It's more positive, but it still doesn't tell us we will get supported and that's what we (and third party devs) need to hear. Sure a licencee can port it; but that doesn't:
a) make it optimized to run on it
b) make it supported by Epic (hello is this Epic: yes I have a problem with your engine running on the wii u? *click* hello? hello?)
c) make it sellable/acquirable for other third party devs; Case scenario: Ubisoft can't possibly licence their version of UE4 if they port it over for other third party's that want it (and they won't).
Seriously, Epic is so good at ignoring customer requests it's like they are a monopoly and thus don't have to listen to them (when they should). Ubisoft didn't want to port UE2.5 to PSP and 3DS, they did so because they had to if they wanted to see the games running on that tech in there, because Epic wouldn't support them properly as licensers that's what (and yet, they were porting an engine they pay licencing fees for). The guys that attempted to port UE3 to the wii didn't want to either; they only tried because their current existing work pipeline wasn't compatible with the wii; not because they expected it to magically pull UE3 shaders once it was running there wii.
Epic's biggest kick in the groin with the wii wasn't that they decided not to port UE3, it's that they said the UE2.5 port of their previous engine, made for the Gamecube was enough. That port sucked, not many westerners knew the architecture well enough and those who did weren't on Epic a company that never really worked on the platform with their IP (in fact they never worked in the gc/ps2 engine ports either, as they were done by
secret level). They only did two builds for GC, Build 829 dating January 2002 and Build 927 dating April/May 2002.
Yes, that's it.
They went on to release updates for Xbox version as late as Mar 2004 now called Unreal Engine 2.X(box) and numbered Build 2227.
Now, Gamecube was second last gen, that port thought the GC was a PS2. It was crap.
And they were suggesting in 2005 that developers should licence (and pay them) for that port because they had moved on and didn't care. You don't do that for licensees if you want their money. Unreal Engine 3 was based on shader model compliant architectures and thus it would take a pretty major rewrite in order to be something the wii could run (and in the end it would give results as good as Unreal Engine 2.X gave on the Xbox; but the problem was that you couldn't do that much with their UE2.5 build, and devs didn't have their development pipeline that way either.