Legal & C++ Question: Including FbxImporter in a packaged game for Static Meshes Only

Dear Friends at Epic,

I am making a Make-Your-Own-Game sort of game, and I am not in any way attempting to duplicate UE4 Editor features.

I’ve written my entire own In-game editor.

I will not be duplicating or enabling creation of skeletal mesh assets of any kind


I would just like to be able to enable users to import static mesh geometry in FBX format for my in-game editor.


To do this, I believe I need FbxImporter.h and associated cpp files which are in the private directory of UnrealEd

#Legal Question

What are the legal issues involved with this?

#C++ Code

Here’s the entirety of the functionality I would like to include, which I cannot do because FbxImporter.h cannot be included in my packaged game, (and does not compile in my unpackaged game)

( I am already including UnrealEd private dependency)

#C++ Question

Would any of the below code, the UnrealEd.h and Factories.h, come along with a packaged game, or would this not work in a packaged game context?

Rama -

Sorry for the delay in answer. Couple of points in response:

  • You mention a “Make Your Own Game” game. The EULA prohibits using UE4 to make a game/product that permits the creation of standalone products/games unless it is distributed only to UE4 licensees and not the general public.
  • If you make your own in-game editor, you can redistribute it to the general public (so long as it doesn’t permit the creation of standalone games) if it’s not based on Epic’s tools. Think of a Little Big Planet style in-game editor; that’s fine.
  • Using FBX importer in your editor would mean your editor is based on Epic’s tools (anything from /Engine/Source/Editor directory), so it would only be permitted to distribute to other licensees.
  • I’ve edited your post because it included a large snippet of UE4 code. In a public forum, Epic permits discussion of small (up to 30 lines) snippets of code, but not more.

“You mention a “Make Your Own Game” game. The EULA prohibits using UE4 to make a game/product that permits the creation of standalone products/games unless it is distributed only to UE4 licensees and not the general public.”

Ahh good point to clarify, no I am not enabling people to make standalone games by any means

What I mean by an in-game editor is the ability to make maps and customize the AI for my own game structure.

They would never be able to release a standalone product based on my game editor, and I am not releasing the source code :slight_smile:

So to clarify completely, I am writing an in-game editor to accompany my actual game and assets.

Basically, a fancy Level Editor for an existing game structure, and ability to code AI and do 3D scripting, all of which are entirely within my own game’s assets and code.

Thanks for bringing this up for clarification!


“If you make your own in-game editor, you can redistribute it to the general public (so long as it doesn’t permit the creation of standalone games) if it’s not based on Epic’s tools”

I’ve written the in-game editor from scratch using the HUD class, it doesnt even use slate :slight_smile:


“I’ve edited your post because it included a large snippet of UE4 code. In a public forum, Epic permits discussion of small (up to 30 lines) snippets of code, but not more.”

ooooh Thanks! I forgot this forum was entirely public, I will watch that 30 line limit for the future :slight_smile:


“Using FBX importer in your editor would mean your editor is based on Epic’s tools (anything from /Engine/Source/Editor directory), so it would only be permitted to distribute to other licensees.”

Thank youuu!

That’s the answer I was looking for!

#:heart:

Rama