Good Day to !
Just finished some emails with Epic Legal and they have cleared things up with me sufficiently. My plugin is not in violation of their EULA, as it has its source (as well as either end) available in source form.
Okay super. You are doing great with this, and furthermore, this opens up again the possibility to bind Mono or the core clr much the same way you do V8!
The bad news for most is that they have to be comfortable sharing their code. The good news is, most of those looking for a scripting language option are doing it to get away from C++ and wont be interested in it anyways. This is really the only reason I am comfortable with it - that and you can all fork my code to do amazing things too.
Just remember where you got it!
According to their license it is also a requirement that the language itself be shared (compiler, toolchain, etc.) openly. This puts some significant limitations on people trying to sell their own languages, and explains why there have been so many of these projects started and abandoned. IMO it’s a pretty silly limitation, but they surely have their reasons.
Either way, out of the gloom of doubt. Let’s get back to work! I have some significant work to do on refactoring and cleaning up before making this a publicly distributed plugin. =)
Hi,
I’m trying to build Flathead from source along with the UE engine (not as part of a project) and can’t seem to get it to build. I get the below error. I’ve tried the download link in the github wiki instructions as well as the master branch, which i noticed now includes the third party folder. Anyone got any ideas? Building in VS2013 with Development Editor - 64bit configuration
To start with, can you explain further what you mean by not as part of a project?
Flathead is set up to load in as a plugin, and requires a set of dependencies, referenced here as ThirdParty.:
Let me know if that helps. Keep in mind that building flathead is not a trivial endeavor.
If you need more help I would suggest you join us on IRC #Gneu on gamesurge.net
Sorry what i meant was that i am building Flathead alone with the latest release of the Unreal Engine Source. (for example cloned UE repo, added flathead to plugins folder, regenerated project files). Instead of creating a C++ game project and adding it to the plugins directory of the game itself. I want to be able to debug it and see how it works.
Flathead’s ThirdParty dependancies should be in the right place, it was part of the source i downloaded from github (master branch)
I am having the exact same error when adding Flathead with Unreal 4.8 as part of a game pluging. With the same configuration that @anonymous_user_b5a3220c has on his left screenshot only the plugin is added in the Plugins folder of my game.
i am looking into this and will update this thread with the required steps. I am currently on an extend business trip so please bear with me. Keep posting your issues though. I am still following the thread closely.