Sorry I don’t get that statement. I mean… you bought Twinmotion, you obviously own the full source code and all its technical specifications, file formats and so on… I mean, it is not that you have to reverse-engineer anything or something like that… So what is limiting you from adapting the source code of Twinmotion to include all of its APIs directly inside Unreal Engine ? Is it really a technical issue or there are still legal issues to be sorted out with parts of the source code that are limiting you ? I mean sometimes even when a Company/Corporation buys another one with all of its assets then some of the products might still have some parts owned by 3rd party businesses the acquired Company had deals with and so those would need to be sorted out … ? If that is not the case then I fail to understand why it is a significant technical challenge… adding all Twinmotion APIs into Unreal Engine and adapting when necessary to make it work properly with all needed conversions would allow UE4 to just open and write to any Twinmotion file then, no?