After teasing the change last year, Epic Games announced a new pricing structure for non-game developers using its Unreal Engine.this fort night Developers will charge an annual “per seat” subscription fee of $1,850. The term “per seat” is a technical term that actually means “person using the software.” These changes will take effect when Unreal Engine 5.4 is released at the end of April.
Although Unreal Engine is primarily known as a game development tool, it is frequently used in a variety of industries, which is where this pricing structure comes in. Companies that produce linear content, such as TV shows and movies, will have to pay $1,850. Organizations developing in-car infotainment platforms and immersive experiences, such as theme park rides, will also be charged. Currently, Epic doesn’t make money from most users because the final product doesn’t “collect royalties,” as Sweeney said last year.
The annual fee gives these users access to Unreal Engine itself, Twinmotion real-time visualization tools and the company’s RealityCapture 3D modeling software. However, organizations can purchase independent licenses for each license. Twinmotion costs $445 per year and RealityCapture costs $1,250 per year.
There are some exceptions here. Companies with annual gross revenue of less than $1 million do not pay the fee. The same goes for students, educators, and enthusiasts. Companies that develop plug-ins for Unreal Engine can continue to use the software for free, but Epic will receive a cut through its revenue-sharing model.
Epic’s real bread and butter, game developers, will continue to use Unreal Engine for free, paying only a 5% royalty on software that earns more than $1 million in gross lifetime revenue. Back in 2020, Epic extended the royalty-free threshold from $50,000 to $1 million.
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