The following directory only contains licenses for third party software (TPS) which we're required to redistribute per the license terms: /Engine/Source/ThirdParty/Licenses/
We've developed a ListThirdPartySoftware script to identify what's compiled into our game products, I've attached a pdf with instructions. This script should also work here as long as you're either using a UE4 source build from our P4 branch or Github repo. Please be aware - the primary purpose of this script is for our internal use, so it's not the most user friendly or automated thing in the world :)
What this script does:
Invokes UBT for each target with -ListBuildFolders, which will then scan the target for all dependent UE4 modules.
For each module found, it then lists the module source folder and all RuntimeDependencies folders specified in the module.build.cs file.
We've also hardcoded all .tps files in the Engine/Content and Engine/Shaders directory as everything there always gets compiled into the client.
For each of the folders found, the script finds any .tps file in that subfolder/parent folder
These .tps files also contain basic info on what the TPS is, does, where you can find a EULA or license online, and where you can find the license in our UE distribution if we're required to redistribute it. A lot of our TPS uses custom licenses, so we're not always going to be able to direct users to a license.
We could build our own thing around
this, but if Epic has a system to
aggregate the needed license notices
already, obviously that would be
preferable. The critical thing is
still knowing which components are
embedded in say the Mac binary vs. the
Windows binary etc.
Epic currently doesn't have a system like this in place. If you do end up putting together a system like this, let us know! We'd love to see what you've put together.
Apr 17 '17 at 10:37 PM
MERSHED TERTERS ♦♦ STAFF