Unreal Engine updates pricing for non-game industries
Epic has announced pricing updates for Unreal Engine, Twinmotion, and RealityCapture, set to take effect in late April. With the introduction of Unreal Engine 5.4, a new seat-based Unreal Subscription will be implemented, priced at $1,850 per seat annually. This pricing is targeted at companies generating over $1 million USD in annual gross revenue, excluding those involved in game development. This move follows last year’s announcement at Unreal Fest in New Orleans, indicating a shift towards a seat-based enterprise software pricing model for non-game industries, aimed at supporting future development efforts.
For students, educators, hobbyists, and companies with annual gross revenue under $1 million, Unreal Engine will remain free. The licensing model for game developers remains unchanged, with a 5% royalty on products exceeding $1 million in lifetime gross revenue, excluding the first $1 million and revenue from the Epic Games Store. The new subscription model is designed for creating linear content, such as films and TV shows, architectural visualizations, and immersive experiences not sold directly to individual users.
The updated Unreal Subscription includes access to Unreal Engine 5.4 and future versions, along with Twinmotion and RealityCapture. A 30-day free trial covering all three products will also be offered. The integration of Twinmotion and RealityCapture into Unreal Engine is expected to be completed by the end of 2025, aiming to enhance team collaboration and efficiency in building high-quality 3D experiences. Twinmotion offers visualization capabilities for broader team involvement, while RealityCapture provides photogrammetry solutions for creating high-fidelity 3D models.
Additionally, pricing for Twinmotion and RealityCapture as standalone products will also change. Twinmotion will cost $445 annually per seat, and RealityCapture will be priced at $1,250 annually per seat, starting with version 1.4. This marks a departure from RealityCapture’s Pay Per Input pricing model, with existing customers able to use their unused PPI credits. These tools, along with Unreal Engine, will continue to be free for students, educators, hobbyists, and companies earning less than $1 million in annual gross revenue.
The adjustments in pricing are part of Unreal Engine’s strategy to make long-term development sustainable while keeping the tools accessible to a wide range of creators. The goal is to continue providing advanced creator tools to all industries, regardless of size.
To find out more, visit the Epic’s website.