Developer Headers and Packaging
After running into an issue packaging some code that included the open file dialog for windows platforms, I just want a clarification on what is or is not allowed in a final product. The EULA mentions "The Product may not contain any Engine Tools or any Marketplace Content Distributed in uncooked source format.", and that Engine Tools refers to "any code and modules in either the Developer or Editor folders, including in object code format, whether statically or dynamically linked".
This means that any calls to that code is not allowed? I'm currently using a bit of code (based on some code I found somewhere else on the forums) that is using IImageWrapper.h and IImageWrapperModule.h to dynamically load photographs for display. Does this mean I need to remove that and find another solution?
The code in question:
asked Sep 08 '15 at 07:12 PM in Legal & Licensing
Unfortunately, you are correct. Source code in the Developer and Editor folders were designed for Unreal Editor and the auxiliary tools used during development only. That code is not designed to be shipped in your games, and the EULA disallows it because we explicitly don't want developers to use our code to create products that resemble the editor itself.
Correct. However, we want to help you out if we can. We realize that there are many useful systems in the Developer/Editor folders that might be suitable for use in runtime games, and aren't really a core part of the editor itself. If you let us know about specific features that you think any game would want to use, we'll discuss it here and try to get the source code moved into the Runtime folder for an upcoming release!
answered Sep 08 '15 at 07:46 PM
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