You cannot use Unreal Engine or MetaHuman assets to train any AI or machine learning system. This includes using engine outputs, character models, or animation data as training data for generative AI tools.
This analysis describes what Unreal Engine's agreement states, permits, or reserves. It does not constitute a legal determination about enforceability. Regulatory applicability and practical outcomes may vary by jurisdiction, enforcement context, and individual circumstances. Read our methodology
Studios increasingly use AI tools in their production pipelines, and this prohibition may restrict or prohibit workflows where Unreal Engine outputs are used to train or fine-tune AI models, including internal tools.
Interpretive note: The scope of 'rendered output thereof if crafted to replicate the functionality of MetaHuman' is ambiguous and may require legal interpretation to apply in specific production contexts.
Developers who use Unreal Engine-generated content as training data for AI systems, even for internal or research purposes, would be in breach of this agreement, which could affect AI-forward studios and researchers.
How other platforms handle this
You may not use the Services, including any outputs, to develop, train, fine-tune, or improve any machine learning model or artificial intelligence system that competes with AI21's products or services.
(ix) engage in any of the foregoing in connection with the use, creation, development, modification, prompting, fine-tuning, training, testing, benchmarking or validation of any machine learning tool, model, system, algorithm, product or other technology.
You may not use the Services to develop foundation models or other large scale models that compete with Amazon Bedrock or any other AWS Service.
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"result in using the Licensed Technology as a training input to any Generative AI Program or as prompt-based input where the Generative AI Program trains on input data. 'Generative AI Program' means artificial intelligence, machine learning, deep learning, neural networks, or similar technologies designed to automate the generation of or aid in the creation of new content, including but not limited to audio, visual, or text-based content; or use, or permit others to use, MetaHuman digital characters and animation curves (or any rendered output thereof if crafted to replicate the functionality of MetaHuman) to build or enhance any database or training or testing any artificial intelligence, machine learning, deep learning, neural networks, or similar technologies.— Excerpt from Unreal Engine's Unreal Engine EULA
REGULATORY LANDSCAPE: The contractual prohibition on AI training inputs interacts with the emerging EU AI Act, which imposes transparency and data governance requirements on AI system developers. Copyright law questions around using engine-generated content as training data are actively litigated and legislated in multiple jurisdictions, and this contractual provision reflects Epic's attempt to assert control independently of how those legal questions resolve. The FTC has signaled interest in AI-related consumer protection issues, though direct enforcement of contractual AI training restrictions by a federal agency is not established. GOVERNANCE EXPOSURE: Medium. The prohibition is broadly drafted, covering not only direct use of engine code but also rendered outputs of MetaHuman characters 'if crafted to replicate the functionality of MetaHuman,' which is a phrase with uncertain scope. Studios operating AI research divisions or using third-party AI tools that ingest production assets may inadvertently trigger this restriction without clear internal policies. JURISDICTION FLAGS: The EU AI Act imposes independent obligations on AI system developers that may interact with this contractual restriction in complex ways. Jurisdictions with pending AI legislation may also create compliance dependencies. The restriction appears to apply globally to all licensees regardless of jurisdiction. CONTRACT AND VENDOR IMPLICATIONS: Studios working with AI tool vendors or embedding third-party AI services in their pipelines should audit whether those services train on user-provided data, since permitting such use through a vendor may constitute a breach of this provision. Vendor contracts should include representations that AI tools do not train on customer data if that data includes Unreal Engine outputs. COMPLIANCE CONSIDERATIONS: Legal and technical teams should conduct a workflow audit to identify any pipeline steps where Unreal Engine outputs, MetaHuman assets, or animation data are ingested by AI systems. Internal AI acceptable use policies should be updated to explicitly prohibit using Unreal Engine or MetaHuman outputs as training data. The phrase 'or any rendered output thereof if crafted to replicate the functionality of MetaHuman' warrants legal review to clarify its operational scope.
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Studios increasingly use AI tools in their production pipelines, and this prohibition may restrict or prohibit workflows where Unreal Engine outputs are used to train or fine-tune AI models, including internal tools.
Developers who use Unreal Engine-generated content as training data for AI systems, even for internal or research purposes, would be in breach of this agreement, which could affect AI-forward studios and researchers.
No. ConductAtlas is an independent monitoring service. We are not affiliated with, endorsed by, or sponsored by Unreal Engine.