Unreal Engine is a complete suite of creation tools for game development, architectural and automotive visualization, linear film and television content creation, broadcast and live event production, training and simulation, and other real-time applications.
The Unreal Engine End User License Agreement is the legal document that governs your use of the Unreal Engine and describes your rights and obligations with respect to the projects you create using the engine.
The official version of the EULA is in English only, but we currently have a Japanese language EULA, a Korean language EULA, and a Chinese language EULA available for reference purposes.
(エンドユーザーライセンス契約書の正式な原本は英語版となりますが、参考として日本語参考訳EULA、韓国語参考訳EULA、中国語参考訳EULA、をご用意しております。)
EULA 공식 버전은 영어만 인정되나, 현재 참고용으로 일본어 EULA, 한국어 EULA, 중국어 EULA가 제공되고 있습니다.
EULA 的官方正式版本仅以英文提供,但我们也准备了 EULA 的日语版本,韩语版本和中文版本以供参考。
Yes, you can assign seats to external contractors.
Previous versions of Unreal Engine are available from the Epic Games launcher and on GitHub.
You can release any product that is allowed by law. You can release games, demos, VR projects, architectural showcases, trailers, films, and more.
The only parts of the Unreal Engine you can’t release to the general public are the source code and tools or modifications to them; these components may only be distributed to other licensees with access to the same version of the Unreal Engine.
Read the Unreal Engine EULA for full details.
Before you distribute that product, you must give Epic notice of your intended distribution by submitting the Release Form.
Under the terms of the standard Unreal Engine EULA, you are generally obligated to pay to Epic 5% of worldwide gross revenue, regardless of what company collects the revenue. The 5% royalty is calculated on the amount over and above the first $1 million USD in gross revenue. Effective Jan 1, 2025, the royalty rate may go down from 5% to 3.5% of earnings above $1 million USD if you ship your game on the Epic Games Store before or at the same time you release it on other stores. Revenue generated through the Epic Games Store is also excluded from the royalty calculations where Epic processes those payments.
Royalty payments are due 45 days after the close of each calendar quarter. Along with the payment, you must send a royalty report on a per-product basis. For more information, see our Release page.
Our aim is to provide powerful tools, a scalable and productive workflow, advanced features, and millions of lines of C++ source code that enable developers to achieve more than they would otherwise be able to, so that this structure works to everyone’s benefit.
In this business model, Epic succeeds only when developers succeed using Unreal Engine. Many of the industry’s leading developers and publishers have signed up to license Unreal Engine with royalty-based terms over the years, and now this level of access is open to everyone. And, don’t forget, we continue to offer custom terms.
Yes, and we have designed the Unreal Editor and launcher to accommodate this. We aim to build a unified development and modding community. Here is how this works: You’re free to release your game through any distribution channels of your choosing, however the Unreal Editor (including modified versions) and code may only be distributed through official Epic channels (e.g. the Epic Games launcher for binaries, and GitHub for source), to users who have accepted the EULA.
Royalties are due on revenue from Kickstarter or other crowdfunding sources when the revenue is actually attributable to your product. For example, if the user is required to purchase a particular funding package to obtain access (now or later) to your product, or if that package gives the buyer benefits within the product such as in-game items or virtual currency.
Here’s an example of what we mean by “attributable”: Assume you provide two tiers of offers, a signed poster for $20, and a signed poster plus game access for $50. No royalties are due on ancillary products like posters, so no royalty is due on the $20 tier. On the $50 tier, the user is paying for the poster with a $20 value, and that implies that the remaining $30 of value is attributable to the product. So, for each $50 tier sale, you’d pay a royalty of $1.50 (5% of $30).
You’re free to release Unreal Engine products through a publisher or distributor, and the EULA gives you the right to sublicense the necessary parts of Unreal Engine to them so they can release your product.
When negotiating terms with publishers, please keep in mind that the standard royalty remains 5% of the product’s gross revenue after generating $1 million USD. In this scenario, feel free to refer your publisher to Epic during discussions, as it may be advantageous to all if the publisher obtains a custom-negotiated, multi-product Unreal Engine license covering your product.
You can extend it, modify it, fork it, or integrate it with other software or libraries, with one exception: You can’t combine the Unreal Engine code with code covered by a “Copyleft” license agreement which would directly or indirectly require the Unreal Engine to be governed by terms other than the EULA.
Epic Games has committed to providing financial grants to creative, noteworthy, and innovative projects built in and around Unreal Engine or projects that enhance the open source 3D graphics ecosystem.
Our average grants range from $5,000 to $75,000, with some extraordinary projects receiving up to $150,000! You will continue to own your IP and may publish it however you wish.
We’re looking to support anyone doing amazing things with Unreal Engine or for the 3D graphics ecosystem. To ensure that Epic MegaGrants delivers the most value to the community, here are a few considerations: