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"

UE4 Modding SDKs - GitLab or Marketplace?

Hey Community!

My team's been putting together a game which should be end user mod-able so people can implement their own ideas instead of having to wait for us to do that etc.

Reading other questions I've already found out that EPIC's EULA states that "Any public Distribution [...] must take place either through the Marketplace [...] or through a fork of Epic’s GitHub UnrealEngine Network" (see https://www.unrealengine.com/en-US/eula 1b).

The SDK we have will be at least a few GB in size; our first idea was to build a custom editor which contains everything and let other Unreal licensees access it to ensure they are using the latest assets we release via source control, also including the engine build we use, avoiding problems caused by possible incompatibilities.

So I am wondering, could I just fork the UE4 repository on GitHub and provide ready to use builds (incl. assets in the "releases" section of it?). Another idea I had was to maybe just use the forked repo itself and upload the SDK (incl. binaries) there which would make it easy for us to keep it up to date. On the other hand, I'd kind of be abusing the (poor) fork just to make sure it's still linked to the Unreal Engine parent and thus protected from general assets.

Then there's the marketplace too, though I am not really sure if it's an option. Sure, it would allow people to install our SDK into a project via the Launcher - a pretty comfortable way - though we'd like to provide a custom "wrapper project" for everything which allows us to provide modders the correct environment to make their mods right out of the box. Aside from that, I'd have to upload multiple plugins too since we've split up content into our own as well as already cooked, third-party content to prevent any licensing issues (raw resources from marketplace assets should not be directly accessible to end users).

Does anyone have any suggestions or maybe can point me to some answers? Personally I'd very much prefer to distribute an SDK containing the editor so people can dive into modding the game right away - while sticking to the EULA of course.



Product Version: UE 4.21
more ▼

asked Mar 08 '19 at 03:56 PM in Packaging & Deployment

avatar image

15 1 3

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

0 answers: sort voted first
Be the first one to answer this question
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