Frequently Asked Questions (FAQ)
Thanks for considering Unreal Engine 4 for your development needs.
Lots of common questions are answered here to help you make informed decisions with as little guesswork as possible.
What is Unreal Engine 4 subscription?
Unreal Engine 4, the game engine technology developed by Epic Games, is offered under a subscription plan at $19 per month. The Unreal Engine 4 subscription service allows developers everywhere to join a community dedicated to building great games and evolving Unreal Engine. The licensing terms are easy to understand, restrictions are minimal, and you can cancel at any time.
Under this service, you can access Unreal Engine 4 in its entirety: the full suite of integrated tools, the features and the entire C++ source code, which includes code for the Unreal Editor and all the tools. Membership includes official documentation, tutorials and support resources, plus tons of free UE4 content. Download free templates, sample games and complete projects from the Marketplace to quickly get on your way to building anything you want!
Upon your initial payment you can download the engine and tools right away. Subscription automatically renews each month, and you'll receive regular updates, improved features, more sample content, bug fixes. We also share live changes to source code through GitHub.
Once you ship your game, you owe 5% of gross revenue after the first $3,000 per game per calendar quarter. For a more detailed explanation of how that works, see our product release help and EULA FAQ.
If you need C++ source code, the steps are: 1) create an account at unrealengine.com (you have to do this anyway to download the engine), 2) submit payment, 3) download and install the engine, 4) create a GitHub account, 5) link your GitHub account with your unrealengine.com credentials (see here), 6) access the source code from github.com/epicgames. Once you reach this step, you can fork the code and make any changes to Unreal Engine 4 imaginable!
How do I know that UE4 subscription is right for me?
We've structured the EULA so that almost anyone can get started with UE4 under subscription, whether you're a solo developer or working at a large studio.
If you require different terms, you can obtain UE4 the traditional way, which is through a tailored agreement. Check out our custom licensing page for more details.
What are Unreal Engine 4's system requirements?
Here's what we recommend to get started developing with UE4 right now.
Desktop PC or Mac
Windows 7 64-bit or Mac OS X 10.9.2 or later
Quad-core Intel or AMD processor, 2.5 GHz or faster
NVIDIA GeForce 470 GTX or AMD Radeon 6870 HD series card or higher
8 GB RAM
What features are included with Unreal Engine 4?
Unreal Engine 4 gives you all the features you need to make just about any game you can dream up! With UE4, you have all the rendering horsepower to make a cinematic experience like the Infiltrator demo, although you can also build really simple games like side-scrolling platformers and match-three apps. That call is totally yours to make.
UE4 has many integrated systems, tools and features. There are too many to list!
Here's the abridged version: UE4's DirectX11 rendering features include full-scene HDR reflections, thousands of dynamic lights per scene, artist-programmable tessellation and displacement, temporal anti-aliasing and IES lighting profiles, for starters.
The new UE4 material pipeline makes use of physically-based shading to give you unprecedented control over the look and feel of characters and objects. Layer materials and fine-tune values at the pixel level to achieve any desired aesthetic.
UE4’s robust Cascade visual effects pipeline provides fast, low-cost GPU particle simulation and a collision system that interacts with the depth buffer. Millions of dynamic particles can receive and emit light within a scene, and you can control many particle properties, including size, color, density, falloff and bounciness. You can also use Cascade to create fire, sparks, smoke, dust, rubble and anything else that can be powered by particles.
Blueprint visual scripting is incredibly empowering! Blueprints enable anyone to rapidly prototype and build playable content without touching a line of code. Use Blueprints to author level, object and gameplay behaviors, modify user interface, adjust input controls and so much more.
Built-in Blueprint debugging enables you to interactively visualize the flow of gameplay and inspect property values while testing your game. You can even freeze the game and inspect its state by setting breakpoints on individual nodes in your Blueprint graphs.
UE4 Code View saves time by allowing you to browse C++ functions directly on game characters and objects and then jump straight to source code lines in Visual Studio to make changes.
Make updates to gameplay code while the game is running with Hot Reload. This tool allows you to edit C++ code and see those changes reflected immediately in-game without ever pausing gameplay. Examine your creations from every angle through Play, Simulate and Immersive modes within the Unreal Editor.
Use the Content Browser to import, organize, search, tag, filter and modify terabytes of game assets within the Unreal Editor. The Content Browser features real-time, animated thumbnail previews which can be explored and modified on the fly. Here you can also create any type of asset collection to be used for individual work or shared with hundreds of other developers.
Use the Persona animation toolset to edit skeletons, skeletal meshes and sockets, animation Blueprints and more. Preview animation sequences and morph targets, and set up animation blend spaces and montages.
Modify physics and collision properties for skeletal mesh actors with the Physics Asset editing tool (PhAT).
The Matinee cinematic toolset provides director-level control over cut scenes, dynamic gameplay sequences and movies.
The Landscape system provides advanced sculpting and painting tools so you can quickly create and customize large, open worlds. Landscape paves the way for terrains that are orders of magnitude larger than what have been previously possible thanks to its powerful LOD system and efficient memory use. Quickly and easily create outdoor worlds allow for any type of game! Dip into the foliage editor to apply trees, grass, snow, sand and other terrain elements.
Give AI-controlled characters increased spatial awareness of the world around them and enable them to make smarter movements with UE4's gameplay framework and artificial intelligence system. Dynamic navigation mesh updates in real time as you move objects for optimal pathing at all times.
Define your game's audio pipeline using the Sound Cue Editor.
And, as mentioned before, when you sign up for UE4 subscription, you get full C++ source code access through GitHub! If you require custom license terms, you also have the option of source control via Perforce and SVN. Each solution enable teams to easily coordinate their game development and design efforts, and efficiently manage version control.
What platforms can I access under the subscription plan?
Unreal Engine 4 subscription enables you to deploy to Windows PC, Mac, iOS and Android. This is all available through the engine and tools download from this website. UE4 supports VR experiences for the Oculus Rift out of the box. UE4 also supports Xbox One and PlayStation 4 (including Project Morpheus) - see the next bullet for details on gaining access.
If you access the source code, you'll see that there is early work on other platforms, including HTML5 and Linux. You are welcome to extend and modify this code, and also build and ship games for these platforms.
What if I need to build my game for console?
Xbox One and PS4 console support is available to subscribers who are registered developers for the respective platform. There are no additional fees!
If you are accessing Unreal Engine 4 through a custom license, or direct eval, you should email your Epic sales contact.
If you are a subscription customer, send email to firstname.lastname@example.org with your full name, company name and type (such as Inc., LLC, Ltd.), mailing address, and email address associated with your registered console account(s). These details need to match those you provided to Microsoft or Sony. Next:
For PlayStation: Visit https://ps4.scedev.net/tm/verify/epic_games on Sony DevNet and click the “confirm status” button.
For Xbox: Please ask your Microsoft account representative to send an e-mail to email@example.com confirming your status and referencing your email address.
Finally, Epic will send you an electronic Non-Disclosure Agreement (NDA) via DocuSign. Once you’ve completed that, we’ll send you an email containing instructions for accessing the console code and tools.
Are you really giving everyone the entire C++ source code for UE4?
Yes, access to full C++ source code for UE4 is included from the moment you sign up.
Your subscription entitles you to download source code from GitHub once UE4 has been installed on your system. As long as your subscription is active, you will continue to receive regular updates, including access to live source code changes.
How do I submit Unreal Engine 4 changes back to Epic?
GitHub is our channel through which the community can fork and modify Epic's code alongside our own engineering team. Source code changes you check in at GitHub will be viewed by the community, and if the vetting process goes well, we'll incorporate your code into UE4. This means you'll help lots of people!
What all comes with my Unreal Engine 4 subscription?
When you sign up for UE4, you get the full engine, including all the tools and C++ source code access via GitHub. There's also official documentation, tutorials (video, doc, API), AnswerHub (ask questions, get answers, earn karma by posting helpful replies), the UE4 wiki and forums. Epic also hosts a weekly livestream every Thursday at 2 p.m. ET on Twitch.tv/UnrealEngine, and you're always invited to attend discussions and ask questions there as well.
You can access loads of free content through the Marketplace, noted by one of the tabs you'll see when you install UE4. A few examples of what's available:
- Default "blank" maps (PC/mobile)
- Starter content to build small levels (PC/mobile)
- Top down (Blueprint and C++ for PC/mobile)
- Third-person (Blueprint and C++ for PC/mobile)
- First-person (Blueprint and C++ for PC/mobile)
- Side-scroller (Blueprint and C++ for PC/mobile)
- Sample Shooter Game (made with C++ for PC)
- Sample Strategy Game (made with C++ for PC/mobile)
- Vehicle Game (made with C++/Blueprint for PC)
- Swing Ninja (made with Blueprint for PC/mobile)
- Tappy Chicken (made with Blueprint for PC/mobile)
- Mobile Temple (iOS, VR)
- Reflections Demo (PC)
- Landscape Mountains (PC)
- Content Examples Pack (PC)
- Starter Assets
How do I get all of this free content?
Install Unreal Engine 4. Open the launcher, locate the Marketplace tab, and download anything you like.
What can I do with this free content?
You can use template games to build and ship your own projects. We encourage you explore, deconstruct and modify the sample games and example content as you like. You can use free content released through the Marketplace for your own game projects, too!
Can I build, buy and sell assets on the Marketplace?
Can I create Unreal Engine 4 videos and use them to generate YouTube ad revenue?
Sure. You can earn advertising revenue from Unreal Engine 4 videos that you lawfully create and publish to YouTube.
Transitioning from Unreal Engine 3
I'm currently using UDK. What's your advice for me?
The availability of UE4 doesn't affect your access to UDK.
We encourage all new projects to use Unreal Engine 4. If you're early in development and think you can port over, you should look into it. A good starting point is this UE3 to UE4 transition guide on our wiki.
If you are well into development or close to shipping your game, we encourage you to keep moving forward as planned and ship with UDK. If you find that you are close to shipping and you're running into an issue requiring help, contact us at firstname.lastname@example.org. After you ship, start your next project with UE4.
I am close to shipping or have shipped projects using UDK. What does this mean for me?
Your terms haven't changed, however we're giving you the option to choose your royalty terms. Pick whichever is more favorable to you and apply either the new UE4 royalty model (5% of gross revenue after the first $3,000 per game per calendar quarter) or your existing UDK terms (25% of net revenue after you take home $50,000) to all UDK product revenue from January 1, 2014 onward.
Email us at email@example.com if you have any questions.
Does my existing UDK forums account still work? Will that transfer over to the new forums?
You can continue using the UDK forums with your existing credentials, but we encourage you to create a new account at www.unrealengine.com. This will help you to get in on all of the action in our community, AnswerHub, and the wiki. UE3 docs will remain available on the archived Unreal Developer Network.
How easy will it be for me to make the jump to UE4?
I'm a full source UE3 developer. What does this mean for me?
Unreal Engine technology is the leading commercial engine on consoles. While we are no longer adding new features to UE3, we're still supporting our licensees. This release does not affect your current license, and you can still enjoy full access to the closed community of professional developers at the Unreal Developer Network (UDN).
Payment and Billing
What all can I access for $19 per month?
You can download Unreal Engine 4 in its entirety. You get all the features of the toolset and can also access source code via GitHub. The C++ source code you download at GitHub includes source for the Unreal Editor and all the tools, so you can change anything. You get all the platforms we support at one price, no additional fees. Documentation and many support resources are included as well.
How much do I have to pay for Unreal Engine 4?
UE4 is available for $19 per user per month, with a 5% royalty on gross revenue after the first $3,000 per game per calendar quarter from commercial products.
Developers in Europe pay €19 per user per month, including VAT, and the 5% royalty applies here as well.
European friends, we're sorry this isn't more obvious through the website! We were not set up for dual currency payment until very close to launch. This will be a smoother experience soon.
How can I pay for my subscription, and is it automatically recurring?
We accept credit and debit cards bearing the VISA, MasterCard, JCB, Discover, American Express, and Diners brand. Debit cards are only accepted when they do not require PIN entry. Payment automatically recurs each month.
Do I have to worry about a billing contract or penalties for cancelling my subscription?
Your subscription payment automatically recurs, but you’re free to cancel at any time. There’s no penalty for cancellation.
When you cancel your subscription, you won’t receive access to future releases of Unreal Engine 4, however your login will remain active, and you are free to continue using the versions of Unreal Engine 4 which you obtained as a subscriber under the terms of the EULA. You may still release your game.
What billing information does Epic store?
Epic Games does not store credit or debit card information in its systems. We contract with a world-class payment provider who stores customer payment information. That provider is a Level 1 PCI compliant company and a member of PCI.
How do I receive a copy of my billing receipt?
You will receive a receipt via email upon creation of your subscription. Your account activities will be available to you from the website under account management.
What if I need to cancel my subscription?
Simply go your account, click on Billing, and cancel your subscription.
Legal & EULA FAQ
What is the Unreal Engine EULA (End User License Agreement)?
The Unreal Engine 4 EULA a legal document which you’re agreeing to when you subscribe to the Unreal Engine. The EULA governs your use of the Unreal Engine, and also describes your rights and obligations when you build games or other products which incorporate the Unreal Engine within them.
I work for a game company that doesn’t use Unreal. Am I allowed to use the Unreal Engine on my personal time?
Yes, the EULA is very liberal in this regard. It doesn’t contain a Non-Disclosure Agreement (NDA). You’re free to use, learn from, and freely discuss the Unreal Engine even if you’re developing a competing product or technology.
Royalties & Releasing Products
What kinds of products can I release under the Unreal Engine 4 subscription plan?
You can release any product that is allowed by law, with the exception of gambling applications and certain safety-critical control systems described in the EULA.
You can release games, demos, simulations, architectural showcases, films, etc.
The only parts of the Unreal Engine you can’t release to the general public are the source code and tools or modifications to them; these components may only be distributed to other licensees with access to the same version of the Unreal Engine.
What do I need to do when releasing a product?
You must notify Epic before you begin taking revenue for a product; see here for more details.
If I release a commercial product, what royalties are due to Epic, and when?
Generally, you are obligated to pay to Epic 5% of all gross revenue after the first $3,000 per game per calendar quarter for your product, regardless of what company collects the revenue. For example, if your product earns $10 from sales on the App Store, the royalty due is $0.50 (5% of $10), even though you would receive roughly $7 from Apple after they deduct their distribution fee of roughly $3 (30% of $10).
Royalty payments are due 45 days after the close of each calendar quarter. Along with the payment, you must send a royalty report on a per-product basis. For more information, see here.
Why does Epic think it’s fair to ask for a percentage of my product’s revenue?
We’re hoping that the Unreal Engine’s advanced features, tools and millions of lines of C++ source will enable folks to create significantly cooler and more successful games than otherwise, and to save enough time and money that this structure works to everyone’s benefit.
Many of the industry’s leading developers and publishers have signed up to license the Unreal Engine with royalty-based terms over the years, and now we’re opening this level of access up to everyone.
Do I need to report royalties forever?
No, you only need to report royalties when royalty is owed. If your game no longer is on sale and no longer makes money you cease to have to report royalties.
What about downloadable content, in-app purchases, microtransactions, virtual currency redemption, and subscription fees, as well as in-app advertising and affiliate program revenue?
Revenue from these sources is included in the gross revenue calculation above.
Can I include the UE4 editor in my game?
Unless you are only shipping your game to other UE4 licensees, you can’t include the UE4 editor or other tools in your game. You are permitted to include editor or tools of your own creation, but they can’t be based on Epic’s editor or tools. Your editor or tool is based on Epic’s if it statically or dynamically links to modules in the Editor or Developer source code folders.
What if my product is released through a publisher or distributor?
You’re free to release Unreal Engine products through a publisher or distributor, and the EULA gives you the right to sublicense the necessary parts of the Unreal Engine to them so they can release your game.
When negotiating terms with publishers, please keep in mind that the royalty remains 5% of the product's gross revenue after the first $3,000 per game per calendar quarter from users. In this scenario, feel free to refer your publisher to Epic during discussions, as it may be advantageous to all if the publisher obtains a custom-negotiated, multi-product Unreal Engine license covering your product.
What if my project wins cash awards?
You do not have to pay royalties on award winnings.
What if my product obtains crowdfunding via Kickstarter or another source?
Royalties are due on revenue from Kickstarter or other crowdfunding sources when the revenue is actually attributable to your product, for example, if the user is required to purchase a particular funding package to obtain access (now or later) to your product, or if that package gives the buyer benefits within the product such as in-game items or virtual currency.
Here’s an example of what we mean by “attributable”: Assume you provide two tiers of offers, a signed poster for $20, and a signed poster plus game access for $50. No royalties are due on ancillary products like posters, so no royalty is due on the $20 tier. On the $50 tier, the user is paying for the poster with a $20 value, and that implies that the remaining $30 of value is attributable to the product. So, for each $50 tier sale, you’d pay a royalty of $1.50 (5% of $30).
Are any revenue sources royalty-free?
No royalties are due on the following:
- Ancillary products, including t-shirts, CDs, plushies, action figures and books. The exception is items with embedded data or information, such as QR codes, that affect the operation of the product.
- Consulting and work-for-hire services using the engine. This applies to architects using the engine to create visualizations as well as consultants receiving a development fee.
- Linear media, including movies, animated films and cartoons distributed as video.
- Cabinet-based arcade games and amusement park rides.
- Truly free games and apps (with no associated revenue).
What modifications can I make to the source code?
You can extend it, modify it, fork it, or integrate it with other software or libraries, with one exception: You can’t combine the Unreal Engine code with code covered by a “Copyleft” license agreement which would directly or indirectly require the Unreal Engine to be governed by terms other than the EULA. For example:
- Software licensed under the GNU General Public License (GPL), Lesser GPL (LGPL) (unless you are merely dynamically linking a shared library), or Creative Commons Attribution-ShareAlike License is Copyleft Code.
- Software licensed under the BSD License, MIT License, Microsoft Public License, or Apache License is not Copyleft Code.
Can I share the Unreal Engine source code or tools with others?
You can share the source code or tools, along with any modifications you’ve made, with anyone who is an Unreal Engine licensee who is authorized to access the same version of the engine as yours, e.g. the 4.x.x version number of your installed build.
Can I copy and paste the Unreal Engine code into my own project or engine?
If you use any Unreal Engine code in your product (even just a little), then your entire product is governed by the EULA, and royalties are due.
Can I study and learn from the Unreal Engine code, and then utilize that knowledge in writing my own game or competing engine?
Yes, as long as you don’t copy any of the code. Code is copyrighted, but knowledge is free!
Can I share code snippets online?
UE4 subscribers are permitted to post engine code snippets (up to 30 lines) in a public forum, but only for the purpose of discussing the content of the snippet.
The Unreal Engine ships with a lot of content, and more is available in the Marketplace. Can I use this freely in my products?
Yes, you can ship our content in your products using the Unreal Engine. However, you can’t sell or sublicense our content to other developers for use in their products, e.g. via web site or e-commerce mechanism built into a 3D development tool.
What kind of support is provided with the Unreal Engine subscription?
Epic provides community-based support through forums, an AnswerHub Q&A section, documentation, and a Wiki. However, we’re not promising to answer individual questions on these services. If your team is building a sizable project and requires a dedicated support commitment from Epic, contact us for custom-negotiated licensing terms.
What happens when I send feedback to Epic?
Epic welcomes your feedback and code or other content submissions. If you send code and/or content to us, you need to have all the necessary the rights to send it to us. However you send it, we will own it, and can (but don't have to) use it in the engine. Regardless of whether we use it, you can still use it.
At any given time you are welcome to see our development roadmap and vote on the features you’re most interested in seeing next!
I’m a professor. How do I get the Unreal Engine into students’ hands?
Great news: Unreal Engine 4 is free for academic use! Visit our Education page to find out more.
The engine can be installed and used on all school-owned computers, and personal copies can be provided free of charge to all students enrolled. Additionally, students can obtain UE4 through the GitHub Student Development Pack.
Schools can integrate the same fully featured version of Unreal Engine 4 previously available only to developers, along with all future updates. Students will retain indefinite access to any versions of the engine they used during their coursework so they’ll always have the option to take their class projects and turn them into shipping projects any time in the future. Contact us to find out more!
Should I teach Unreal Engine 4 in my classroom?
Epic Games enthusiastically supports educational use of Unreal Engine 4!
By providing access to high-quality source code, and tools for artists, designers and professional users, UE4 is uniquely suited for educational use.
Game development continues to increase in complexity and for newcomers it can be challenging to learn the skills that will lead to a successful career. UE4 is a valuable learning tool for all types of aspirational developers, and now schools can freely integrate it into their courses to provide a modern toolset to help students get ahead and land great jobs in the industry.
If you’re a programmer, what better way to learn C++ than with the entire UE4 source code at your disposal? For budding artists and game designers, Blueprint visual scripting makes it possible to build and ship entire projects without writing a single line of code.
Learning the fundamentals and advanced techniques of game development with the same tools used by professional developers to ship successful games is one of the best ways to build a lasting career. UE4 also serves as a valuable learning tool outside of game development, e.g., traditional computer science, film, training and architectural visualization.
We’re constantly evolving our learning resources and we’re excited to collaborate further with education professionals to build curriculum that gives students the best chances of success.
A little background: Unreal Engine users range from top game publishers and developers to the government. For nearly two decades Unreal Engine technology has powered countless experiences across many platforms. Popular game franchises using the engine include Batman, BioShock, Borderlands, Gears of War, Infinity Blade, Mortal Kombat, XCOM and many others. Countless individuals and student teams have built careers using the engine. Students who learn Unreal dramatically increase their chances of landing a job. Likewise, colleges and universities teaching Unreal tend to attract technically savvy students.
What provisions does the Unreal Engine 4 End User License Agreement (EULA) make for educational use?
Under the EULA, UE4 can be installed on all of your computers and all users on those computers can use the engine. No labs fees - it's just free.
Your students may also use subscription codes obtained through your school to carry on personal development projects and release them commercially.
What does this mean for students who wish to release their games and apps for sale?
Students who choose to cross over into indie developer territory and ship their class projects as full games will be under the same agreement that other UE4 developers work with today. Successful games that make more than $3,000 per quarter are obligated to pay Epic 5% of gross revenues which means we only are successful when the developers themselves are successful.
Student developers now have no upfront costs to build their masterpiece, and can ship on any number of platforms with UE4 without any additional fees.
I'm a student. How do I get UE4 for free?
Students now have two ways of getting UE4. Ask your Teachers and School Administrators to reach out to Epic through our Education Inquiry Form. Alternatively, students can now obtain UE4 through the GitHub Student Developer Pack. For more information, see our Education Program or read our Student FAQ in the forums.
Why is Unreal Engine 4 especially awesome for computer science programs?
We’re so glad you asked! Unreal Engine is a pure C++ engine, so students using UE4 work with the language that drives high-quality game development. Since you can download the full C++ source code directly from GitHub, you can modify the UE4 code base any way you like.
Can I create official documentation and textbooks?
Sure you can. We'd love to hear about any contributions you'd like to make. Please utilize our resources and share information with the community. You can kick off discussions about this on the forums, chat with us on Twitter, add to the wiki and attend our weekly Twitch ststill use it.
At any given time you are welcome to see our development roadmap and vote on the features you’re most interested in seeing next!
What is the Marketplace?
It’s a distribution channel built into Unreal Engine 4 which serves three purposes: Enabling game developers to buy high-quality UE4-ready content for use in their projects; enabling creators to sell content to the UE4 audience; and providing free sample content, tutorials, and educational materials.
What can users do with content once they purchase and download it?
All content sold on the Marketplace is licensed to the buyer (who may be either an individual or company) for the lifetime right to use the content in developing an unlimited number of products and in shipping those products. The buyer is also licensed to make the content available to employees and contractors for the sole purpose of contributing to products controlled by the buyer.
Each such product built using content purchased on the Marketplace must be a standalone creative work (such a game, simulation, or video) in which content is merely a component and not the primary focus. For example, it may not be a content pack for distribution to engine users.
Can users modify, resell or transfer content once they purchase it?
Users are free to modify any content they purchase from the Marketplace.
All items sold are non-transferable, and users cannot sub-license the content for further redistribution, whether or not they have modified it. Users cannot buy your content and then distribute it to other developers to use in other projects, for example by listing it on the Marketplace or another store themselves
Where can I learn more about the Marketplace policies and licensing?
Visit our Marketplace Business Terms FAQ.
Can I download free items from the Marketplace if I unsubscribe?
You will be able to access any free content that was available to you during your time of subscription.
You will not have free access to free content that was released during time periods during which you were not an active subscriber.
What kind of support is provided with the Unreal Engine subscription?
Epic provides community-based support through forums, an AnswerHub Q&A section, documentation, and a wiki. However, we’re not promising to answer individual questions on these services. If your team is building a sizable project and requires a dedicated support commitment from Epic, contact us for custom-negotiated licensing terms.
How do I get the most out of the forums?
Browse the different sections of the forums to see which discussion are interesting to you. Introduce yourself to other developers, ask questions, compare notes and offer thoughtful feedback. Show off you work and build teams here!
What all can I do at AnswerHub?
The AnswerHub portal is the place to ask technical questions, reports bugs and crashes and search for lots of information that isn't covered in official documentation. You can also contribute by answering other people's questions, and this is a great way to earn karma or reputation points.
What can I expect to find on the wiki?
The wiki is home to lots of living, evolving information. You'll find lots of offical docs here that can be updated by anyone as tools and features evolve, tutorial resources, helpful tips, interesting articles, the list goes on! We'd love for you to share useful information with other developers here.
What about the GitHub community?
Through GitHub you can access UE4 C++ source code from Epic and also see code contributions from other developers across the community. We have lots in store for this channel, and we're looking for feedback on what you'd like to see here as well.
Do you have additional support questions?
No problem! Please check AnswerHub to see if the answer is already there, and if you can't find what you're looking for, post a new question.