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Hi Bruno,
There are options to create Stingray plugins without source code access. This thread outlines the options:
http://forums.autodesk.com/t5/stingray-general-content/c-plugin-development/td-p/5886602
Source code is necessary for certain types of plugins, and this is a restriction we hope to lift at some point; it is not an effort to require a source license for access to plugin functionality. In fact in some limited cases we may be able to grant source access for non-commercial plugin development. You can apply at https://gamedev.autodesk.com/ .
Do you have a specific plugin in mind? If you can post details here we may be able to determine whether source code access is necessary for your particular plugin.
Regards,
Ben
It is something we are working on resolving.
Sit tight. Solutions are forth coming.
Paul
I'd like to port (while I am still learning the engine) from UE4 & Unity the tools I am used to have in every project I start, whatever the engine is; but I can't do this for Stingray, because engine plugins are source only and it has no tools to workaround this limitation like Unity does.
Specifically, I'd like to port 8 plugins I always bring to all engines I use; some are Unity editor extensions... But the most important ones for me, for now, would be these:
https://brunoxavierleite.com/2015/10/21/savior-programming/ (auto-save game system for RPG/Action games)
https://github.com/BrUnOXaVIeRLeiTE/SCUE4-Plugin (a ~9.000 lines anti-cheat C++ plugin)
https://brunoxavierleite.com/2016/07/03/ue4-finite-state-machine/ (FSM based on delegates that I use on both UE4/Unity)
https://brunoxavierleite.com/2015/08/27/bxblextensions-programming/ (open functions library for UE4)
I want to learn Stingray, I'm not looking to build anything commercial with it right now so applying for Source access won't take me anywhere;
Under such circumstances all I can do is wait for more years until the engine supports better plugin development.
I would gladly donate these plugins on GitHub to Stingray community if Autodesk could agree to give me access to the code required to integrate engine plugins, provided I legally guarantee I will not leak any confidential information that must be protected. However I can't see Autodesk doing that for me.
Since there's no huge company behind my back, I rightly doubt would be possible for me to access the necessary stuff, Autodesk never replied to my inquiries before... I'd like to port those little systems, but in a way where it's not hard-coded to the project thus a Plugin makes sense however it's not possible so I still keep playing around with UE4 as a part-time job; but honestly Unreal Engine 4 is not a challenge anymore, I'd like to learn something new (Stingray or CryEngine5) and contribute to the community while doing so. I have currently 4 hours a day free to do this, my experience with CryTek so far has been terrible so now I am looking at you and Lumberyard to decide where I will start a new game project next year.
What I'm asking, is for an open plugin API like all the other open engines have; so then we can share useful tools/code and it helps your community to grow faster/better too.
Hey Bruno,
Yep, as I was saying, we are really interested in supporting plugin development. The good news is that it is on the way. In future versions (possibly as soon as 1.5), you can expect to see plugin support without source access.
Paul
Hey guys... So, Stingray API is open now?
No need to own source code to build plugins anymore ?!?
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