• RuntimesUnreal
  • Spine Runtime on the Unreal Marketplace

If I wanted to sell an animation on the Unreal Marketplace, who installs the Spine Runtime?

  • Is it installed by the user on their own?
  • Or do I include the runtime in the project somehow, so that the user does not have to install it?
    Related Discussions
    ...

    The Spine Runtimes cannot be placed on the Unreal Marketplace because they are licensed under the Spine Runtimes license, not the Epic Content License. Therefore, you cannot include the Spine Runtime directly in your project for distribution on the Unreal Marketplace.

    If you want to sell an animation on the Unreal Marketplace, the user who purchases your animation will need to install the Spine Runtime themselves. You can provide instructions on how to install the spine-ue4 runtime in their Unreal Engine project. Here is a brief overview of the steps they would need to follow:

    1. Download and install Unreal Engine.
    2. Download and install Visual Studio or Xcode, depending on their operating system.
    3. Clone the spine-runtimes Git repository or download the latest version as a ZIP and unpack it.
    4. Add the SpinePlugin to the PublicDependencyModuleNames in their project's Build.cs file.

    For detailed instructions, they can refer to the spine-ue4 Runtime Documentation.

    OOWS Spinebot's answer is correct: Spine Runtimes cannot be listed on the Unreal Marketplace because they are licensed under the Spine Runtimes license, not the Epic Content license. If you want to sell assets created with Spine on the Unreal Marketplace, please inform the buyer in the description that they need a valid license to use the Spine Runtime.
    Below is a thread about the Unity Asset Store, but the same applies to the Unreal Marketplace:
    https://esotericsoftware.com/forum/d/4003-selling-spine-made-characters-at-unitys-asset-store

    • Responderam a isso OOWS.

      Misaki That thread is very old, so has anything changed since 2015?

      If I understand correctly... when selling an animation that requires Spine Runtime on the Unity Asset Store or Unreal Marketplace:

      • The runtime must be installed separately by the buyer, and cannot be included in the asset.
      • If the buyer wants to distribute a game that uses the animation, then they must also buy a Spine license for themselves.

      If so, this is not great news. Who would want to pay for the animation asset, and then have to pay for the runtime as well?

        OOWS Your understanding is correct. If someone doesn't want to purchase a Spine license, they need to use an animated asset that doesn't require Spine Runtime. For example, if an asset created in Spine is exported as a video (e.g. mp4) or as sprite sheets, you don't need a Spine license to use it.

        The Spine Runtime allows for more flexible animation playback and skeleton modification, but if the buyer wants to take advantage of this, they must purchase a license.