Unreal Engine
A 3D computer graphics game engine used to render graphics in 3D, perform scripting tasks, and simulate physics interactions
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+ | Python scripting | Allows to integrate into user’s pipeline and automate the workflows with full support for the industry standard Python scripting the provided IDE. |
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+ | C++ Integration | A framework that permits using the C++ programming language to build and modify game functions within the engine |
+ | Geometry System | A system that streams geometry data and adjusts detail levels automatically to manage scene content and improve frame rate |
+ | Lighting System | A system that processes light behavior and reflections during engine operation to update scene illumination, where indirect lighting adapts on the fly to changes to direct lighting or geometry |
+ | Particle Effects | A system that creates and manages particle emitters to produce effects within projects |
+ | Sequencer | A timeline interface that organizes animations, camera sequences, and audio tracks inside the engine |
+ | Editor Customization | A feature that permits altering and extending the editor interface and workflows to meet project requirements |
+ | XR Support | A framework that enables creation and testing of virtual and augmented reality content across multiple devices |
+ | Physics Simulation | A system that handles object collision, body interactions, and force calculations to drive physical behavior |
+ | Audio Engine | A tool that integrates sound effects, music, and three-dimensional audio processing into projects |
+ | Virtual Production | A suite that combines digital content with filmed sequences using live digital feeds for in-camera effects |
+ | Network Framework | A system that manages client-server communication and data replication needed for multiple-user applications |
+ | Packaging Tools | A feature that compiles and packages project files for deployment across various operating systems and devices |
+ | Marketplace Access | A feature that connects users to an online repository of assets and extensions for additional project support |
+ | Asset Management | A set of tools that organizes, catalogs, and tracks project files to maintain orderly content integration |
+ | Version Control Integration | A feature that connects the engine to version control systems to record and manage changes in code and assets |
+ | Performance Profiling | A tool that collects and displays engine performance data to assist in identifying and managing resource usage |
+ | Visual Dataprep | Automate data preparation workflows with a simplified visual tool that lets the user create a ‘recipe’ of filters and operators that they can save and reuse on other scenes or projects. |
+ | IDE | Includes an integrated development environment available on Linux, macOS, and Windows for content authoring and game level development. |
+ | World Partition | Helps with the creation of open worlds by dividing the world into a grid and streaming only the necessary cells. |
+ | Procedural Content Generation framework | Enables you to define rules and parameters to populate large scenes with assets of user’s choice. |
+ | Water system | Allows to create bodies of water within the landscapes to give the user the ability to define oceans, lakes, rivers, and islands using splines. |
+ | Control Rig | A tool that supports creation and editing of character rigs directly within the engine for pose and movement adjustments |
+ | Animation System | A set of tools that orchestrates skeletal, facial, and object animations for characters and scene elements |
+ | Animation Blueprints | A specialized Blueprint that controls the animation of a Skeletal Mesh, to create and control complex animation behaviours |
+ | Blueprint Scripting | A system that constructs game logic using nodes and connections instead of text code |
+ | Machine Learning Deformer | Generates high-fidelity approximations of nonlinear deformers, complex proprietary rigs, or any arbitrary deformation by using a custom Maya plugin to train a machine learning model, which in turn runs in real time in the app. |
+ | Take Recorder | Enables the user to record animations from motion capture linked to characters in the scene, and from Live Link data, for future playback |
+ | Runtime animation tools | Augment authored animation sequences at runtime to compensate for different gameplay scenarios. |
+ | Material Editor | A tool that enables creation and modification of surface definitions applied to scene elements |
+ | Clothing tools | Simulate clothing and other fabrics by setting clothing parameters |
+ | Virtual Camera system | captures and controls camera movements in a digital environment. It benefits users by allowing interactive scene framing and real-time preview adjustments |
- | Royalty Structure | The engine uses a fee structure that requires payment based on project revenue over a set threshold ($1 Mn as of 2025), influencing financial planning. |
- | Resource Requirement | The engine development relies on hardware that meets recommended system specifications, which can restrict use on older or lower-specification systems. |
- | Version Update Migration | Updates to new engine versions require users to migrate existing projects, a process that involves reviewing and adjusting project content for compatibility. |
System Requirements
# | Minimum | Recommended |
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1 | Windows 7 | Windows 10 64-bit |
2 | Quad-core Intel or AMD, 2.5 GHz or faster | |
3 | 8 GB | |
4 | DirectX 11 or DirectX 12 compatible graphics card |
# | Minimum | Recommended |
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1 | macOS 10.14.6 Mojave | Latest MacOS Big Sur |
2 | Quad-core Intel, 2.5 GHz or faster | |
3 | 8 GB RAM | |
4 | Metal 1.2 Compatible Graphics Card |
# | Minimum | Recommended |
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1 |
| Ubuntu 18.04 |
2 | Quad-core Intel or AMD, 2.5 GHz or faster | |
3 | 32 GB RAM | |
4 |
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5 | glibc 2.17 or newer |
# | Minimum | Recommended |
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1 | Windows 10 |
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2 | Quad-core Intel or AMD, 2.5 GHz or faster | |
3 | 8 GB RAM | |
4 |
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# | Minimum | Recommended |
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1 |
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2 | Quad-core Intel, 2.5 GHz or faster | |
3 | 8 GB RAM | |
4 | Metal 1.2 Compatible Graphics Card |
# | Minimum | Recommended |
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1 |
| Ubuntu 22.04 |
2 | Quad-core Intel or AMD, 2.5 GHz or faster | |
3 | 32 GB RAM | |
4 |
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5 | glibc 2.17 or newer |
# | Minimum | Recommended |
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1 | Windows 10 version 1703 (Creators Update) |
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2 | Quad-core Intel or AMD, 2.5 GHz or faster | |
3 | 32 GB RAM | |
4 |
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# | Minimum | Recommended |
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1 |
| Latest macOS 13 Ventura |
2 | M1 or M2 depending on rendering features | Apple Silicon M3 |
3 | 16 GB | 32 GB |
4 | Metal 1.2 Compatible Graphics Card |
# | Minimum | Recommended |
---|---|---|
1 |
| Ubuntu 22.04 |
2 | Quad-core Intel or AMD, 2.5 GHz or faster | |
3 | 32 GB RAM | |
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Developer
Written in
C++
Initial Release
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Repository
Unreal Engine being a proprietary software, its source code is not publicly hosted.
License
Categories
Notes
Here’s a draft note for your Unreal Engine licensing terms:
Unreal Engine Licensing Terms
Unreal Engine is available under a royalty-free license for the first $1,000,000 of gross revenue generated by your product. After surpassing $1 million in revenue, a 5% royalty will be applied to all subsequent earnings.
The source code for Unreal Engine is made available under the Unreal Engine Source Code License, which allows developers to modify and use the engine’s source code while maintaining certain restrictions on redistribution and commercial use.
Developers are encouraged to review the full licensing details on the Epic Games website to understand the complete terms and conditions of use.