Doubt about Fbx library for runtime use and Unreal EULA

Hello there

I’m currently trying to implement an Fbx object loader during runtime, and possibly (possibly because i still haven’t searched this part yet) load it and save it as uasset so that if the user has loaded it once, even if he closes the program, he doesn’t have to parse it again (cause i’m assuming it will cost some time during runtime depending on the object). While gathering some data I understood that I am not allowed to use library of Unreal under the folders of “Editor” and “Developer”. So I started thinking that maybe the best option is to do the Fbx importer myself, but the thing i’m confused is, should I use the fbxsdk autodesk provides and from there make and importer that will give me something I can use to place the object in scene? or will i need some other method cause of the EULA?

I got really confused with all the EULA rights and stuff, since the objective is to allow the user/player to load their own objects, so i know this doesn’t go for Licensees only x-x

Sorry if it’s a dumb question, though i would apreciate a reply on the matter >_<

Also sorry if i placed this in the wrong place, wasn’t really sure where to place it x-x (second time trying since i think it was rejected in the forums x-x)

Thank you for your time,

KittyT

Hi KittyT. In my game too needed fbx loader to real time, and how i understand in EULA. I must create myself loader. I use FBX SDK Autodesk + Procedural Mesh Component. I hope this correct with EULA. And will be nice to see answer on your question.

I’m not sure I totally understand your question, but if you’re concerned about whether the UE4 EULA permits you to create an FBX object loader for internal use with your own project, that’s not problem at all. If you are talking about making and marketing a product, that’s also ok with Epic (you might want to check Autodesk license terms as well) if it’s done through Epic channels (Marketplace and GitHub). There are more restrictions if it’s done through other channels (like the restrictions about Editor and Developer folders).

Thank you very much for the answer ^^