Updating Unreal Engine Pricing in Late April
unrealengine.com
unrealengine.com
This makes the pricing model for non-game users (e.g., film makers, VFX studios and architecture firms) similar to that for game creators, basically the software remains free for indie makers until $1 million USD in gross annual revenue.
> - 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
Am I reading it correctly that companies that create games are exempt for non-game-related uses? If so, does this just create an obvious loophole where a big movie studio can just "develop" some mobile game and continue to use it for free for their film-making?
I'd imagine if you're grossing over a million a year you aren't looking at loopholes to avoid paying a nominal amount if money.
Companies that create games must buy seats and pay a royalty after they make their first $1 million (not an annual thing, either from what I could tell). So you cross that threshold and you're on the hook for $50K + the cost of seats.
According to Epic, this is the first time that a film made in Unreal Engine 5 won an Oscar for Best Animated Short. ("WAR IS OVER! Inspired by the Music of John & Yoko")
> For studios or companies purchasing more than ten Unreal Subscription seats, Epic Direct Support will be available to purchase for an additional $1,500 per seat annually.
So ballpark that to a minimum yearly spend of about $18k in order to access the UDN (what is referred to there as Epic Direct Support)?
This is interesting since normally the terms for what it would cost to get UDN access are not public and instead requires you to reach out to Epic first.