Unreal Engine 4 is now available to everyone, and priced so that we succeed only when you do. We've made our policies to be friendly and low risk. You can cancel your subscription at any time and keep using the engine, though without monthly updates.
However, this is the very first release, aimed at early adopters. It's powerful, but not very polished, and it requires a beefy desktop computer. Rough areas include:
- Mac OS X support hasn't undergone serious developer testing yet
- Android support is rough and hasn't undergone compatibility testing
- iOS deployment currently requires a Mac
- C++ programming documentation is sparse
If you're looking for a more polished product, please check back in 6 months. But if you're a pioneer, please join us on this journey!
In UE4, programming is in C++ using Microsoft Visual Studio (available free online) or Apple's Xcode. Designers can build code-free games using Blueprint visual scripting, but there's no C# or JavaScript.

When releasing a product using UE4, you're signing up to pay Epic 5% of gross product revenue from users, regardless of what company collects the revenue. That means: If your game makes $10 on the App Store, Apple may pay you $7, but you'd pay Epic $0.50 (5% of $10).
If your team requires custom terms (for example, reducing or eliminating the royalty in exchange for an upfront license fee), or you need dedicated Epic support to help your team, we're here to help! Please visit the custom licensing page.
https://unrealengine.com/register










