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Starting the project, I had no idea of the massive amount of work it would take. > Revolution 60 was made by a core team of 4 people for a budget of about $400,000. Since practically anyone can access the engine source, it also means that there is a huge number of people outside of Epic who know how the engine works and how it can be modified.
#Unreal engine reddit full#
While an in-house engine can be easier to modify, it should be noted UE4 uses an open source-ish shared source model every licensee has full access to the engine source code for no extra cost. >All changes to the engine can be done locally, while working with a licensed engine quite often means that a cooperation with the company that develops the engine is required.
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For an indie or AA game it might not be worth it, but I'm almost sure every AAA UE4 game dev has a custom license. The licensing fee isn't fixed nor public information, but I would guesstimate it being somewhere between 100K and 1 million (UE3 was around half a million according to leaked numbers). You can negotiate a custom license with a smaller or 0% royalty if you are willing to pay some money up front. >Epic is not running a charity - their current terms of use state that if you release your product commercially, you need to pay 5% of gross revenue after the first 3000 USD are earned. You've made some good points, but some of your concerns don't necessarily apply to UE4.
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