I was reading thread:
https://forums.unrealengine./showthread.php?2605-Tutorial-Generating-custom-static-meshes-at-Editor-run-time&highlight=fbx+runtime
which led me to these questions by on answerhub:
https://answers.unrealengine./questions/25157/legal-c-question-including-fbximporter-in-a-packag.html
I got quite a few questions answered from
From answers:
- You mention a “Make Your Own Game” game. The EULA prohibits using UE4 to make a game/product that permits the creation of standalone products/games unless it is distributed only to UE4 licensees and not the general public.
- If you make your own in-game editor, you can redistribute it to the general public (so long as it doesn’t permit the creation of standalone games) if it’s not based on Epic’s tools. Think of a Little Big Planet style in-game editor; that’s fine.
- Using FBX importer in your editor would mean your editor is based on Epic’s tools (anything from /Engine/Source/Editor directory), so it would only be permitted to distribute to other licensees.
Now my last question to Epic would be what if you** didn’t** distribute the fbx importer spearately but only had it integrated(i guess still distributed?) in your game. Would they still be able to import models in your game without a license?