Question about "Engine Tools"

Does anyone know why SkeySelector is in the UnrealEd module?
A friend informed me that I might be breaching the eula if i were to clone it. But the thing is, it doesn’t really contain any code that specifically makes it suitable for editor only use.

I got so far as making a umg widget it from it last night before i found out I was possibly breaking any rules. http://puu.sh/rrSh9/4d76435307.jpg

Where do I go from here? Delete what I’ve done so far? Or is what I’m doing acceptable?

Hi Chris518,

Can you explain to me in which way you think you’re breaking the EULA? I don’t understand what you mean by that screenshot.

Thanks.

SkeySelector is a slate widget from the UnrealEd module that i cloned and modified for my game. Its basically just a slate widget for selecting keys that i wanted to use for my key rebinding system.

I mean, its an open source engine so as long as you aren’t taking the code and using it in another engine or for another project (as in not UE4), you’re allowed to do what you described.

Is the SKeySelector widget not considered an “Engine Tool”, even though its in the editor folder?

It’s in UnrealEd module so even if you use it you won’t be able to package the game (you would get linking errors), but you can freely use it for plugin. Not sure if you can copy UnrealEd slate widget to gameplay module and use it in gameplay.

I got idea i will move this question to legal category, Epic lawyers look in this categories so we might get quicker answer or can anwser it quicker, im very interested in it too

I already said i had it working in the original question, as in i made a clone of the class, modified it a bit and made a umg widget with it

I have an email out asking. Might take a bit but I will respond ASAP.

Hey Chris. The reason it’s not part of the Runtime code is because it’s an editor panel with some (minor) dependencies on other editor features, like Help and Undo/Redo. The author of the key selector probably didn’t originally consider that it could be useful in a game product, because the default editor UI isn’t really the type of look that you would want, but I can see how it could be useful for some applications. I’d suggest building your own version of a key selector before your release your game, that is inspired by how the editor’s version works but doesn’t copy the code straight up. This is the first time I’ve seen this feature requested to be moved to Runtime source, but if we do see more interest in that we would consider decoupling it from editor features and making it available to be copied.

I didn’t copy the whole key binding panel, just the key selector widget (SKeySelector). But yeah, i think ill just code something from scratch.