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Unreal Engine 4 is now available to everyone for free
- johntaitorg 12y agoIt's available at no charge, but it's not free.
- bluesilver07 12y agoIt is free as in beer, which is the natural definition of "free" for most people.
- Argorak 12y agoIt's free as beer until you take a sip from the glass. Also, the US isn't the land of the cheap sakes, which kind of doesn't fit "for most".
- hughes 12y agoFree until you take more than 3000 sips from the glass per quarter. So still likely 100% free for all but the successful indie devs and larger studios.
- robotresearcher 12y agoSip all you want. It's free until you serve that beer for money in your successful restaurant.
- prawn 12y agoJust in case this helps you in the future: "cheapskate" is the term you're looking for.
- Gurkenmaster 12y agoI was thinking it's a pun about japanese alcohol.
- hasenj 12y agoThe natural definition for "free" in the software development world has come to mean "open source". It doesn't matter what the word means outside this sphere. Otherwise, "engine" usually refers to something like a car engine.
- EpicEng 12y agoThat's a bold claim. I have been writing software for more than a decade and I still associate "free" with "no monetary cost".
- hawleyal 12y agoIt's actually not. It has a very restricted license, and you have to sign up to get the source. So it's not free software or open source.
- drostie 12y agoYeah; the initial title said "is now Free", suggesting by lack of capitalization of "now" and capitalization of "Free" that it was being open-sourced. I'm glad that the edited title uses lowercase for that word.
- Argorak 12y agoI don't see the reason for downvotes. The parent's sentiment is pointed, but has merit. It's initially doesn't cost anything, but if you want to charge for a game, it costs you. You also don't get many freedoms along with it, you gain no rights on the code and are bound to whatever Epic comes up with later.
- morganvachon 12y ago> It's initially doesn't cost anything, but if you want to charge for a game, it costs you. That's just it though; if you wanted to use this to make a completely free GNU/Linux game, you could, without ever paying a cent to Epic. If you do decide to make a game for profit, it's only when you "make it" that you have to pay for your tools. I see it as a fair and equitable arrangement, where both sides profit if and only if the developer is successful.
- bumblebeard 12y agoIs the source code actually free though? For example, could I redistribute the source code myself and not take any revenue from the people I distributed it to? Could I make some changes to the engine and redistribute it? How would the revenue sharing work if I did something like that and someone using my version of the engine started making money using it? I'm glad there's another no-cost video game engine available, but I don't think it qualifies as free software in the Free Software Foundation sense of the word free. I haven't seen the actual license though, so maybe it is actually free. It would be awesome if it was.
- morganvachon 12y agoSorry, I should have clarified; I didn't use the capital-F "Free" because I was speaking strictly in terms of money. I honestly don't have a clue what the redistribution rights are either, I just think it's cool there's a professional level, tried and tested, modern game engine available to build games that target GNU/Linux. I'm excited to see what comes of it over the next few years.
- robotresearcher 12y ago
- ctdonath 12y agoYou make money with it, you give them a fair share. Entry cost is $0. They'll ignore the first $3000 gross because hassling lots of "little people" for under $150 isn't worth the hassle for anyone. Pretty amazing, really. I've been in graphics since just drawing a line on the screen of a $6000 (2015 dollars) computer was a big deal for a beginner; now you can get a seriously robust graphics engine for no cost, develop on a week's-pay cheap computer, and publish for $50 per $1000 revenue after you make enough to bother paying for. No reason to whine, save for the sake of whining. You can still start with gcc if you like. ETA: per another current thread, you can get a suitable Linux workstation for $89 http://symplepc.com/blogs/news/16853255-symple-introduces-the-89-planet-friendly-ubuntu-linux-web-workstation http://symplepc.com/blogs/news/16853255-symple-introduces-th... Tack on a USB monitor for another $89, and you can write the Next Big FPS for $178 plus 5% of meaningful revenue.
- gnufied 12y ago> For developing with UE4, we recommend a desktop PC with Windows 7 64-bit or a Mac with Mac OS X 10.9.2 or later, 8 GB RAM and a quad-core Intel or AMD processor, and a DX11 compatible video card. UE4 will run on desktops and laptops below these recommendations, but performance may be limited.
- ctdonath 12y ago"Recommend". If you're trying to develop as close to "free" as possible, "performance may be limited." (I'm often puzzled that when I suggest a nigh-unto-free solution to a problem, someone usually complains some form of "but that's not optimal!" Of course it's not optimal if you're not willing to put substantial resources into it. Just because the solution isn't perfect doesn't mean there isn't one; do what you can with what you've got, and you'll make progress toward perfection.)
- esrauch 12y agoI think the point is that it is going to be worse than just laggy UI, it's going to be very painful if you try to use that computer for developing using UE4. Which isn't to discourage people, there is a lot you can do with that kind of mid tier machine, but you are probably much better off trying to something else than UE4.
- chippy 12y agofor an open source (MIT licensed) engine that also works in Linux http://www.godotengine.org/wp/ http://www.godotengine.org/wp/
- tsotha 12y agoIt's free to the 99.99% of people who "have this great idea for a killer game" but never get beyond the first baby steps.
- scott_karana 12y agoIt appears they've backed off on the royalties, too: originally, it was 5% of gross[1], and now it's 5% of gross after $3000 sales per quarter.[2] 1 https://www.unrealengine.com/blog/welcome-to-unreal-engine-4 https://www.unrealengine.com/blog/welcome-to-unreal-engine-4 2 https://www.unrealengine.com/blog/ue4-is-free https://www.unrealengine.com/blog/ue4-is-free
- cma 12y agoI thought it was always after $3000
- TillE 12y agoThat change happened about six months ago. It's quite nice, they don't even ask you to file any paperwork if your revenue is under $3000 for a quarter.
- walru 12y agoI've always wanted to know how the 5% royalty is enforced. Other, much lesser known, engines have attempted to do something of this sort by acting as an intermediary eg. publisher, planning to pay developers after they were paid by Apple. For obvious reasons that was immediately dismembered by the community. The only way I can figure is they'll ask for an iTunes connect login so they can check on the numbers for themselves. Speaking as a developer, it just sounds like something to be avoided from the start.
- drx 12y agoLawsuits. I imagine the revenue distribution would follow a power law here. So it would only really make sense for Epic to go after non-compliant "whales", where the unpaid royalties exceed the legal costs. Also, the more profitable the project, the lower the non-compliance rate, probably. It makes little sense to defy the royalty agreement if you have a successful project.
- cma 12y agoTo handle noncompliers, they can get off of the various App stores with a simple DMCA request, no complicated lawsuits required, unless the developers appeal the take down, which probably involves a lot of "under penalty of perjury" lying.
- gfodor 12y agoSmart. Their previous revenue model was contradictory. Now it makes sense, they want to remove all barriers for building your game on UE4, and focus on making money if you are successful.
- valarauca1 12y agoThe Unreal Engine is free neither as beer, or freedom. Its free as in a mob protection money is given freely, with a lot of strings attached. Overall a very smart strategy. Free Software Walled Gardens I highly believe will start to become a common thing in the software industry. As you get most the benefits of Free Software, without the normally feared industry risks.
- tootie 12y agoIt's free as in a bank loan with no time frame for repayment.
- vamur 12y agoIt's a positive development, not sure the negative comments. 5% is chump change if a game is successfull. The engine is also open source (so no hidden malware), runs on Linux and WebGL.
- hollerith 12y ago>The engine is also open source I think you mean the source code is available (i.e., anyone can download it), which is different from its coming with an open-source license, which is what most people mean by "open source".
- pantalaimon 12y agoNo, what you mean is Free Software
- outworlder 12y agoHow does it fare against Unity? My understanding, from previous versions, is that Unity offered a lot more tooling than Unreal. Also, Unreal's SDK demanded a lot of C++ code, which can be unappealing for small studios compared to Unity's Mono and several possible (managed) language choices. However, Unreal appears to be much more capable, and better performing. Also, is Crytek still competitive? It used to be competitive with Epic's offering, but was Windows-only. EDIT: Unreal does have a comparison page for Unity developers: https://docs.unrealengine.com/latest/INT/GettingStarted/FromUnity/index.html https://docs.unrealengine.com/latest/INT/GettingStarted/From...
- lfowles 12y agoCheck out some videos on the UE4 Blueprints system (flowchart programming). I'm pretty impressed at the product they created there, IIRC there are some games made on Blueprints alone. https://www.youtube.com/watch?v=JFZCp4xsPmo https://www.youtube.com/watch?v=JFZCp4xsPmo : Unreal Engine 4 Blueprints in Solus (1h)
- rplnt 12y agoI believe Crytek stepped down from the "indie" scene.
- outworlder 12y agoThat's unfortunate. I love the way their engine renders water and had ideas for it.
- lentil_soup 12y agoYou can actually license the engine royalty-free for $9.90/month through Steam (http://www.cryengine.com/get-cryengine http://www.cryengine.com/get-cryengine)
- archagon 12y agoMy understanding is that Crytek is in some financial trouble. It would be unwise to rely on them for future support.
- SloopJon 12y agoVery cool. I can now go from feeling guilty about not finishing a project in Unity Indie to feeling guilty about not finishing a project in Unreal. Seriously though, I'm kind of interested in using this as a playground for the Leap Motion SDK.
- mattdotc 12y agoWow, this is great. I really have no excuses now to not be playing with this on my downtime.
- vlunkr 12y agoThey're probably hoping that's what everyone will think. They're losing their monthly profit but also dropping the barrier of entry to almost nothing.
- jrlocke 12y agoA demo of the astounding capabilities for those who haven't seen: https://www.youtube.com/watch?v=Y6PQ19BEE24 https://www.youtube.com/watch?v=Y6PQ19BEE24
- deelowe 12y agoKeep in mind this is all done with "baked in" lighting. Still amazing, but to get that kind of graphical fidelity, you have to use static lighting.
- leeoniya 12y agonice. the thing i found odd is how the reflections/glare changes from simply looking around without moving. quite unnatural
- dualogy 12y agoUncanny valley, if anything: reflections are supposed to change with a changing viewing angle and/or surface angle, whereas just camera movement has no immediate effect.
- krautsourced 12y agoThe whole "uncanny valley" idea is something that is related to virtual humans, not environments. But yes, agreed, dynamic lighting would make it more believable of course.
- agumonkey 12y agoIt does approach U.V somehow. The more realistic things get, the more I feel it misses something, like touch or smell, making it annoying instead of inspiring.
- archivator 12y agoThis is my favorite Unreal 4 demo - https://www.youtube.com/watch?v=MOvfn1p92_8 https://www.youtube.com/watch?v=MOvfn1p92_8 (sadly missing the wonderful quote "I light my level by dropping a sun in.") I'm completely in awe of the feedback loop here. It even compiles and swaps code while you're in the game!
- archagon 12y agoHas anybody done UE4 dev on lower-end computers? I want to make games that can run on laptops with decent integrated graphics (Iris Pro). Does UE4 allow you to turn down all the fancy effects in order to do this at 60fps?
- moron4hire 12y agoYou can scale down the quality settings so it can run on just about anything. But I've found the editor itself--if you're not just going to work completely from Visual Studio--needs a fairly hefty computer. I don't have any experience with Unity to compare, though.
- nacs 12y agoUE4 even exports to iPhone and Android so I'm sure lower end computers will be fine.
- SwellJoe 12y agoAre there games in the wild built with UE for mobile? I know there are quite a few Unity games out there in the market. I had ruled out Unreal and kinda settled on using Unity for my tinkering with games, because of the pricing differences...but now that Unity is so much more expensive at $1500+$1500 for each platform you want to support (if you don't want a Unity splash screen and the limits of the free version), and Unreal being effectively free forever for me (since I sincerely doubt any of my tinkering will result in a game that makes $3000+ a quarter, ever), I'm leaning toward giving Unreal more of my attention. But, I primarily want to develop for mobile, so having an effective mobile deployment process with the engine is kinda mandatory.
- nacs 12y agoThe XCom games on PC/iOS use UE4. The Zen Garden (Metal rendering) demo presented at the Apple keynote also used UE. Theres quite a few more but thats the only ones I remember off the top of my head ATM. For 3D games on mobile, UE should perform pretty well. If you're doing 2D games, other engines may be more efficient (although UE does have a 2D mode).
- legohead 12y agoHas anyone got it to install? I downloaded installer for Mac (57mb), and when I launch/login, it says "No Engine installed", but no links on how to install the engine. My profile has a link to download the engine, but it just downloads the installer again.
- winslow 12y agoYou install the engine through the launcher. At least this is how it works on windows I assume it works similarly on mac.
- jscheel 12y agoThanks for that! I thought I was a smart man, until I tried to figure out where to download a daggum engine.
- agildehaus 12y agoWhen in the Launcher, goto the "Library" item on the left. You'll be able to install engines there.
- legohead 12y agoThanks!
- nailer 12y agoFor someone who's actually using UE4 as an artistic break for web dev, I thoroughly recommend it. It allows you to create great environments with beautiful lighting. 4.7 can export to HTML5 too.
- bladedtoys 12y agoI'm very glad of course but... ...technically all they did was lower the price by $19 a month. ...and bought a lot of press for that ...and a lot more shots at the 5% revenue. It's really great of course. But better yet, it's really very clever.
- benihana 12y agoThey did way more than that. They removed barriers to entry. Unreal becomes available for exploratory actions now. Before there was a $20 entrance fee just to try it out, now I can play with a project for free. You can use it for demonstrations or school projects now with basically zero risk to try it out.
- Detrus 12y agoIt was really $20 then $20 whenever you want to upgrade. And it's mainly for kids with gaming rigs. Good luck running any demos on Intel Integrated Graphics, much less the editor. Unity can be used for free, with limits on certain features but good enough for school. Runs even on crappy $500 laptops.
- nacs 12y agoAs someone that has used both UE and Unity, Unity is far more restrictive in its free state (no soft shadows, forced Unity splash screen, no level of detail support, no inverse kinematics for animations, no profiler, and many more). Also the Pro license for Unity is pretty expensive up front -- a few hundred for Pro and then another $100-200 for iPhone, another $200 for Android, etc and thats per month (or $4500 one-time payment for desktop + iOS/Android) regardless of how much you make with your game.
- Detrus 12y agoI've built ok looking things in free Unity. One of the most irritating limitations was the ugly light gray theme instead of the darker gray theme. Pro is $75 per month or $1500, then $75 per month for iPhone. And you can't just stop paying, it's a 12 month contract! If you pay up front then try to upgrade it's $700. If they had an option to pay royalties and less up front it would be a much better proposition for upcoming indie devs. But they had some pricing thread where they asked the community after Unreal's $20+5% offering and decided it was best to keep current pricing. Perhaps the community felt that if you can't pony up a few K, don't crowd the market with your games?
- deleted 12y ago[deleted]
- kirillp 12y agoAwesome, thats the way it should be.
- PinnBrain 12y agomark _down_ `test`
- itsbits 12y agoSigh!..they are refunding..renewed it just last week.. would love if they support WP8.1 as well..
- jstelly 12y agoRemoving most of the business complexity around licensing an engine is a big deal for small developers. This is good news.
- benihana 12y agoFantastic. Absolutely fantastic. The last barrier to entry to someone who's trying to explore game making with Unreal has been removed. Thank you, Epic!
- rl3 12y agoI just subscribed two days ago. The $19 subscription fee wasn't a big deal, but even so, I now have a $30 Unreal Engine Marketplace credit. What a great way to handle it.
- rl3 12y agoOh wow, just noticed this in my e-mail: "If you have paid for a subscription on or after January 30th, you will receive a pro-rated refund for your latest month's payment after March 12th." So not only do I get most of my money back, but also the $30 credit. Epic rocks. --- EDIT: I see now it also says as much in the announcement, if only lacking the specific details.
- curiously 12y agowow this will absolutely kill the cryengine unles they also go free.
- zerr 12y agoI wish Xamarin had a similar license...
- rplnt 12y agoI wish Xamarin had any license accessible to hobbyists.
- j_s 12y agoIn case you are not aware, last fall they doubled the free edition size limit and introduced a $25/month subscription option (eventually the same price at $300/yr). https://store.xamarin.com/ https://store.xamarin.com/ Xamarin is free for students. https://xamarin.com/student https://xamarin.com/student
- zerr 12y agoHow they measure the size actually? Another important thing - Xamarin.Forms should be in the free edition, if it is aimed for starters.... Big studios or established companies can afford to develop native UIs for each platform separately.
- curiously 12y agoSo my question is this. Can you use UE4 to build large online worlds like those in Rust and The Forest? Or is there a limitation like some people have suggested? What is the specific limitation exactly it hasn't been clear. Can you use UE4 to build cross platform games, on mobile and browser? Does UE4 have something like Crytek's terrain editor? That's my one favorite thing about Cryengine is their environment editor.
- rl3 12y ago>Can you use UE4 to build cross platform games, on mobile and browser? Yes, though with a significantly reduced feature set due to the limitations of mobile and browser platforms. Also, the UE4 runtime once compiled with Emscripten is about 50MB, and that's before the game itself is even loaded (as of v4.7.1).
- Gurkenmaster 12y agoSomeone else in this submission mentioned this thread: https://forums.unrealengine.com/showthread.php?52618-Large-Scale-map-and-Multiplayer https://forums.unrealengine.com/showthread.php?52618-Large-S... >In 4.6 maximum size of map is 20km x 20km. >Now to put it into perspective. Single continent on Azeroth in WoW (exluding Northend and Pandaria) is something like 7x4km.
- curiously 12y agoso from that thread seems like Altis from Arma 3 is roughly 16 X 16. I think that is quite big enough. Maybe if one was building a MMO sort of map, you would patch those 20x20 maps somehow. I was thinking of creating a giant map like Altis and then putting players on it to roam around and stuff. Cryengine makes this very easy I think but haven't gotten to it.
- hgjfgjf 12y agoIn 4.7.2 is max. 100mi² = 259.00km²
- cdnsteve 12y agoUpdate: think you need to register first: https://accounts.unrealengine.com/register/index https://accounts.unrealengine.com/register/index Is it just me or is the source not public yet? https://github.com/EpicGames https://github.com/EpicGames - No public repos https://www.unrealengine.com/ue4-on-github https://www.unrealengine.com/ue4-on-github
- knd775 12y agoThey invite you to their group that has access to it if you subscribe. http://i.imgur.com/RZtCwx7.png http://i.imgur.com/RZtCwx7.png
- deleted 12y ago[deleted]
- ryanseys 12y agoWhy would they not just make the repo public by default? I can't see the major advantage to doing it this way making developers jump through hoops to access your source code. If I don't have a GitHub account this means I have to create 2 accounts just to gain access. Seems unnecessary.
- djur 12y agoGitHub doesn't allow private forks of public repositories. If you read the licensing terms, you aren't allowed to distribute modifications of the UE4 source to anyone who isn't already licensed. In addition, a lot of users of UE4 would not want to make their changes public. Also, they would be required to allow GitHub users who weren't UE4 subscribers to create forks, which is a violation of their licensing terms. Public GitHub repos just aren't really suited for projects that aren't open source.
- jokoon 12y agoHow really easy is it to set up a beginner's project with this engine ? I mean it's a commercial engine, it has all the bells and whistles, but how easy is it to learn it ? Does it require one to use the editor to use the engine, or can I start with a simple bit of code and start going from there ? What I hate about unity is the whole interface editor thing, it's big and you must use everything to use it. Is this Unreal Engine more earth to earth when it comes to programming ? If it's a powerful 3D renderer but it's hard to use for simple things and it's not easily extensible, it's not really worthwhile. I see it's very powerful, but I'm still wondering about the real utility of an "engine" versus a library. For example, if you have some new idea and you are a programmer, and you want to be able to experiment and not be constrained by the design of the engine, I doubt such engine would really be relevant. Programmers need simple tools and frozen platforms. I guess this engine is great for small studio who want to make a real 3D game quickly, if their programming style fit well, but if you're an indie or a demoscener and you're just experimenting, this engine is just too powerful. I mean it's great to have such great and powerful tools (if they can last at least 5 year and not make projects obsolete) for free, but I don't see becoming a standard in the game programming community, and I don't know why...
- nacs 12y agoIt has a system called Blueprints that allows you to use a node-based system so you don't have to write any code at all. I haven't used Blueprints myself as I prefer their C++ option but I have seen a number of gamedev streams using Blueprints exclusively.
- trendnet 12y agoI don't have any experience on Windows, but here're my 5 cents. >What I hate about unity is the whole interface editor thing, it's big and you must use everything to use it. Unreal Editor is even bigger. >...earth to earth when it comes to programming ? ~4k headers, they have their own build system. Using Xcode is not very fun, it's either indexing/compiling, or just waiting while the build system tries to decide which files were changed. A powerful machine with SSD for Unreal is a must. Unity is not that beefy (thus responsive), but you don't get a powerful editor for materials, AI, visual scripting and so on out of the box. Also guys at Unreal prefer new features over stability. Every release is a fight with bugs.
- antihero 12y agoI'd be interested to see how the royalties work when UE for is not the primary part of the product. Say, hypothetically you had an advanced visualisation component that you wanted to build in UE, or a virtual tour part of a much larger app. Or even using it to provide some sort of AR experience, however this was just one feature of a much much larger project, which revenues could be in the millions. Does that mean they get 5% of the whole thing? Or just the part that directly relates to the game engine? Not knocking it, I think it's a great model, but it does make for an interesting problem. I think Unity is a better choice for this sort of scenario, of course, but still.
- frontier 12y agoBack when UE4 was first released I asked that question in relation to training simulations within larger courses and the answer was that, as no software was being sold, then no royalties would apply! (just the $20/mo subscription cost at the time) Definitely contact EPIC and get a ruling on your specific case, but I was blown away! In the end we didn't go ahead with those simulations as the html5 support wasn't quite ready at the time.
- keyle 12y agoI always thought it would eventually be free, but I had never imagined it'd be so quick! This is great news for the adoption rate. However, while I like Blueprints and hate C++, I still think it needs something in between such as Lua or C# (I'm fluent in both, both come with pro/cons) Also, with this news I'm a bit concerned about it being free, the growth that may lead in a lot of trolling on forums and misinformation. By that I mean, if you have a financial commitment to something, you're a lot less likely going to bash it publicly since you've put your money down towards it. I hope that they can keep the quality of the community to high standards like they have, with clear questions and answers.
- Arelius 12y ago> However, while I like Blueprints and hate C++, I still think it needs something in between such as Lua or C# I'm actually a little curious about this, What does Lua or C# provide for you that using C++ in the context of UE does not? or is it simply familiarity with Lua and C#?
- arca_vorago 12y agoI subbed as soon as UE4 came out, and have been loving it so far. I have had extensive arguments with a fellow dev about Unity, but he has access to 5 while I don't want to pay the huge upfront cost just to have access to the same pipeline to help him, and I feel like the cost of Unity is the main barrier to me using it. Epic is really getting ready to eat Unity's lunch I think. The graphical quality of Unity 5 is comparable, but Epic is making huge updates on short timeframes and they keep doing stuff like this. For anyone interested, blueprints are great for prototyping, but once you have too much complexity in a BP it can easily cascade inefficiencies to the point it becomes very noticeable, so I would suggest using C++ with VS 2013 community edition, which now works with the plugin the Epic provides. Also, there are some features that you can only access if you compile the engine yourself, so that is probably also a good idea for anyone serious about their project.
- sago 12y agoNice. Your move Unity. $4500 per seat up front or $225 per seat per month for all-platform access is looking even less appealing for small Indies.
- bpg_92 12y agoThis is such good news!!!!! I wanted to do something for VR and since I am just one dev things seemed hard doing things the native way. This just made my day.
- sparaker 12y agoAwesome! I have always wanted to work on Unreal Engine 4, but have almost always been a bit skeptical on the pricing.
- toufique 12y agoI'm hiring a technical Product Manager to work with the Unreal Engine. E-mail me if you're interested in the space, toufique at Google's e-mail service.com
- LeicaLatte 12y agoI used to pay for UE4 and they have now provided me a 30$ coupon to use in the marketplace. 👍 Epic thinks through everything nowadays.
- sillyryan 12y agohas anyone here tried it? What was your experience?
- hosseingt 12y agonot everyone I can not see the website from IRAN unrealengine blocked our IP !!!!
- MrDosu 12y agoIs this because I now get a free proprietary game engine with every single Kickstarter game sponsoring? About time we stop the 500 monkeys reinventing 500 wheels in parallel (at least it's concurrent monkeys, they smell nicer).
- wampler 12y agoCurrent subscribers get a $30 refund and store credit. Good times!