[Mono-ue] Estimated release date, access to repository

Łukasz Baran xeavien at gmail.com
Mon Feb 13 22:50:31 UTC 2017


Hey

Thanks for answers. Distributing fork at least o my knowledge shouldn't be
an issue (as long as the repository is private and only people belonging to
EpicGames organization have access). There are quite a bit of forks which
works this way. like Allegorithmic, NVIDIA, Microsoft (UWP) etc. And mono
on MIT license is not an issue in this case.
Making fork accessible for people with UE4 access, would actually help,
since there is quite a bit of people interested in C# for UE4.

To be perfectly honest I was not particularly interested in C#, but
recently started quite a bit of Microservices/ multithreaded coding and
.NET/Mono lends it self better to it than Unreal Framework. Or at last I
think it would no way o checking it now.


On 13 February 2017 at 23:43, Mikayla Hutchinson <m.j.hutchinson at gmail.com>
wrote:

> Hi Łukasz,
>
> Our plugin is dependent on a number of engine patches. We plan to
> contribute the patches upstream, but until then we need to
> (re)distribute them in an engine fork, and as Miguel said we are still
> ironing out the details of the licensing situation. I'm hopeful it
> won't be long but can't promise anything as these things take time.
>
> Thanks,
> Mikayla
>
> On 13 February 2017 at 11:37, Miguel de Icaza via Mono-ue
> <mono-ue at lists.dot.net> wrote:
> > Hello,
> >
> >
> >
> > I can explain, it is a bit complicated.
> >
> >
> >
> > Mono for UE requires not only the pure glue code, but also, we had to
> take
> > some C++ code from UE and reuse that from the binding.   This means that
> the
> > resulting code is covered by a combination of licenses, the MIT license
> from
> > Mono, and the UE license.  So the resulting code, at least in its current
> > form requires some form of “Only users under the EpicGames agreement” can
> > get the code.
> >
> >
> >
> > We could resolve this relatively easily, and we can look into that –
> > Mikayla, what would prevent us from doing this?
> >
> >
> >
> > The most interesting thing for us is to get the code integrated into the
> > upstream UnrealEngine.  For this, we need to grant EpicGames the rights
> to
> > redistribute our code and due to existing agreements between EpicGames
> and
> > Microsoft, we need to make sure that the way that we release this abides
> by
> > all previous agreements, or we need to amend those agreements.
> >
> >
> >
> > This is what our lawyers have been working on.
> >
> >
> >
> > Miguel.
> >
> >
> >
> > From: Mono-ue <mono-ue-bounces at lists.dot.net> on behalf of Łukasz Baran
> > <xeavien at gmail.com>
> > Date: Monday, February 13, 2017 at 3:15 AM
> > To: "mono-ue at lists.dot.net" <mono-ue at lists.dot.net>
> > Subject: [Mono-ue] Estimated release date, access to repository
> >
> >
> >
> > Is there any ETA on when it will be released ?
> >
> > Other question, since mono and .Net are now accessible on MUST license,
> why
> > not just open repository on github and let people contribute/test what is
> > already here ?
> >
> >
> > _______________________________________________
> > Mono-ue mailing list
> > Mono-ue at lists.dot.net
> > http://lists.dot.net/mailman/listinfo/mono-ue
> >
>
>
>
> --
> ~ https://mhut.ch
>
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