i totally agree. i was actually considering that. that’s why i basically consider it wasted effort. i don’t even consider the chance of someone will take it seriously ever.
and a company when confronted with the choice of supporting a branch/target, they will always choose the official one. always. considering they will mostly choose one branch to target.
i’ve seen this happening in opensource a lot of times.
i don’t think in this world HTC (e.g.) will spend time targeting a publicly maintained fork. considering, again, they are two version behind at their best.
(i mean, look at what happened with the ue wiki )
Also i was implying the fact that epic will likely not merge the changes on mainstream github. because that’s what sadly is happening on github atm.
And there’s another huge point. 90% of the people use installed builds.
even in big companies. In the company i’ve worked for, with 80+ people, they couldn’t spend the time to maintain a source version, and the artist team weren’t able to use a source build.
Having an LTS that you can install through the epic store is really important.
besides, it’s not like the community is not helping on fixing bugs already…
so what i’m wishing for, is not exactly for more work from epic, but more intelligent organization.
https://github.com/EpicGames/UnrealEngine/pull
as i said before. LTS is not specifically work, is a way of organizing work.
so it supports the idea that it actually will cost relatively little to epic to implement.