I made a video to help Unity devs quickly navigate things before they make decisions. Watch is not necessary I copy paste my video description below with all the links I shown in video. If you like to hear my thoughts or opinion then watch I don’t mind, I don’t use youtube video to make a living.

-----copy paste below-----

This is not tutorial video, also not video to tell you to use UE. It is a video that tell you the information you might need to start and make a decision for yourself. There are plenty of other better tutorial content creator than me, feel free to search for those.

TL;DW: Just click through the links if you don’t want to spend 30+ mins hearing me talking about it.

1:06 Migration Doc: https://docs.unrealengine.com/5.0/en-US/unreal-engine-for-unity-developers/

2:18 License Portal: https://www.unrealengine.com/en-US/license

Standard License: https://www.unrealengine.com/en-US/eula/unreal

EULA Change Log: https://www.unrealengine.com/en-US/eula-change-log/unreal

8:16 UE Features: https://www.unrealengine.com/en-US/features

9:46 Setup Visual Studios: https://docs.unrealengine.com/5.3/en-US/setting-up-visual-studio-development-environment-for-cplusplus-projects-in-unreal-engine/

10:46 D3D Crash: https://docs.unrealengine.com/5.0/en-US/how-to-fix-a-gpu-driver-crash-when-using-unreal-engine/

14:04 Good Sample Projects to start

17:42 Show Lyra, talk about Blueprint, C++, making your thing in plugins

20:35 Convert Blueprint Project to C++ project.

21:15 Create your own plugins

24:24 Deal with Experimental, Beta features

27:07 Market Place free content and restriction

29:00 UEFN: https://dev.epicgames.com/community/fortnite/getting-started/uefn

30:28 Show UEFN, example island UEFN Doc: https://dev.epicgames.com/documentation/en-us/uefn/starting-out-in-unreal-editor-for-fortnite

32:41 Verse Doc: https://dev.epicgames.com/documentation/en-us/uefn/learn-programming-with-verse-in-unreal-editor-for-fortnite

34:27 Creator Economy 2.0: https://create.fortnite.com/news/introducing-the-creator-economy-2-0?team=personal

  • PenguinTDOP
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    1 year ago

    That’s why if you are starting a business(not just game dev), you have to talk to business/IP/patent lawyer about the tech you licensed and review all the terms. You pay them to help you save time on those issues and avoid getting trapped.

    And believe it or not, I think Epic’s EULA is reviewed by “many” lawyers to say the least.

    Lastly, if you are not satisfied with the standard terms they provided, you can negotiate with them for custom terms between your lawyers.

    • janWilejan@kbin.social
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      1 year ago

      Or you could stick to software that doesn’t need lawyers or licensing or eulas or negotiations.

      If you use Godot, you actually own your copy of the game engine, can do whatever you want with it, and aren’t waiting for some corporation to do crazy nonsense like unity did.

      • PenguinTDOP
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        1 year ago

        MIT is sort of a “author” protection license, means you if do use and get it, you can’t sue the author for whatever issue arise from it.

        It however does not protect your or your company from using it. The Godot Foundation doesn’t even need to protect any entity using Godot Engine other than to ensure Godot can keep going and resolve the IP/copyright conflict if they getting served with a legal notice. (so the main devs don’t have to sweat, until the legal team tell them what to do so Godot dev can resume. (If some merge is indeed violation of IP/copyright.)

        Some explanation from Internet people: https://law.stackexchange.com/questions/42663/what-if-the-code-found-in-github-with-mit-license-was-stolen-by-someone-and-uplo

        So, use your own judgement. I do support open source softwares like I mentioned in my other comments, running a business however is very different beast. Vetting merges is only going to get more serious as Godot grew.