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Real-time engines / Stage note · Entry note · prepared 16 September 2026

Unreal's free tier ends at a million dollars of company revenue

Unreal's licensing page and EULA together show a seat-based fee, not a royalty, applies once a company's annual revenue passes one million dollars.

Visual for this record: Unreal's free tier ends at a million dollars of company revenue
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The stage

Unreal Engine's current licensing page, retrieved as it stands on 16 September 2026, sets a specific line: a company using Unreal commercially that has generated more than $1 million in the past 12 months, and is not distributing a game or application that relies on engine code at runtime and is licensed to third-party end users, needs to purchase seat-based Unreal Subscription licenses at a stated $1,850 per seat per year. Below that $1 million annual gross company revenue figure, the page states the engine remains free for individuals, small businesses and educators. This is a living, versioned policy, not a dated announcement.

What the documents establish

The licensing page and Unreal's own End User License Agreement together establish two separate $1 million thresholds, not one. A product shipping Unreal's engine code embedded at runtime and distributed to end users owes a 5% royalty once that product's lifetime gross revenue passes $1 million, measured per product. A company using Unreal for something else, and the EULA names “virtual production and virtual sets for film and television” explicitly as a covered use case, owes seat subscriptions once its annual gross company revenue passes $1 million, measured per company. A studio building LED-volume content is not distributing an interactive product with embedded engine code, so the seat threshold generally applies. The EULA independently confirms the exception for “indie developers (those making less than $1,000,000 a year),” corroborating the marketing page's figure.

The department view

This is a budgeting and legal question landing on a line producer or virtual production supervisor well before a DP steps into a volume. Once a studio's annual gross revenue clears the threshold, someone has to count how many people actually access the Unreal project, since the seat fee is per developer with access, not per production, and decide whether contractors need seats purchased for them. The trade-off is straightforward: an indie production under the threshold uses Unreal at no cost, while a larger studio absorbs a per-seat line item as a fixed cost of an in-house pipeline, separate from LED hardware or staffing costs.

What to check before you build

This is an editorial checklist, not legal advice. Confirm which threshold applies: a production distributing an interactive product with embedded engine code should check royalty terms, while one only generating footage should check seat-license terms instead. Confirm the current per-seat price directly on Epic's page before budgeting, since this document can change. Confirm whether the revenue calculation covers the parent studio's total revenue or only the production entity's, from Epic or counsel rather than assuming.

  • Does this production distribute engine code at runtime to third-party end users, or only generate footage?
  • How many people need seat access to the Unreal project, including contractors?
  • Has the seat price or revenue threshold changed since this entry's 16 September 2026 retrieval date?

The headline claim that Unreal Engine is free holds only up to a revenue line most established studios have already crossed. Above that line is a per-seat subscription cost, not a royalty, for any production not itself shipping an interactive product built on the engine.

Sources & reading trail

Unreal Engine (UE5) licensing options - Unreal Engine ↗

Epic's own current licensing page stating the seat-based fee and the one million dollar annual company revenue threshold that triggers it.

Source published: Not established · Retrieved: 16 September 2026

Unreal Engine EULA ↗

The binding End User License Agreement confirming the same threshold and exception language, and naming virtual production for film and television as a covered use case.

Source published: Not established · Retrieved: 16 September 2026

Vendor documentation, standards and reports establish the entry; the department view is Stagecraft Atlas editorial analysis. This retrospective draft does not imply the site published on the event date.