x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Releasing Project Source Code Under MPL 2.0

Hello,

I have a C++ Project that is generic in nature with "innovative" combination of unreal UI and Character Controllers that drives motivation of releasing it publicly under MPL 2.0 if it is possible at all. C++ project started as blank project, without any starter content, after much googling I still don't have clear picture on how to do it right.

It seems like Unreal EULA does not prohibit releasing my own code (references to Unreal classes, methods, class extensions/inheritance, function calls etc ...) on public repository with all required project folders such as Config, Content, Source, Plugins.

Is it acceptable to add MPL 2.0 license notice header to each project source file ?

Project Source File Example:

 // This file is part of SkyNet Games,
 // for learning how to be friends with SkyNet.
 //
 // Copyright (C) 20XX <skynet_perent1_name> <email>
 // Copyright (C) 20XX <skynet_perent2_name> <email>
 //
 // This Source Code Form is subject to the terms of the Mozilla
 // Public License v. 2.0. If a copy of the MPL was not distributed
 // with this file, You can obtain one at http://mozilla.org/MPL/2.0/.
 
 #include "HumanoidCharacter.h"
 #include "MyMagicMPLlibrary.h // This is my plugin, a stand alone MPL 2.0 library too.
 #include "Engine.h"
 #include "Math.h"
 #include "AIController.h"
 #include "Components/InputComponent.h"
 #include "HumanoidAIController.h"
 ...

Do I need to add anything else to license notice header or any where else in project to make it happen ?

Thank you!

Product Version: Not Selected
Tags:
more ▼

asked Feb 18 '19 at 10:55 AM in Legal & Licensing

avatar image

notyetmad
3 1 1

(comments are locked)
10|2000 characters needed characters left

1 answer: sort voted first

Hi there. It sounds like you are asking for advice on how to release your project under MPL 2.0. Unfortunately, Epic is isn't permitted to provide you legal advice like this. Please note that distribution of engine source is limited under the EULA and must be to other UE4 licensees through a fork of Epic's git only.

more ▼

answered Feb 19 '19 at 06:08 PM

avatar image

SonsOfKorhal STAFF
397 2 3 3

avatar image notyetmad Feb 19 '19 at 06:25 PM

Thank you for replay, I am not seeking legal advice from Epic, my issue is that I am not sure if Epic is a Ok with releasing statically linked code under MPL 2.0 Licenses, to be clear I am not copying any code from engine source code, except of-course boilerplate code that is require for linker.

My question is similar to this question: https://answers.unrealengine.com/questions/17782/view.html

Only difference is in my case that I use MPL 2.0 license instead of BSD.

avatar image SonsOfKorhal STAFF Feb 19 '19 at 06:56 PM

Sorry, I may have misunderstood your last question in the initial post.

You are permitted to license your own code under MPL 2.0, but not in any way that would cause any of the engine code to be licensed under the same, which under the MPL can be avoided.

avatar image notyetmad Feb 19 '19 at 06:58 PM

This is awesome, thank you!

(comments are locked)
10|2000 characters needed characters left
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question