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you can’t use most open source code “however you like” either, they all have licenses. the main restriction with unreal engine is that you can’t mix it with copyleft licenses and you can’t use it commercially.
but you can do what most people want to do, modify, extend, fix, learn. that’s the most relevant thing for what we are talking about here
Alright, sure my language was overly broad. “The licensing is restrictive in a way which makes it clearly not open source.” would have been a better choice.
So, it’s not open source.
That still doesn’t make it open source, mainly because you are missing one of biggest aspects, distribution.
Open source != copyleft. That’s free software if you want to go that route.
Also, you can distribute your version, of course you can. Both your changes and binary form. It’s just all distributed under epics unreal engine licence
Are you sure?
So, you can only distribute source to people who are specifically licensed by Epic to use the source. That sure doesn’t sound anything like “open source” to me.
you can only distribute your source under the licence of the source code, yes. just like copyleft licences. The whole concept of open source is demonstrably, flaky.
You want it to be a concept closer to free software, I say if the source is open, you can modify it and your changes are able to have an effect then it’s open source.
I don’t think we are going to resolve this. I would prefer if it was free software but that’s not gonna happen for godot or unreal engine