Is it legal to use the web browser widget in your game?
There is a plug-in that allows you to create an in game widget that works like a web browser, but unlike the Launch URL node which triggers the users default browser to open, this plugin does it all within the game itself.
So obviously I’m a bit skeptical on how this legally works and I’m also surprised that there are literally no questions on this matter.
I want to make a computer that the player can interact with and I thought it would be cool to use the web browser feature with this, but once the player gains access to the web I have no control over what they look up or what links they press, so even if this was something harmless like linking them to my website or a fundraiser, they can just go off the beaten path and go on sites like google, YouTube, Twitter, etc (which are websites who’s trademarks I clearly don’t own or have rights to)
If I can’t use this I’ll just make my own made up web within a bunch of widget blueprints, but regardless I still want to know.
I think only way to have any copyright issue from web browser in the game is when you explicitly use those trademarked websites in marketing, which i bet you not intend to do.
But if you really worried you can block web browser to specific domain or have entire whitelist, on url change (https://api.unrealengine.com/INT/API/Plugins/WebBrowserWidget/UWebBrowser/FOnUrlChanged/index.html) you can check if domain is match, if it is block the widget or quickly change address to some other website, showing "Access Blocked by network administrator" or something like that.
Main perpace of web browser widget in UE4 is to include HTML snippets very quickly as some games run news feeds purly on HTML that are included to the game. Some UI systems in software you see are HTML content, because a lot easier to add/edit something on HTTP website on the go then UI of the game or software. Epic store and Steam is good examples of that.
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