Are you allowed to

I was wondering if you are allowed to use all the Quixel Bridge Assets in your project file, and after assembling or setting up an Unreal Engine project file, can you give that UE4/UE5 project away for free to your community?

Since all is free, and nothing will be charged, would that be okay for the use of the Unreal Engine only?

You can’t redistribute publicly anything that you haven’t created yourself. For example there are use terms that you have to agree to to access those assets and it is necessary that anyone that would use them agree to those terms as well, so they would need to access them from the source and agree to those terms.

Okay, and how could I make this practically work?

idea:
I would like to use Quixel Assets in the Unreal Engine only. With those, I would like to create different worlds. Assembled.

Before someone could download the Unreal Engine Project file, this person would need to agree to the Epic terms, right?

If I would just copy and paste the Epic terms for the people that would like to get access or download the project files, would that work?

Thanks for any other ideas and thoughts, how this could be done in agreement and support of Epic.

Thanks a lot, appreciate it!

No, that would need to be something done between the user and Epic so that they have a record.

But when someone is downloading and installing the Engine, users who use Unreal automatically agree to those terms.

That’s between the user and Epic.

Another point:
If I create content that doesn’t contain Quixel Assets, can I share my creations publicly or not?

If you actually paid for the quixel assets you can do whatever you want regardless.
They are yours.
There’s a proof of payment.
You can do with as you please in almost all states regardless of what their terms may say.

If you are using quixel for free, then no. You obviously do not own anything. So you do have to abide by whatever the terms are.

All marketplace assets allow you to freely share with your own development team.
Posting them public is a big stretch obviously. Verging on piracy. It could end up getting you sued.

To share quixel assets you can literally just give people the name of the asset used.
And it’s up to them to then add them into the project.


when looking at those options… none of them would work.

I am a one man show and I would only qualify for the personal license, but that is limited with only 22 models and a few surfaces.

sooo… since Unreal Engie user agree to the terms when using the Unreal Engine… the users already agreed to Epic’s terms.

Hmmm…

I suppose it would be only applicable to assets purchased pre-epic merge, at least given what you shared.
It basically looks like you never actually directly own anything anymore.

Like I said somewhat said.
Make blank textures with the same name that quixel uses.
give users a list of assets to download and push into the content folder.

If you set it up right (maintaining whatever quixel folder names are in place) doing this with a closed engine means all texture would show up in the next open with very minimal work on the user side.

Otherwise you should probably contact quixel directly about sharing their content somehow and see what they would recommend doing.
It’s their “stuff” who else best to ask?

You are right. Your solution should work.
If the scene file (Unreal Engine Project File) does not include the assets, but the file contains just the empty placeholders (Blueprints like Proxy Container) … then, there is nothing that would violate the terms of use.

People just need to agree to the Epic Quixel Terms, and Download directly from there and fill up their content folder. That’s it.

Then everyone is happy, right?

WRONG i was told by the unreal people myself whatever you get form market place or they give you , is yours to do with as long as its made inside the unreal engine

thus if i get any asset what i do with it is up to me
anyone saying other wise ill go find that live on youtube from 2 years back when i asked

cause if what you said was true id be getting sued left and right for youtube videos and cinematics i do and lil things

if you make 1 million for gaming you have to pay unreal a royalty you paid for the assets if you bought them

cinematics is royalty free and you if you paid for any assets are entitled to do as you wish …

i would surmise that doing something that negatively ina real bad way like making constant meme videos that attack people unreal or others might take issue wiht that and but i dont see how they can legally stop you even doing that.

now prove me wrong
cause when i buy an asset in market place i am not being told to sign this liscense and that one…
its make it inside the unreal engine the final bit and the cinematic or game liscense applies

in other words if you use the unreal engine and megascans YOU PAY NOTHING to access as long as you make it inside unreal engine if you want to use it in other engines the other lisences apply.

thats what it means not what you said

As long you don’t include the texture files in source format inside your project, that is totally fine. If anyone opens the project with UE4 to extract those textures via export and use outside engine, they already agreed with the terms in opening the project using UE4. The idea MostHost_LA gave on putting placeholders for those textures seems also totally fine and it is a legal safeguard to you.

Megascan assets are like any other marketplace assets, they might be free but you are still redistributing them without permission, I think to be on safe side it’s against the rules. btw why not tell the users they need to download these megascan assets as dependencies. this way you are not breaking any rules.

That’s not what they’re talking about. You can certainly use that content in a project and distribute that built game to people. But no, you do not have permission to redistribute the engine or any of the content. You can share any of your own content you make however you wish, but your certainly cannot post Unreal content publicly.

If you actually paid for the quixel assets you can do whatever you want regardless. They are yours.

This is incorrect. They are not owned, they are licensed under the Terms of Use. Quixel’s assets are governed by the Terms of Use on paid plans, and are governed by the Unreal Engine EULA for Unreal Unlimited plans. There is no “you can do whatever you want if you’ve paid” language in any licensing agreement between users working with paid assets or assets that are Unreal-licensed.

@darthviper107 is correct here.

J. Holmes
Quixel Community Support Lead

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I seriously doubt either epic or quixel would even bother doing anything about anything at all, since they don’t bother one bit at protecting marketplace paid content. Or any of their other things. (Yet they throw lawsuits at children’s families for cheating at fortnight. Nice hu?)

Anyway.

Since you happen to be a staff member of the Quixel division, maybe you could answer the question a bit more directly… perhaps offer some sort of options for OP as well as anyone else eventually wanting to share a project with the community that contains quixel assets in a non packaged way.

Additionally…
Regardless of what your licensing may say.
You have to allow for distribution of the files, since that is physically what is happening for anything packaged.
A copy of the file needs to be present in a form or another on the end user machine to be able to be viewed / used / consumed.

So, my question for your legal team is:
How is distributing a zip file you build from, really any different than distributing a packed game?

And, the bonus question:
What is the quixel preferred way for us to share projects with the community?
(Other than don’t use quixel).

In a built game Unreal packages the files in a format that’s not usable by anything but that game. While there are tools that exist to extract the assets to a format that can be usable, that isn’t something that much can be done about given that any popular game engine will attract enough attention for people to figure out how to take things apart.
So to answer your question, no, distributing a built game is not at all the same as distributing the assets in a zip file.

What does matter is the use licensing agreement, if you were to make a project and have it be popular enough to be noticed and you used assets without license/permission then you could be sued, which absolutely has happened before even with AAA games that have used assets improperly.
Just because some projects are too small to be noticed is not a good reason to keep giving people advice to do things that are not legal according the licensing agreements.

For people that do want to share their game for mods and whatever, the process has been to work with Epic to make things available with them. It’s not ideal given the hoops that people would have to go through, but to be fair there’s very few worthwhile projects that deserve that much attention.

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Literally no one her so far has given any non-legal advice.
My advice was so far also the only usable advice.

On a licensing legal standpoint, it doesn’t much matter if the engine packages the file or not.
The end result is that by distributing the game you also distribute the textures.
You are obviously granted a license that allows you to do so - WHAT format you do so in should actually not legally matter.

Which is why my question for the Quixel legal team is for the legal team.
It has to be something they went over during r&d for the company, particularly before being acquired. Which is still probably 100% relevant, being one cannot change the fact that distribution ships out a copy of the files.

No, you are wrong and this not the first thread you’ve given advice that people can do things that are against the licensing agreements of the software

If you continue to give this kind of advice there’s going to be problems

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I’m not wrong, and I haven’t given anyone advice that goes against any licensing.
Maybe re-read what I wrote if you have trouble understanding plain English.