Right. Many bits of Windows-specific engine code will obviously always depend on the Windows platform SDK header files and runtime libraries. But I’m hoping that in the not-so-distant-future, we can support compiling game modules and engine plugins without requiring the Windows SDK files. We can certainly make our Core headers conditionally not require the Windows headers, but there is a bit of refactoring to do there. And even if we’re successful, we’d still need some of the import libraries from Visual C++, because I don’t see us supporting MingGW. We’ll see. This is just the very first steps. Our goal eventually is to allow people to compile game modules without any additional prerequisites beyond what we ship included with UE4 on either GitHub or through the Launcher. It is definitely a long term thing.