RealOverride - Third-party notices
==============================

RealOverride itself
---------------
Copyright (c) 2026 the RealOverride author. All rights reserved.
RealOverride's own code (the app, its settings database, and the UETunerBridge
Lua mod) is not open source unless its author says otherwise.

RealOverride is an independent tool. It is not affiliated with, endorsed by, or
sponsored by Epic Games, the UE4SS-RE team, Rebel Wolves, Bandai Namco, or any
other game developer or publisher. Unreal and Unreal Engine are trademarks or
registered trademarks of Epic Games, Inc. in the United States and elsewhere.
Game titles and other trademarks belong to their respective owners.


1. UE4SS (RE-UE4SS) - used by Live mode
---------------------------------------
Project: https://github.com/UE4SS-RE/RE-UE4SS
License: MIT (full text below)

How RealOverride uses it:
- RealOverride does NOT bundle UE4SS's program files (UE4SS.dll, dwmapi.dll).
  When you choose "Install live mode", RealOverride downloads the official UE4SS
  release from the project's GitHub page (or uses a zip you pick) and copies it
  into the game's Binaries\Win64 folder. That release is distributed by the
  UE4SS-RE team under its own license terms, including those of the third-party
  components built into it.
- RealOverride DOES include the UE4SS setup for The Blood of Dawnwalker
  (app\ue4ss-configs\TheBloodOfDawnwalker: UE4SS-settings.ini and
  UE4SS_Signatures\ProcessLocalScriptFunction.lua), taken unmodified from the
  RE-UE4SS repository (assets/CustomGameConfigs). It is covered by the MIT
  License below.
- For other games, RealOverride can copy UE4SS's own setup for that game from
  UE4SS's game setups download (zCustomGameConfigs.zip, part of the official
  UE4SS release) into the game's UE4SS folder. Those files come from the UE4SS
  project, under its license.

----------------------------------------------------------------------------
MIT License

Copyright (c) 2022 Narknon

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
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2. PresentMon - used by "Show FPS" (optional)
---------------------------------------------
Project: https://github.com/GameTechDev/PresentMon
License: MIT (Copyright (C) Intel Corporation; full text in the project's
LICENSE.txt and shipped by Intel with each release)

How RealOverride uses it:
- RealOverride does NOT bundle PresentMon. Only when you click "Exact FPS: get
  PresentMon" in the gear menu, RealOverride downloads the official console app
  (PresentMon-<version>-x64.exe) from the project's GitHub releases into
  %LOCALAPPDATA%\UETuner\tools, and runs it hidden while a game is running to
  read frame times. It is distributed by Intel under its own license terms.
- Without PresentMon, FPS comes from RealOverride's own Lua mod (live mode).


3. Windows components
---------------------
RealOverride runs on Windows PowerShell and WPF, which are part of Microsoft
Windows. They are used as provided by the operating system and are not
redistributed.
