We are updating Unreal Engine, Twinmotion, and RealityCapture pricing in late April

UPDATE: The changes described in this blog are now in effect.

We are introducing a new seat-based Unreal Subscription when we release Unreal Engine 5.4. This new pricing of $1,850 per seat will apply to companies generating over $1 million USD in annual gross revenue who are not creating games.

Last year at Unreal Fest in New Orleans we announced that, in 2024, we would begin offering an Unreal Engine seat-based enterprise software pricing model for industries other than game development. To fund future development efforts, we will be rolling out this new non-game pricing model with Unreal Engine 5.4 in late April. We are sharing more information now so you can be ready for what’s coming.

Unreal Engine will remain free to use for students, educators, hobbyists, and companies generating less than $1 million in annual gross revenue. We are not changing our licensing model for game developers, who will continue to pay a 5% royalty on products that exceed $1 million in lifetime gross revenue. The first $1 million that a game generates is exempt from royalties, and revenue earned through the Epic Games Store is exempt from overall royalty calculations, just as it is today.

What is changing for non-game industries?

We will introduce a new seat-based Unreal Subscription as part of our EULA update with the release of Unreal Engine 5.4. The annual cost per seat will be $1,850, with regional pricing available in select countries.

You will only need to pay for seats if you meet all of the following criteria:
  • You are a company that generates over $1 million in annual gross revenue
  • You do not create games
  • And you do not create applications that are licensed to third-party end users and rely on Unreal Engine code at runtime

You will be able to use a seat-based subscription to create:
  • Linear content, for example, film and television shows, architectural visualizations, graphics for broadcast and live events
  • Products that incorporate Unreal Engine code at runtime and are not licensed to third parties, for example, product configurators used either internally or externally
  • Immersive experiences that are not sold directly to individual users, such as theme park rides and interactive architectural walkthroughs

If you’re developing a non-game application that is licensed to third-party end users and relies on Unreal Engine code at runtime then you will need to pay royalties just like game developers do. You will pay a 5% royalty on products that exceed $1 million in lifetime gross revenue.

If you are currently using Unreal Engine 5.3 or any other prior versions, pricing changes will not apply to you until you decide to update to 5.4. Pricing changes will not apply to new or existing users of Unreal Engine 5.3 or any other prior version; they will only apply to users of Unreal Engine 5.4 or later. You can view the Unreal Engine roadmap to see what’s planned for 5.4 and beyond.

You will be able to purchase seats on a fixed-user basis, and users with admin rights will be able to manually transfer seats to other users in your organization as needed.
 

What’s included in Unreal Subscription seats?

Each seat provides a single user access to Unreal Engine 5.4 (and future versions released during the subscription period) along with two of our engine-compatible creative tools: Twinmotion and RealityCapture. We will also offer a 30-day free trial that covers all three products.

We’re bringing these tools together as part of the subscription to help teams across industries efficiently build high-quality 3D experiences, and our goal is to fully integrate Twinmotion and RealityCapture with Unreal Engine by the end of 2025.

Twinmotion gives you lighter-weight, easy-to-use visualization capabilities that make it possible for more team members, such as designers, to be part of the same production pipeline and workflow as Unreal Engine users—meaning you can get more of your team working together on the same projects, regardless of their skill sets.

RealityCapture is the leading desktop photogrammetry solution; it gives you the ability to create one-of-a-kind assets by transforming high-res camera images—even ones taken with smartphones—and/or laser scans into high-fidelity 3D models for use in Unreal Engine and Twinmotion projects.

Community-based support and learning materials will remain open and free to use for everyone, just as they are today. Haven’t seen those? Check them out here.

Epic Direct Support through the Unreal Developer Network (UDN) will not be included with an Unreal Subscription. For studios or companies purchasing 10 or more Unreal Subscription seats, Epic Direct Support will be available to purchase for an additional $1,500 per seat annually. 

What about Twinmotion and RealityCapture standalone products?

Twinmotion and RealityCapture will still be available to purchase individually, and as part of these updates, we’re also changing the pricing model for individual purchases of these applications.

Individual Twinmotion seats will be priced at $445 per year. Twinmotion seats include access to Twinmotion Cloud, as well as all updates released during the subscription period.

For RealityCapture, individual seats will be $1,250 per year starting with RealityCapture 1.4. We will no longer be offering a Pay Per Input (PPI) pricing model going forward. Existing customers with unused PPI credits will be able to utilize them.

Just like Unreal Engine, both Twinmotion and RealityCapture will now be free to use if you’re a student, educator, or hobbyist, as well as if your company earns less than $1 million in annual gross revenue.

Why make these changes now?

Our goal is to keep our tools free for as many people as possible, especially folks who are just starting out. These changes are designed to make long-term Unreal Engine development sustainable, so that we can continue to provide the very best, most advanced creator tools to all industries—big companies, small studios, individuals, and everyone in between.

FAQ

Unreal Subscription seats are sold on a fixed-user basis as an annual subscription that can be renewed yearly. It includes entitlements to Unreal Engine, Twinmotion, and RealityCapture and all updates released during the subscription period. Seats of the three products are fixed to the same user. You can choose to transfer the three seats to a different user in your company at any time, but the three product seats cannot be split between different users.
You will be able to select who can access the seats you buy through seat management functionality within the new Epic Developer Portal, which will be available at all times. The first opportunity to distribute and manage your seats will be part of the purchasing process, and you’ll continue to have access and be able to make adjustments as your needs change.
Yes, you will be able to assign seats to external contractors.
We will not be renewing existing UEP agreements, so when your current contract comes to an end, you can choose to accept our new EULA if you want to stay current with Unreal Engine releases. You’ll then need to purchase Unreal Subscription seats if your company makes more than $1 million in annual gross revenue. If you don’t meet that threshold, and you are not developing an application that is licensed to third-parties and incorporates Unreal Engine code at runtime, you can use Unreal Engine for free. If you require Epic Direct Support via UDN or custom terms, you can contact our business development team to discuss a new agreement.
The Unreal Subscription comes with Twinmotion and RealityCapture. You don’t have to download, install, or use Twinmotion and RealityCapture if you don’t want to, but they will be available for you if you decide to give them a go in the future. We are including a license to these products at no additional cost since our long-term plan is to make them fully accessible within the Unreal Editor.
You will not lose access to any of the tools or projects you’ve created, but if you want to keep using Unreal Engine, Twinmotion, and RealityCapture, the EULA you signed does require you to buy new seats and/or renew your subscription. The exception is if your annual gross revenue has changed and you are now under the $1 million threshold.
No. If you’re currently using UE 5.3 or a prior version, you may choose to remain under the standard EULA for those versions, and don’t have to purchase seats. However, if you decide to download UE 5.4 at a later date, you’ll be required to accept our new EULA and purchase seats if the criteria applies to you.
No. You can continue to use Unreal Engine for free—we’re grateful you’re helping to improve the Unreal Engine ecosystem for everyone. If you choose to sell your plugins in the Unreal Engine Marketplace, our usual revenue share model (88% of revenue to you, the creator) will continue to apply.
There are two $1 million thresholds and they depend on what you make and how much you make.

Royalties are determined by the lifetime gross revenue of the product or title you’ve created. Once that project has earned $1 million—whether that happens in a month, or three years down the line—you’ll start paying royalties on your earnings above the first million dollars.

Unreal Subscription prices are determined by your annual gross company revenue. If your company has reported earnings of $1 million or more in the last 12 months or fiscal year, you’ll need to pay for seats.
Yes, you should use a reasonable currency conversion rate to calculate whether your company meets the $1 million revenue threshold.
We support a number of other currencies and have adjusted pricing for certain geographical locations. You'll be shown the final price for your location after you start the purchase process and before you pay.