125 Total
60 High severity
53 Medium severity
12 Low severity

Key Facts

What does Unreal Engine cap the Epic Parties' aggregate liability at?
Unreal Engine caps the Epic Parties' aggregate liability arising out of or in connection with the Agreement at the greater of $1,000 or the total amounts the user has paid to Epic under the Agreement during the preceding twelve months.
How must disputes be resolved?
Unreal Engine requires that, by accepting the Agreement, both the user and Epic agree to resolve disputes only in their individual capacities and not as part of a class action.
Can disputes be resolved as part of a class action?
Unreal Engine requires that, by accepting the Agreement, both the user and Epic agree to resolve disputes only in their individual capacities and not as part of a class action.
What may Epic or its designated representatives conduct?
Unreal Engine permits Epic or its designated representatives to conduct reasonable audits of the user's books and records upon reasonable prior notice.
What must the user indemnify the Epic Parties from?
Unreal Engine requires the user to indemnify, pay the defense costs of, and hold harmless the Epic Parties from all liabilities, damages, judgments, awards, losses, costs, expenses, and fees including reasonable attorney and expert witness fees.
What costs must the user pay for the Epic Parties?
Unreal Engine requires the user to indemnify, pay the defense costs of, and hold harmless the Epic Parties from all liabilities, damages, judgments, awards, losses, costs, expenses, and fees including reasonable attorney and expert witness fees.
What license does Unreal Engine grant the user?
Unreal Engine grants the user a non-exclusive, non-transferable, non-sublicensable license to privately use, reproduce, display, perform, and modify the Licensed Technology in accordance with the terms of the Agreement.
Is the license non-exclusive, non-transferable, and non-sublicensable?
Unreal Engine grants the user a non-exclusive, non-transferable, non-sublicensable license to privately use, reproduce, display, perform, and modify the Licensed Technology in accordance with the terms of the Agreement.
What can the user do with the Licensed Technology?
Unreal Engine grants the user a non-exclusive, non-transferable, non-sublicensable license to privately use, reproduce, display, perform, and modify the Licensed Technology in accordance with the terms of the Agreement.
Can the user seek to bring, join, or participate in any class or representative action or collective or class-wide arbitration?
Unreal Engine requires the user and Epic to bring disputes arising out of or related to the Agreement only in an individual capacity, prohibiting the user from seeking to bring, join, or participate in any class or representative action or collective or class-wide arbitration.
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Summary

This agreement gives you a limited, personal license to use and modify the Unreal Engine, but comes with real financial obligations: you need to pay per-developer subscription fees unless your business is below $1 million in annual revenue, and you owe royalties to Epic once any product you release earns more than $1 million. You cannot use Unreal Engine to train generative AI, cannot mix it with certain open-source code, and if a dispute arises with Epic, you must handle it individually rather than through a class action.

Analysis

The Unreal Engine EULA establishes a non-exclusive, non-transferable, non-sublicensable license for users to privately use, reproduce, display, perform, and modify the Licensed Technology within a defined set of conditions. The agreement imposes a tiered financial structure: per-developer seat subscriptions are required for most access (with an exemption for corporate groups below $1,000,000 USD in trailing 12-month gross revenue), and royalties on worldwide gross revenue become payable once a Product directly generates more than $1,000,000 USD. Users are expressly prohibited from integrating the Licensed Technology with copyleft-style code whose license would impose its terms on the Licensed Technology, and from using the Licensed Technology as training input or prompt-based input to any Generative AI Program that trains on input data. Epic retains audit rights over user books and records, the agreement requires users to bear full indemnification and defense costs for covered claims against the Epic Parties, and the Epic Parties' aggregate liability is capped at the greater of $1,000 or amounts paid by the user to Epic in the preceding twelve months. Dispute resolution is restricted to individual proceedings, with class and representative actions expressly prohibited.

What this means for you

For an individual developer or small studio, the most immediate practical effect is the revenue-based exemption: no seat subscription fees apply while your entire corporate group earns less than $1,000,000 USD in gross revenue over the prior 12 months, and no royalties are owed until a specific product crosses $1,000,000 USD in gross revenue. Once either threshold is met, per-seat subscription costs and worldwide-gross-revenue royalties apply. The agreement also bars you from feeding any Licensed Technology into generative AI training pipelines and from joining a class action against Epic — your maximum financial recovery from Epic is capped at $1,000 or what you paid Epic in the last 12 months, whichever is greater. If you believe you may be approaching either revenue threshold, you should track your corporate group's gross revenue against those figures, as crossing them triggers binding financial obligations.

Institutional Analysis
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Complete Provision Index

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125 provisions
12 featured
24 clause types
60 high severity
Refunds & Chargebacks 1 1 high
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Archival ProvenanceSource & Archival Record
Last Captured May 5, 2026 06:46 UTC
Capture Method Automated scheduled archival capture
Document ID CA-D-000751
Version ID CA-V-001373
SHA-256 632e7c7e10ec6f6e7522e4f10f95b9a2f87221e60e914e78d72f3a275d5ac020
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