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  • #31
    Hello, me again.
    I'm confused right now. I'm programming a new code plugin. I want to use a part of the C++ code from the AudioRecorder plugin. I have sent an email to support and I'm not allowed to use anything from Epics plugins.

    Why not? Do the plugins have a different license?
    Last edited by Socke81; 01-09-2018, 05:23 PM.

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    • #32
      Originally posted by Socke81 View Post
      Hello, me again.
      I'm confused right now. I'm programming a new code plugin. I want to use a part of the C++ code from the AudioRecorder plugin. I have sent an email to support and I'm not allowed to use anything from Epics plugins.

      Why not? Do the plugins have a different license?
      How much of that code is replicated in your code? That code is as free as the engine. The logic 1st applied is that you cannot generate a version of the engine or its components and resell. So, it all depends on "how similar" that part of code is, basically a code is not copyrighted unless that part of the code belongs to a specific algorithm (unless it is yours), technique (unless it is yours) or way that will only work on the engine.

      Lets say I want to redesign the Renderer module and make it better. That Renderer, besides it can be switched in the engine code, it so tighly attached to it, that it will not work without the rest of the engine, and probably will not work in other engine aswell, so by design, even if it is better, you cannot sell it, because the intrinsic dependencies. You can thou, have it as part of your own custom engine version (4.18.2.Socke81) and create a game and sell this game, but you can't come up with this piece of code and try to sell for the engine users, because the dependency makes it not belong to you.

      Im sorry if Im not well enough in english to explain this, but I hope I could achieve it.
      Last edited by NilsonLima; 01-09-2018, 05:37 PM.
      Nilson Lima
      Technical Director @ Rigel Studios Ltda
      Art is a state of Spirit
      UE4 Marketplace:
      Cloudscape Seasons

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      • #33
        1. Epics AudioCapture plugin can record audio and convert it to UE4 specific audio formats and .wav format. I am working on an voip/voice chat plugin. I want to use few parts in my own code. Not a exact copy but parts to get data from mic and maybe to convert it to a sound cue or wav.

        2. Epics AudioCapture plugin uses a thirdparty library. This:
        UE_4.18\Engine\Plugins\Editor\AudioCapture\Source\AudioCapture\Private\RtAudio.h
        UE_4.18\Engine\Plugins\Editor\AudioCapture\Source\AudioCapture\Private\RtAudio.cpp
        http://www.music.mcgill.ca/~gary/rtaudio/

        I asked the support whether I could use this library too. And is this still Third party? It is a part of UE4.
        I was told not to use anything. That's why I asked here. This can't be right. Why shouldn't that be allowed?
        Last edited by Socke81; 01-09-2018, 06:35 PM.

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        • #34
          Originally posted by Socke81 View Post
          1. Epics AudioCapture plugin can record audio and convert it to UE4 specific audio formats and .wav format. I am working on an voip/voice chat plugin. I want to use few parts in my own code. Not a exact copy but parts to get data from mic and maybe to convert it to a sound cue or wav.

          2. Epics AudioCapture plugin uses a thirdparty library. This:
          UE_4.18\Engine\Plugins\Editor\AudioCapture\Source\AudioCapture\Private\RtAudio.h
          UE_4.18\Engine\Plugins\Editor\AudioCapture\Source\AudioCapture\Private\RtAudio.cpp
          http://www.music.mcgill.ca/~gary/rtaudio/

          I asked the support whether I could use this library too. And is this still Third party? It is a part of UE4.
          I was told not to use anything. Absolutely nothing. That's why I asked here. This is not open source in any way.
          I have checked the page and you can use it "if" you follow these instructions at the License page:

          "License

          RtAudio: a set of realtime audio i/o C++ classes
          Copyright (c) 2001-2017 Gary P. Scavone

          Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

          The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

          Any person wishing to distribute modifications to the Software is asked to send the modifications to the original developer so that they can be incorporated into the canonical version. This is, however, not a binding provision of this license.

          THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE."


          check that you MUST put the copyright notice somewhere with your product source folders and also put it on the files where you use the library code, including the link as Epic did. It is also a good procedure, to create a document with the link and its content, the use you will give to it also, to be autenticated at (notary's office - register) that the link at the date of the authentication had the exactly text above. It is your safeguard because that content might change and you need proof you are legal.
          Last edited by NilsonLima; 01-09-2018, 06:43 PM. Reason: the register/notary's office authenticarion included
          Nilson Lima
          Technical Director @ Rigel Studios Ltda
          Art is a state of Spirit
          UE4 Marketplace:
          Cloudscape Seasons

          Comment


          • #35
            Hi all,
            I wanted to make sure everyone saw that we'll be having a livestream today to talk about copyright and trademark laws. You can find the details here.


            Josh

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