Third-party assets can block a game sale: build the licence ledger early
Build a licence ledger early to identify marketplace assets, middleware, music and open-source components that cannot transfer with the game.
Games commonly combine marketplace assets, stock music, fonts, middleware, open-source packages, contractor work and platform-provided content. The seller may have enough permission to ship the current game but not enough to assign the licence, disclose source files or let a new company publish updates.
Create a ledger with the asset, source, licence version, account holder, invoice, attribution, territory, term, seat/device limit, sublicensing and transfer/change-of-control rule. Compare that ledger to the actual build and repositories. For UEFN, distinguish seller-created imports from Epic or partner-brand assets governed by platform rules.
Resolve gaps before completion by obtaining consent, having the buyer purchase a replacement licence, removing the asset or rewriting the affected component. Keep the final notices and source-offer obligations with the delivered build. An unverified asset folder is a liability, not a transferable asset.
