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Forums - Gaming - Unreal Engine 4 now available to everyone for $19 month + 5% gross product revenue

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

 




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So when they say

"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)."

Does that also mean that they take 5% of a $60 game at retail even if you as developer get only $27 or something like that? That sounds very expensive for retail games if you have to give Epic Games 3 of your 27 bucks.

I think for download games on Steam and so on it sounds ok to get 5% when you get also much more percentual from the game's price.



How does this compare to, say, UE3 rates?



Hmm I've used the UDK freeware, but never the actual engine itself... is there a demo version? Because honestly I didn't like UDK that much...



Talal said:
I will permaban myself if the game releases in 2014.

in reference to KH3 release date

Thats not bad at all. I still prefer unity to it right now though.



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papamudd said:
Hmm I've used the UDK freeware, but never the actual engine itself... is there a demo version? Because honestly I didn't like UDK that much...

No idea. Maybe if you register?

https://unrealengine.com/register



crissindahouse said:
So when they say

"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)."

Does that also mean that they take 5% of a $60 at retail even if you as developer get only $27 or something like that? That sounds very expensive for retail games if you have to give Epic Games 3 of your 27 bucks.


Although it sounds expensive for retail games, it is still a lot cheaper than creating your own engine. In many games making an engine from scratch costs more than everything else in game combined. Sometimes a lot more. Which is why game engines are usually used in several games.

Edit. People tend to forget that in current games engine is definitely most expensive part.



Untamoi said:
crissindahouse said:
So when they say

"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)."

Does that also mean that they take 5% of a $60 at retail even if you as developer get only $27 or something like that? That sounds very expensive for retail games if you have to give Epic Games 3 of your 27 bucks.


Although it sounds expensive for retail games, it is still a lot cheaper than creating your own engine. In many games making an engine from scratch costs more everything else in game combined. Sometimes a lot more. Which is why game engines are usually used in several games.

I added to my post that I find it ok for downlosdable games since you also get much more as developer but 5% of the retail price is a lot considering how less you as developer get from that price. That's why I asked if the same rule counts for retail prices.

Sure, own engines are expensive but giving away more than 10% of the money you get (if you get 27 of the 60 bucks retail game) isn't cheap either. Even Epic Games wrote on their homepage that they know that this is much to ask for. 

But you have to pay not so much if your game doesn't sell, that's obviously good.



ClassicGamingWizzz said:
Where are the games with this engine :S

All the tech demos looked amazing , hope epic announce the new IP today

Rime, Fable Legends and Daylight are shown in the Video I've added in op but no clue what else