Hacker News new | ask | show | jobs
by AlexeyBrin 4254 days ago
From http://mono-ue.github.io/about.html

> To redistribute code written with Mono for Unreal Engine, you must have a commercial license to the Mono runtime. These licenses are available from Xamarin for Mac, Android and iOS online, and you can request Windows licenses through support.

So, if I want to use this commercially on Windows I will have to buy a license for the Mono runtime ?

Judging by the price for the Mac license it should be around $300 per year, while the Unreal license itself is about $240 per year.

Now, if I want to use the same code on iOS, Android, Windows, Mac I will pay to Xamarin about $1200 per year.

1 comments

The Unreal license is only that much if you keep your subscription going. You can subscribe and then cancel your subscription whenever you want, while still being allowed to publish using the latest version of UE4 that was available while you were subscribed.

From the EULA:

After cancellation of your Subscription by either you or Epic, you will not be entitled to access or use future Versions of the Engine Code or Assets that Epic makes available under the License. However, cancellation of your Subscription will not affect your rights under the License with respect to any Licensed Technology you have already downloaded under the License.

Unreal's model of subscription+5% of top revenue becomes a real nice deal when coupled with Mono. All o fthe sudden there is room for C#/.NET devs to be able to contribute to the platform. It should be a nice boost for UE4's adoption
I know about the Unreal license and I actually think it is a decent price for the engine. My comment was more about the Mono runtime licensing that ads up quickly and it is more than the initial cost of UE 4.