of a Product to end users who are subject to an end user license agreement which explicitly disclaims any representations, warranties, conditions, and liabilities related to the Licensed Technology. However, the Product may not consist of or contain any Engine Tools (i.e., the Product may not Distribute or statically or dynamically link against modules in either the Developer or Editor source folders) nor provide functionality allowing the creation of standalone products utilizing the Licensed Technology.

avatar image Alexander Paschall ♦♦ EPIC Dec 03 '14 at 11:07 PM

Continued:

b. Distribution to other licensees - You may Distribute Engine Code licensed to you under this Agreement (including as modified by you under the License) in Source Code or object code format, or any Asset, to an Engine Licensee who has rights under its license to the same Version of the Engine Code or Asset that you are Distributing. You also may Distribute an Asset to an Engine Licensee who is your employee or your contractor regardless of whether they have rights under their license to the same Asset, but only to permit such Engine Licensee to utilize such Asset in good faith to develop a Product on your behalf for Distribution by you under the License, and not for the purpose of Asset pooling or any other Distribution or sublicensing of Assets that is not permitted under this Agreement. Recipients of such Distribution have a limited license to use, reproduce, display, perform, and modify such Asset to develop the Distributing Engine Licensee's Product as outlined above, and for no other purpose. Except as described in this section, you may not Distribute a Premium Asset to an Engine Licensee unless that Engine Licensee has purchased a license for the same Premium Asset.

Please let me know if that clarifies it for you or if you have any questions.

avatar image keru Dec 04 '14 at 04:44 PM

Thank you for your patience.

So I understand there is no way to distribute any kind .uasset file.

About Blueprints, is there any possibility to share any other representation of a Blueprint? Is there any kind of XML description of the logic (graphs and default values) that can be released or screenshots are last chance?

avatar image Alexander Paschall ♦♦ EPIC Dec 04 '14 at 08:11 PM

You can share a Blueprint .uasset publicly as long as it does not also include starter content (materials, meshes, audio, etc) and only your own custom creations without anything Epic has provided.

You can also share blueprints by copying all of their nodes and then pasting them as text. That is a feature of Blueprints; They can be copied and pasted as text and back to blueprints again.

avatar image Albeoris Dec 12 '15 at 08:57 PM

One question: if it isn't forbidden where is all OpenSource games (without default content)? Have you seen anything like that?

What about that:

When you generate revenue from a Product or Distribute it to end users, you must provide Epic with advance notification at unrealengine.com/release, as early as reasonably possible, including the name of the Product, the format of distribution, unique Product id (where applicable), and the distribution channel(s).

avatar image Eduard Gotwig Feb 11 '15 at 07:48 PM

Ok, because I still have questions: Can I provide patches (text diff files by line) for engine modifications? e.g say remove line XX in that file, add this line with that text in this file.

avatar image Alexander Paschall ♦♦ EPIC Feb 12 '15 at 02:28 PM

Are they accessing full source or just some ini files? If they can alter a config file instead, then that is fine. What is not allowed would be if you are asking your players to open up C++ files in Visual Studio to implement the patches. If you can give me more details on exactly how your patches would work, I can get the proper answer for you.

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