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What is the proper way to license my Source Files?

Would this be an appropriate way for me to license my sources?

 /////////////////////////////////////////////////////////////////////////////////////
 /////License: BSD 4-Clause (except for previously licensed content)
 /////Author: First Last
 /////Created: March 25, 2014
 /////File: MySource.cpp


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asked Mar 25 '14 at 05:10 AM in Legal & Licensing

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User-658380556
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4 answers: sort voted first

You are welcome to license your own code under BSD. Please note that example code provided by Epic is treated the same as engine code under the license (i.e., cannot be released publicly).

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answered Apr 01 '14 at 02:40 PM

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atypic STAFF
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After further discussion internally, we'll come up with a way to permit redistribution of some example code as you suggested. Will update the FAQ once we've sorted it out.

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answered Apr 02 '14 at 12:32 AM

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atypic STAFF
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Could you provide more context to your question?

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answered Mar 25 '14 at 03:55 PM

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atypic STAFF
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avatar image User-658380556 Apr 01 '14 at 12:47 PM

The source would be a subclass of a UE4 type. A general answer is preferred but here is something specific I'm working on that would be used in a future game / published in a book.

 //myclass.h
 #include "GameFramework/HUD.h"   
 class MyHUD : public AHUD
 {
 
 virtual functions
 overloads
 UE4 linkage
 
 }

 /myclass.cpp
 {
 function definitions
 UE4 linkage
 static calls
 }

Neither source would have any UE4 "copy/pasted" into it, well, maybe some from the RTS/FPS "examples," but nothing from the engine.

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We'll permit redistribution in source code format of any code in the /Templates and /Samples folders in the install directory, and you can choose to sublicense them under any non-copyleft license agreement (including BSD).

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answered Apr 02 '14 at 06:24 PM

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atypic STAFF
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