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Using marketplace assets in open-source game project?

Hey,

I've seen some answers and forums about similar question, but still didn't got a specific answer...

My goal is to publish my game (just my own files, no UE sources) under WTFPL in public git repository. And to be able to invite random people to work on this project with no contracts/NDAs/whatever.

How can I setup everything in the way to allow me to use the Marketplace & UE4 assets in this project to not violate any UE4 EULAs?

One possible way I see is to put all the assets in the separate private git repository and use it as a submodule. Will it solve the legal issues?

About inviting other people – is it ok to share the assets with them to work on this specific project without signing up any agreements?

Thank you!

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asked Jul 08 '17 at 12:02 PM in Legal & Licensing

avatar image

norlin
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avatar image atypic STAFF Jul 08 '17 at 04:00 PM

One possible way I see is to put all the assets in the separate private git repository and use it as a submodule. Will it solve the legal issues?

Does this prevent re-use of those assets outside of your project?

avatar image norlin Jul 08 '17 at 04:04 PM

If I give access to this private repo only to my team members – will I be still responsible for futher possible usage? Or they will? (in case if we didn't sign any agrements)

Is there any common way to solve such cases? I mean, working on a open-source project with using some 3rd-party (Marketplace) assets...

avatar image atypic STAFF Jul 08 '17 at 07:45 PM

It's ok to share with other engine licensees who are not your employees but are working with you on your team (but only but the purpose of developing this title - they can't re-use for anything else), but you can't share them generally with the public. And team doesn't many anyone who helps a little - team means a dedicated development team.

avatar image norlin Jul 08 '17 at 07:47 PM

Ok, but how can I be sure that some developer is UE4 licensee?

avatar image atypic STAFF Jul 08 '17 at 08:04 PM

They need to confirm that to you. They're not allowed to use the engine at all if they're not a licensee.

avatar image norlin Jul 09 '17 at 02:27 PM

Yes, but how exactly they need to confirm it? Should I ask to sign some agreement, or it's enough if they just said it? Or how it should work?

I just hoped there are some common ways to work on open-source projects with UE4 :(

avatar image atypic STAFF Jul 09 '17 at 05:23 PM

You certainly can with UE4 source, the question is sharing paid marketplace assets.

If you have a small team working with those assets, I think they can just confirm for you that they are UE4 licensees. But there are plenty of reasons why you want to have a contract with them if you ever want to monetize your game.

avatar image norlin Jul 09 '17 at 06:15 PM

That's so weird and complicated, actually :( Thanks for your responses and sorry, I still didn't get how can I work on an open-source game project with (potentially) unlimited contributers amount.

avatar image atypic STAFF Jul 09 '17 at 07:57 PM

The concern is we have to balance the interests of the Marketplace sellers with those of our licensees. It's not fair to the sellers if a licensee is allowed to make a shared folder available to the public containing assets that otherwise must be paid for on the market. At the same time, we recognize that not all dev teams are incorporated companies, so we want to allow for sharing among teams. This is addressed in 1(A)(c) of the EULA.

But you can share your own game code anywhere/how you like. And you can share UE4 engine code on a fork from UnrealEngine GitHub which will allow a broad group of licensees to access it and work on it.

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