Unreal Engine
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| Unreal Engine | |
|---|---|
| Information | |
| Type | Game engine |
| Industry | Video games, film and television, architecture, automotive, simulation |
| Developer | Epic Games |
| Written In | C++ |
| Operating System | Windows, macOS, Linux |
| License | Proprietary, source-available; royalty model for games, seat licenses for other commercial use |
| Supported Devices | PC, consoles, mobile, VR Headsets, AR devices |
| Release Date | 1998 (first release); Unreal Engine 5 on April 5, 2022; Unreal Engine 5.8 on June 17, 2026 |
| Website | https://www.unrealengine.com/ |
Unreal Engine (UE) is a real-time 3D creation tool and game engine developed by Epic Games. It was first released in 1998 alongside the first-person shooter Unreal, and it is used for games, film and television, virtual reality (VR), augmented reality (AR), architecture, automotive design, broadcast and simulation.[1][2][3] The engine is written in C++ and is programmed through a combination of C++ source code and Blueprints, a node-based visual scripting system that lets creators build gameplay logic without writing code.[4][5]
The current generation, Unreal Engine 5, was released on April 5, 2022.[6] Version 5.8, released on June 17, 2026, is the last planned major Unreal Engine 5 release, and Epic released its 5.8.3 hotfix on September 22, 2026.[3][7][8] Epic is targeting an early access release of Unreal Engine 6, which combines Unreal Engine 5 with Unreal Editor for Fortnite (UEFN), at the end of 2027.[9] Game developers can use it without charge until a product's lifetime gross revenue passes 1 million US dollars, after which a 5% royalty applies, while companies with more than 1 million US dollars in revenue that use it for other commercial work pay US$1,850 per seat per year.[10]
For XR developers, Unreal Engine ships with a ready-made VR template built on the cross-vendor OpenXR standard, supports OpenXR head-mounted devices on Windows and Android, and provides rendering paths tuned for the performance budget of head-mounted displays.[11][12] It has experimental support for Apple Vision Pro and, since version 5.8, for Valve's Steam Frame.[13][14]
Overview
Unreal Engine is offered as a source-available product. The full C++ source code is available from Epic's GitHub repository to users who have associated a GitHub account with their Epic Games account, and licensees can also access it through Epic's Perforce server. Access to the source lets studios modify the engine itself, although Epic notes that downloading it is not required to work with the engine.[15] Commercial games are governed by a royalty model: as of the licensing terms in force in October 2026, Epic charges a 5% royalty on lifetime gross revenue above 1 million US dollars per product, and revenue from sales in the Epic Games Store is royalty-free.[16][10] When Epic announced the store in December 2018, it said it would give developers 88 percent of store revenue, keep 12 percent, and waive Unreal Engine royalties on revenue generated through the store.[17] Under Epic's "Launch Everywhere with Epic" program, which took effect on January 1, 2025, games released on the Epic Games Store before or at the same time as other stores pay a reduced royalty of 3.5%; the program initially applied to Windows, macOS and Android games.[18]
Uses that do not ship engine code to third-party end users follow a different model. A company that uses Unreal Engine commercially, has generated more than 1 million US dollars in the past 12 months, and is not creating a game or application that relies on engine code at runtime must buy seat licenses at US$1,850 per seat per year. Epic says the engine remains free to use for students, educators, hobbyists and companies with less than 1 million US dollars in annual gross revenue.[10][19][20]
The engine runs on Windows, macOS, and Linux for development, and Epic publishes separate development requirements for each of the three.[21] It can deploy to a wide range of targets including desktop PCs, game consoles, mobile devices, and VR and AR hardware.[1]
History
Epic released the first version of the engine in 1998 with the game Unreal.[1] Epic launched a subscription for Unreal Engine 4 on March 19, 2014, priced at 19 US dollars per month, that gave subscribers the full tools and source code available to Epic's licensees, with a 5% royalty on gross revenue from games they sold.[22] On March 2, 2015, Epic made Unreal Engine 4 free to use, with a royalty of 5% on gross revenue after the first 3,000 US dollars per product per quarter, and listed VR among the fields the engine could be used for.[23] In May 2020 Epic waived royalties on the first 1 million US dollars of gross revenue for every Unreal Engine title.[16]
Unreal Engine 4 also changed how games were programmed. Gameplay code moved from UE3's UnrealScript language to C++, and Epic's 2014 guide for developers moving from UE3 described Blueprint visual scripting as the biggest change, replacing the older Kismet system, prefabs and archetypes.[5]
The engine's VR and AR support was added in steps. The table lists XR-related changes in specific versions, as described in Epic's documentation and contemporary press.
| Version | XR-related change |
|---|---|
| 4.11 | Instanced Stereo Rendering, which draws both eye views in one pass, was introduced for PC (DirectX) and PS4.[24] |
| 4.14 | A new forward renderer with MSAA support shipped; Epic promoted it to VR developers in December 2016.[25] |
| 5.0 Early Access (May 26, 2021) | New VR template built on OpenXR 1.0; Lumen was disabled in the template because it did not yet support VR headsets.[26][27] |
| 4.27 (2021) | The OpenXR plugin was declared production-ready, with stereo layers, splash screens and playspace bounds; a redesigned OpenXR VR template and a redesigned handheld AR template for ARCore and ARKit were added.[28] |
| 5.0 (April 5, 2022) | Released with Nanite and Lumen, neither of which supported VR at launch.[6][29] |
| 5.4 | Experimental support for Apple Vision Pro's Full immersion style.[13] |
| 5.5 | Experimental support for Apple Vision Pro's Mixed immersion style, which visionOS 2.0 made possible with Metal rendering.[13] |
| 5.8 (June 17, 2026) | Experimental Steam Frame support built with Valve; PICO controller plugin; OpenXR stereo layer underlays; Meta Quest 3S device profile; Android manifest entries for Android XR devices; Windows Mixed Reality bindings removed from the VR template.[14] |
| 5.8.3 (September 22, 2026) | Hotfix that makes OpenXR retry swapchain creation without the transfer-destination usage flag when the first attempt fails.[8] |
Blueprints and C++
Programming in Unreal Engine happens in two complementary ways. C++ gives full access to the engine's systems and is used for performance-critical code. Blueprints, introduced in Unreal Engine 4 as the successor to the older Kismet system, provide visual scripting through a graph of connected nodes.[5][4] Epic's documentation describes Blueprint-specific markup in the engine's C++ code that lets programmers build base systems which designers then extend in Blueprints.[4] Blueprints are widely used in VR development because they let designers prototype interactions such as grabbing, teleporting, and triggering events quickly, and the logic of the bundled VR template, including its VRPawn and GrabComponent, is implemented in Blueprints.[11]
Virtual reality and augmented reality
VR template

Unreal Engine includes a VR template that serves as a starting point for new VR projects. It provides example logic for teleport locomotion and snap turning, grabbing and attaching objects to the hands, common input actions, and a VR spectator view that mirrors the headset image to a flat screen.[11] The template is built on the OpenXR framework, so its logic is meant to work across multiple headsets and platforms without platform-specific code.[11][27] Epic's template documentation lists Quest 1, Quest 2, Rift S, Quest with Oculus Link, Valve Index, HTC Vive, Android XR and Samsung Galaxy XR as compatible devices.[11]
Epic's template documentation describes the template's input as based on the engine's Action and Axis Mappings system, and Unreal's OpenXR input uses Action Mappings to connect actions to OpenXR interaction profiles.[11][30] The newer Enhanced Input system is enabled by default in Unreal Engine 5 and offers an upgrade path from the UE4 input system.[31] The 5.8 release notes describe PICO controller bindings being added to the VR template's Input Mapping Contexts, which are Enhanced Input assets.[14][31]
VR Editor
Unreal Engine 4.12, released on June 1, 2016, included an experimental preview of VR Editor, an editing mode for working on levels while wearing a headset. Motion controllers let users select and move objects, navigate the environment and inspect the world at different scales. The mode exposed editor tools such as the Content Browser, transform gizmos and snapping inside VR. In that release, it was enabled through the "Enable VR Editing" preference under Experimental/VR and required an HTC Vive or an Oculus Rift with Touch controller development hardware.[32]
VR Editor concerns authoring a level from within VR. The separate VR Preview play mode launches a preview of the game on a connected headset for testing.[32][33]
The Unreal Engine 5.8 VREditor API documentation marks VR Editor mode as deprecated and directs developers to the XR Creative Framework plugin. The framework's API page labels it a Beta feature and lists the XRCreative and XRCreativeEditor modules.[34][35]
Epic's newer Virtual Scouting tools use XR Creative Framework to support filmmaking tasks such as location inspection, shot composition, scene blocking and measurement. Their documentation specifies Unreal Engine 5.4 or later on a Windows PC with VR-capable hardware, and describes Blueprint customization of controllers and settings. It distinguishes these tools from the Virtual Scouting Legacy tools and states that the legacy tools and unused VREditor code and modules are to be deprecated in a future release.[36]
OpenXR support
OpenXR is the royalty-free open standard from the Khronos Group that provides a common interface to VR and AR hardware. Unreal Engine's OpenXR plugin was declared production-ready in version 4.27 in 2021; Epic had also added OpenXR support to the Unreal Engine 5 beta, and the Unreal Engine 5 VR template is built on it.[28][27] Unreal Engine 5 supports OpenXR devices on Windows and Android. Epic lists Meta Quest 2 and 3 (PC and Android), HTC Vive and Valve Index as internally validated with the native OpenXR plugin, and Meta Quest, Windows Mixed Reality, Varjo, Pico and Magic Leap as externally validated platforms whose device-specific features Epic does not guarantee or support.[12] Engine-bundled extension plugins add hand tracking, eye tracking, Microsoft hand interaction, HP motion controllers and Vive Trackers.[12] OpenXR in Unreal exposes controller and hand poses for natural interaction, including a Grip pose that represents the position of a closed hand holding an object and an Aim pose that represents a ray used to point at targets.[30] Unreal Engine 5.8 supports both OpenXR 1.0 and 1.1 runtimes.[14]
Hardware vendors layer their own plugins on top of Unreal's OpenXR support to expose device-specific features. Examples include the Meta XR plugin for Meta Quest headsets, the Microsoft OpenXR plugin for HoloLens 2 hand tracking, the HTC Vive OpenXR plugin, and Varjo's integration, which is built directly on Unreal's built-in OpenXR layer so that the standard binary engine can be used without vendor-specific code.[37][38][39] Microsoft has since ended HoloLens 2 production; in October 2024 it confirmed to UploadVR that the headset would receive updates for critical security issues and software regressions only until December 31, 2027,[40] and the plugin's GitHub repository was archived on October 4, 2024, leaving it read-only.[39]
Meta also maintains its own Unreal integration with Quest-specific features and its own fork of the engine with publicly available source code. In March 2025 UploadVR reported that Meta would begin recommending Unity's and Unreal's built-in OpenXR support, and that the situation for Unreal was more complicated because Meta had until then strongly recommended its own fork.[41] Meta's Horizon Integration SDK for Unreal Engine 5, version 207.0 of September 23, 2026, bundles OVRPlugin, the Audio SDK and the Platform SDK, adds support for Unreal Engine 5.8, and notes that its dynamic resolution feature is available only with the GitHub fork of the engine.[42] Meta's Interaction SDK for Unreal, version 207.0 of September 22, 2026, lists Unreal Engine 5.7 and 5.8 as supported versions.[43]
Android XR and Apple Vision Pro
Google's Android XR documentation, last updated in August 2026, says Unreal Engine's XR support is built on OpenXR, with the core specification supported by Unreal Engine 5. Google supplies two plugins: the Android XR OpenXR Plugin, which implements the OpenXR extensions that Android XR needs for spatial tracking, environmental understanding and perception, and the Android XR Extensions for Unreal, which add features such as hand mesh data. Hand interaction uses the OpenXR hand tracking extension, and the extension list also covers eye gaze, face tracking, scene meshing and passthrough controls.[44]
For Apple's headset, Epic shipped experimental Apple Vision Pro support from Unreal Engine 5.4. It had first planned to support only the Full immersion style; after visionOS 2.0 made the Mixed immersion style possible with Metal rendering, Epic added experimental Mixed support in Unreal Engine 5.5. Epic also raised the minimum macOS version for the editor and runtime targets to 13.x, in part to meet Xcode's requirements for Vision Pro support.[13]
XR changes in Unreal Engine 5.8
Unreal Engine 5.8 added experimental support, implemented together with Valve, for Valve's Steam Frame headset, including base device profiles for it. It also added bPackageForOpenXRImmersive, an Android packaging setting for OpenXR headsets that leaves out the Quest-specific additions of the existing Meta Quest setting; it is enabled by default in the VR template.[14] The same release added a PICO Controller plugin for PICO's OpenXR controller interaction profiles, also enabled by default in the VR template, and allowed OpenXR stereo layers to be drawn behind the rendered scene as underlays, which previously required engine modifications or vendor plugins.[14] Its release notes also add Meta Quest 3S as a supported device for Meta Quest packaging, add Android manifest entries so that Android XR devices work without extra setup, list support for both OpenXR 1.0 and 1.1 runtimes, and recommend visionOS 2.4 with Xcode 26.1.1 for the Apple platform used by Apple Vision Pro.[14] Other XR items in the release remove the Windows Mixed Reality bindings from the VR template's input, add an OpenXR loader for Linux on arm64, and fix OpenXR frame synthesis and space warp when materials using translucent velocity, such as Niagara particles, are on screen.[14]
Forward rendering and MSAA
The recommended rendering path for VR in Unreal Engine is the forward shading renderer rather than the default deferred renderer. Epic's documentation says forward shading gives a faster baseline with faster rendering passes, and better anti-aliasing options. It supports both multi-sample anti-aliasing (MSAA) and temporal anti-aliasing (TAA); Epic says TAA is preferable in most cases because it removes both geometric and specular aliasing, but in VR the constant sub-pixel movement from head tracking makes TAA blurry, so Epic calls MSAA the better choice there.[45] In Epic's tests, using MSAA instead of TAA increased GPU frame time by about 25%, with the actual cost depending on content.[45] Meta recommends the forward renderer for Meta Quest development and for PC VR over Meta Link, with 4x MSAA as the suggested setting for Quest devices.[46]
The trade-off is a narrower feature set. Epic's documentation lists any number of unshadowed movable lights but no more than four overlapping shadow-casting movable lights, and it does not support MSAA on D-buffer decals and motion blur, or translucency receiving environment shadows from a stationary light; because all features are packed into one shader, materials also have fewer texture samplers available.[45] Meta notes that Nanite and Lumen require the deferred renderer and that some screen-space effects can cause stereo disparities.[46] VR projects also rely on optimization techniques such as level of detail (LOD) meshes and mesh merging to reduce rendering cost. Drifter Entertainment, which ported Robo Recall to the Oculus Quest, used Unreal's hierarchical LOD system, precomputed visibility (the Quest did not support hardware occlusion queries) and mesh merging and instancing to reach 72 frames per second.[47]
To cut the cost of drawing the scene twice, once per eye, Unreal provides Instanced Stereo Rendering on PC, which renders both eye views in a single pass. On mobile VR hardware such as Quest, the equivalent feature is Mobile Multi-View, which renders objects once to the left eye buffer and duplicates them to the right with the correct per-eye adjustments (see Single-pass stereo rendering). Meta's documentation states that Mobile Multi-View requires the Vulkan graphics API, which is the supported rendering API on Quest.[24][48]
The engine also supports variable rate shading (VRS), which it uses for fixed foveated rendering in headsets: a shading-rate image lowers the shading rate toward the edge of each eye's view, where lens distortion already discards pixel detail. Epic's XR performance documentation lists the feature as available on Windows with DirectX 12 and VRS Tier 2 support, on Windows with Vulkan and the VK_KHR_fragment_shading_rate extension, and on Oculus Quest; it is not compatible with NVIDIA's DLSS, and that page states that eye-tracked foveated rendering is not supported through it.[24]
Unreal Engine 4 to Unreal Engine 5
Unreal Engine 5 entered early access on May 26, 2021, as a build intended for game developers to test features and prototype, not for production use.[26] It was released for all developers on April 5, 2022.[6] Epic said at launch that Nanite and Lumen had not yet been validated for non-games workflows, and that creators could keep using the workflows supported in UE 4.27.[6] Version 5.7 reached release on November 12, 2025.[49] Unreal Engine 5.8 was released on June 17, 2026, and was announced at Unreal Fest in Chicago. Epic called it the last planned major Unreal Engine 5 release, while saying it would keep fixing bugs and regressions in UE5 and might add another release if circumstances warranted.[7][50][3] Hotfix releases followed, including 5.8.1 on July 28, 2026 and 5.8.3 on September 22, 2026.[51][8]
In its State of Unreal keynote at the same event, Epic outlined Unreal Engine 6, which it presented as a combination of Unreal Engine 5 and Unreal Editor for Fortnite (UEFN).[52] Epic said that UE6 moves the gameplay programming model to the Verse language, which "transactionalizes C++", and will include a new gameplay framework called Scene Graph built from scratch on Verse; it also said existing standards such as glTF and USD would become first-class formats in the engine. Epic's Marcus Wassmer set out the plans in a June 22, 2026 post.[9][53] As of October 2026, Epic is targeting an early access release of Unreal Engine 6 at the end of 2027, with a full release planned 12 to 18 months after early access, and a UE6 development stream is publicly visible on GitHub.[9][53][52][54]
Unreal Engine 5 introduced two headline rendering features:
| Feature | What it does |
|---|---|
| Nanite | A virtualized micropolygon geometry system that streams and renders very high-detail meshes with little impact on frame time, reducing the need for manual LOD work. |
| Lumen | A fully dynamic global illumination and reflections system that updates lighting in real time without precomputed light maps. |
The same release added Virtual Shadow Maps, Temporal Super Resolution upsampling, the World Partition open-world streaming system, Large World Coordinates, expanded mesh modeling and UV tools, and the MetaSounds procedural audio system.[6]
Caveat: Nanite and Lumen in VR
Although Nanite and Lumen are the defining features of Unreal Engine 5, they were not ready for VR when the engine launched, and their VR support has remained limited and evolving. In early access the new VR template disabled Lumen because it was not supported for headsets, and at the 5.0 launch Epic stated that it had no timeframe to share for bringing Lumen and Nanite to VR while it explored how to extend those features to more platforms.[29][27]
The core obstacle is performance. Lumen was designed around target frame rates of roughly 60 frames per second for large outdoor scenes and 30 for indoor scenes on then-current console hardware, which is well below the 90 frames per second minimum that most PC VR headsets expect, and stereoscopic rendering at higher resolutions makes VR more expensive still.[29] As of the Unreal Engine 5.8 documentation (September 2026), Nanite and Lumen for XR are described as experimental and not officially supported.[55] They work only on PC with the deferred renderer and DirectX 12, are not supported on mobile XR hardware, and since version 5.1 they render in both eye views, so even high-end systems can struggle to hold the target frame rate. Epic advises caution before shipping a VR product that relies on them.[56]
In practice this means most production VR projects on Unreal Engine 5 still use the forward renderer with MSAA and avoid Nanite and Lumen, while drawing on the many other UE5 improvements such as World Partition for large worlds, the modeling tools, MetaSounds, and the updated editor.[29][45]
Epic's own VR work
Epic Games has produced its own VR titles and demos, partly to showcase the engine. At Oculus Connect 2 in September 2015 the company unveiled Bullet Train, a VR shooter demo for the Oculus Touch controllers that used teleportation for movement. Epic released it for free on the Oculus Store on December 6, 2016, the day Oculus Touch launched, and called it the spiritual predecessor of Robo Recall.[25][57] Robo Recall, a full arcade shooter, was announced at Oculus Connect 3 on October 6, 2016, with development funded by Oculus Studios, and was released for free to Oculus Rift owners with Touch controllers on March 1, 2017. It launched with mod support, and because it is built on Unreal Engine 4, creators could use the Blueprints scripting environment to build mods.[57][58] A standalone version, Robo Recall: Unplugged, launched for the Oculus Quest on May 21, 2019.[59] Epic said the port by Drifter Entertainment kept the same number of enemies, physics and spatial audio as the Rift version, and that seven people completed it in six months.[47]
It was also at Oculus Connect 3 that Oculus announced it would cover the Unreal Engine royalty fees, normally 5% of gross revenue, for Unreal Engine titles sold in the Oculus Store, up to the first 5 million US dollars in gross revenue per game, which could save a developer as much as 250,000 US dollars per game.[60][61] In the same announcement, Oculus vice president Nate Mitchell said Oculus had used Unreal Engine for projects including Toybox, Dreamdeck, Farlands, Lost and Henry, and the upcoming Dear Angelica from Oculus Story Studio.[60] Meta's developer documentation, updated in September 2026, still describes the arrangement for the Meta Horizon Store: Unreal Engine apps are royalty-free on the first five million US dollars of revenue from sales there, while developers license the engine directly from Epic and report other revenue, and revenue above that amount, to Epic.[62]
Notable VR titles built in Unreal Engine
Many commercial VR games are built on Unreal Engine. A few well-known examples:
| Title | Developer | Engine | Notes |
|---|---|---|---|
| Bullet Train | Epic Games | Unreal Engine 4 | VR shooter demo unveiled at Oculus Connect 2 in 2015; free on the Oculus Store from December 6, 2016.[25] |
| Robo Recall | Epic Games | Unreal Engine 4 | Arcade shooter; Epic's flagship VR showcase; Quest version Robo Recall: Unplugged in 2019.[58][59] |
| Pavlov (formerly Pavlov VR) | Vankrupt Games | Unreal Engine 4, updated to Unreal Engine 5.1 in 2023 | Multiplayer VR first-person shooter; entered Steam Early Access on February 27, 2017, and left Early Access on December 4, 2024. A June 2023 update moved it to Unreal Engine 5.1 and OpenXR and added cross-play with PlayStation VR2.[63][64] |
| Into the Radius | CM Games | Unreal Engine | Single-player survival shooter with physics-based weapon handling; released on Steam on July 20, 2020. CM Games' producer wrote that porting it to Meta Quest, which began in spring 2021 and shipped in September 2022, involved optimizing the Unreal Engine and the game's systems.[65][66] |
| Red Matter and Red Matter 2 | Vertical Robot | Heavily modified Unreal Engine | Puzzle adventure games; MIXED reported that both use a heavily modified version of Unreal Engine.[67] |
Research use
Researchers also build VR tools on the engine. UnrealROX, described by Pablo Martinez-Gonzalez and colleagues in the journal Virtual Reality, is a photorealistic environment built on Unreal Engine 4 in which a human operator wearing a VR headset, with gaze capture and hand controllers, controls a robot agent in indoor scenes; the recorded sequences are replayed offline to generate data and ground-truth annotations for tasks such as segmentation, object detection, depth estimation, grasping and navigation.[68][69] At the 2024 IEEE VR conference workshops, Jonathan Ehret and colleagues at RWTH Aachen University presented StudyFramework, a framework for setting up and running factorial-design VR user studies in Unreal Engine, with condition randomization, an experimenter view and data logging. The authors noted that such studies are often developed from scratch, and they reported generally positive feedback, collected through a structured questionnaire, from 11 study developers who used the framework for their own studies.[70]
Enterprise and virtual production
Beyond games, Unreal Engine is used in virtual production for film and television, where large LED stages display real-time engine scenes behind actors, and in enterprise fields such as automotive design, architectural visualization, and training simulation. These uses overlap with AR and VR through interactive design reviews and immersive walkthroughs, but they fall outside the engine's core gaming role.[2][1] When Industrial Light & Magic and Epic Games presented the LED stage technology built for the first season of The Mandalorian in February 2020, ILM credited "the real-time interactivity of the Unreal Engine platform" and said over 50 percent of the season had been filmed with the method (see StageCraft).[71] For the second season ILM moved to an in-house real-time renderer, Helios, to drive the LED walls; fxguide reported that the final content could still be created in Unreal or other packages and loaded into Helios, and that departments used UE4 for previsualization.[72]
See also
References
- ↑ 1.0 1.1 1.2 1.3 "Unreal Engine". Wikipedia. 2026-01-10. https://en.wikipedia.org/wiki/Unreal_Engine. Retrieved 2026-06-14.
- ↑ 2.0 2.1 "Unreal Engine". Epic Games. 2026-01-05. https://www.unrealengine.com/en-US/. Retrieved 2026-06-14.
- ↑ 3.0 3.1 3.2 "Unreal Engine 5.8 is now available". Unreal Engine News. Epic Games. https://www.unrealengine.com/en-US/news/unreal-engine-5-8-is-now-available. Retrieved 2026-10-17.
- ↑ 4.0 4.1 4.2 "Blueprints Visual Scripting in Unreal Engine". Epic Developer Community. Epic Games. https://dev.epicgames.com/documentation/en-us/unreal-engine/blueprints-visual-scripting-in-unreal-engine. Retrieved 2026-10-17.
- ↑ 5.0 5.1 5.2 "Transitioning from UE3 to UE4". Unreal Engine Blog. Epic Games. 2014-06-05. https://www.unrealengine.com/blog/transitioning-from-ue3-to-ue4. Retrieved 2026-10-17.
- ↑ 6.0 6.1 6.2 6.3 6.4 6.5 "Unreal Engine 5 is now available!". Unreal Engine Blog. Epic Games. 2022-04-05. https://www.unrealengine.com/en-US/blog/unreal-engine-5-is-now-available. Retrieved 2026-10-17.
- ↑ 7.0 7.1 Dean Takahashi (2026-06-17). "Epic Games launches Unreal Engine 5.8". GamesBeat. https://gamesbeat.com/epic-games-launches-unreal-engine-5-8/. Retrieved 2026-09-27.
- ↑ 8.0 8.1 8.2 "5.8.3 Hotfix Released". Epic Developer Community Forums. Epic Games. 2026-09-22. https://forums.unrealengine.com/t/5-8-3-hotfix-released/2833315. Retrieved 2026-10-17.
- ↑ 9.0 9.1 9.2 Marcus Wassmer (2026-06-22). "The road to Unreal Engine 6". Unreal Engine News. Epic Games. https://www.unrealengine.com/en-US/news/the-road-to-ue-6. Retrieved 2026-10-17.
- ↑ 10.0 10.1 10.2 "Unreal Engine licensing options". Epic Games. https://www.unrealengine.com/en-US/license. Retrieved 2026-10-17.
- ↑ 11.0 11.1 11.2 11.3 11.4 11.5 "VR Template in Unreal Engine". Epic Developer Community. 2025-11-12. https://dev.epicgames.com/documentation/en-us/unreal-engine/vr-template-in-unreal-engine. Retrieved 2026-06-14.
- ↑ 12.0 12.1 12.2 "Developing for Head-Mounted Experiences with OpenXR in Unreal Engine". Epic Developer Community. 2025-11-12. https://dev.epicgames.com/documentation/en-us/unreal-engine/developing-for-head-mounted-experiences-with-openxr-in-unreal-engine. Retrieved 2026-10-17.
- ↑ 13.0 13.1 13.2 13.3 "Bringing Unreal Engine on macOS up to feature parity with Windows: progress report". Unreal Engine Tech Blog. Epic Games. 2025-01-31. https://www.unrealengine.com/en-US/tech-blog/bringing-unreal-engine-on-macos-up-to-feature-parity-with-windowsprogress-report. Retrieved 2026-10-17.
- ↑ 14.0 14.1 14.2 14.3 14.4 14.5 14.6 14.7 "Unreal Engine 5.8 Release Notes". Epic Developer Community. Epic Games. https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-5-8-release-notes. Retrieved 2026-09-27.
- ↑ "Downloading Unreal Engine Source Code from GitHub". Epic Developer Community. Epic Games. https://dev.epicgames.com/documentation/en-us/unreal-engine/downloading-source-code-in-unreal-engine. Retrieved 2026-10-17.
- ↑ 16.0 16.1 Ben Lang (2020-05-14). "Unreal Engine is Now Royalty-free for the First $1 Million in Revenue". Road to VR. https://roadtovr.com/unreal-engine-royalty-free-first-1-million-revenue/. Retrieved 2026-09-27.
- ↑ Imran Khan (2018-12-04). "Epic Launches Digital Games Store With 88 Percent Revenue Going To Developers". Game Informer. https://gameinformer.com/2018/12/03/epic-launches-digital-games-store-with-88-percent-revenue-going-to-developers. Retrieved 2026-10-17.
- ↑ Jim Thacker (2024-10-01). "Epic Games to cut royalty rate on Unreal Engine games". CG Channel. https://www.cgchannel.com/2024/10/epic-games-to-cut-royalty-rate-on-unreal-engine-games/. Retrieved 2026-09-27.
- ↑ Jim Thacker (2024-03-12). "New pricing for Unreal Engine, Twinmotion and RealityCapture". CG Channel. https://www.cgchannel.com/2024/03/new-pricing-for-unreal-engine-twinmotion-and-realitycapture. Retrieved 2026-10-17.
- ↑ "We are updating Unreal Engine, Twinmotion, and RealityCapture pricing in late April". Unreal Engine Blog. Epic Games. https://www.unrealengine.com/en-US/blog/we-are-updating-unreal-engine-twinmotion-and-realitycapture-pricing-in-late-april. Retrieved 2026-10-17.
- ↑ "Hardware and Software Specifications for Unreal Engine". Epic Developer Community. Epic Games. https://dev.epicgames.com/documentation/en-us/unreal-engine/hardware-and-software-specifications-for-unreal-engine. Retrieved 2026-10-17.
- ↑ Matt Bertz (2014-03-19). "Epic Announces Unreal Engine 4 Subscription Plan". Game Informer. https://www.gameinformer.com/b/news/archive/2014/03/19/epic-announces-unreal-engine-4-subscription-plan.aspx. Retrieved 2026-10-17.
- ↑ Hayden Dingman (2015-03-02). "Epic makes Unreal Engine 4 free to use". PCWorld. https://www.pcworld.com/article/432176/epic-makes-unreal-engine-4-free-to-use.html. Retrieved 2026-10-17.
- ↑ 24.0 24.1 24.2 "XR Performance Features in Unreal Engine". Epic Developer Community. Epic Games. https://dev.epicgames.com/documentation/en-us/unreal-engine/xr-performance-features-in-unreal-engine. Retrieved 2026-10-17.
- ↑ 25.0 25.1 25.2 Dana Cowley (2016-12-06). "Epic Games Releases Bullet Train for Free on Oculus". Unreal Engine Blog. Epic Games. https://www.unrealengine.com/en-US/blog/epic-games-releases-bullet-train-for-free-on-oculus. Retrieved 2026-10-17.
- ↑ 26.0 26.1 "Unreal Engine 5 is now available in Early Access!". Unreal Engine Blog. Epic Games. 2021-05-26. https://www.unrealengine.com/en-US/blog/unreal-engine-5-is-now-available-in-early-access. Retrieved 2026-10-17.
- ↑ 27.0 27.1 27.2 27.3 Ben Lang (2021-05-26). "Unreal Engine 5 Launches in Early Access with New VR Template Built on OpenXR". Road to VR. https://www.roadtovr.com/unreal-engine-5-vr-template-openxr-lumen-nanite-support/. Retrieved 2026-06-14.
- ↑ 28.0 28.1 Harry Baker (2021-08-20). "Unreal Engine Improves OpenXR Support, Now Production-Ready". UploadVR. https://www.uploadvr.com/unreal-engine-openxr-production-ready/. Retrieved 2026-10-17.
- ↑ 29.0 29.1 29.2 29.3 Ben Lang (2022-04-06). "Epic Releases Unreal Engine 5 But Its Headlining Features Aren't Ready for VR". Road to VR. https://www.roadtovr.com/unreal-engine-5-release-nanite-lumen-vr/. Retrieved 2026-10-17.
- ↑ 30.0 30.1 "OpenXR Input in Unreal Engine". Epic Developer Community. Epic Games. https://dev.epicgames.com/documentation/en-us/unreal-engine/openxr-input-in-unreal-engine. Retrieved 2026-10-17.
- ↑ 31.0 31.1 "Enhanced Input in Unreal Engine". Epic Developer Community. Epic Games. https://dev.epicgames.com/documentation/en-us/unreal-engine/enhanced-input-in-unreal-engine. Retrieved 2026-10-17.
- ↑ 32.0 32.1 Alexander Paschall (2016-06-01). "Unreal Engine 4.12 Released!". Unreal Engine Blog. https://www.unrealengine.com/en-US/blog/unreal-engine-4-12-released. Retrieved 2026-10-21.
- ↑ "Playing and Simulating in Unreal Engine". Epic Developer Community. https://dev.epicgames.com/documentation/unreal-engine/playing-and-simulating-in-unreal-engine. Retrieved 2026-10-21.
- ↑ "VREditor: Unreal Engine 5.8 Documentation". Epic Developer Community. https://dev.epicgames.com/documentation/unreal-engine/API/Editor/VREditor. Retrieved 2026-10-21.
- ↑ "XR Creative Framework: Unreal Engine 5.8 Documentation". Epic Developer Community. https://dev.epicgames.com/documentation/unreal-engine/API/PluginIndex/XRCreativeFramework. Retrieved 2026-10-21.
- ↑ "Virtual Scouting in Unreal Engine". Epic Developer Community. https://dev.epicgames.com/documentation/en-us/unreal-engine/virtual-scouting-in-unreal-engine. Retrieved 2026-10-21.
- ↑ "Unreal Engine: VIVE OpenXR Plugin installation". HTC Vive Developer Resources. 2025-09-01. https://developer.vive.com/resources/openxr/unreal/unreal-tutorials/viveppenxrplugininstallation/. Retrieved 2026-06-14.
- ↑ "Unreal Engine 5". Varjo for developers. 2025-08-15. https://developer.varjo.com/docs/unreal/ue5/unreal5. Retrieved 2026-06-14.
- ↑ 39.0 39.1 "Microsoft-OpenXR-Unreal". GitHub. 2024-10-01. https://github.com/microsoft/Microsoft-OpenXR-Unreal. Retrieved 2026-06-14.
- ↑ David Heaney (2024-10-01). "Microsoft Is Discontinuing HoloLens 2, With No Replacement". UploadVR. https://www.uploadvr.com/microsoft-discontinuing-hololens-2/. Retrieved 2026-09-27.
- ↑ David Heaney (2025-03-07). "Meta To Recommend Using Unity & Unreal's Built-In OpenXR Support From Next Week". UploadVR. https://www.uploadvr.com/meta-recommends-using-unity-unreal-built-in-openxr-support/. Retrieved 2026-10-17.
- ↑ "Unreal Engine 5 Integration". Meta Horizon OS Developers. Meta. 2026-09-23. https://developers.meta.com/horizon/downloads/package/unreal-engine-5-integration/. Retrieved 2026-10-17.
- ↑ "Meta XR Interaction SDK for Unreal". Meta Horizon OS Developers. Meta. 2026-09-22. https://developers.meta.com/horizon/downloads/package/meta-xr-interaction-sdk-unreal/. Retrieved 2026-10-17.
- ↑ "Develop with Unreal Engine for Android XR". Android Developers. Google. 2026-08-14. https://developer.android.com/develop/xr/unreal. Retrieved 2026-10-17.
- ↑ 45.0 45.1 45.2 45.3 "Forward Shading Renderer in Unreal Engine". Epic Developer Community. 2025-11-12. https://dev.epicgames.com/documentation/en-us/unreal-engine/forward-shading-renderer-in-unreal-engine. Retrieved 2026-10-17.
- ↑ 46.0 46.1 "Forward Shading Renderer". Meta Horizon OS Developers. 2026-04-14. https://developers.meta.com/horizon/documentation/unreal/unreal-forward-renderer/. Retrieved 2026-10-17.
- ↑ 47.0 47.1 Jimmy Thang (2019-05-24). "Learn how Drifter Entertainment leveraged elegant optimizations to bring Robo Recall to the Oculus Quest". Unreal Engine Developer Interviews. Epic Games. https://www.unrealengine.com/en-US/developer-interviews/learn-how-drifter-entertainment-leveraged-elegant-optimizations-to-bring-robo-recall-to-the-oculus-quest. Retrieved 2026-10-17.
- ↑ "Multi-View". Meta Horizon OS Developers. 2026-04-14. https://developers.meta.com/horizon/documentation/unreal/unreal-multi-view/. Retrieved 2026-10-17.
- ↑ "Unreal Engine 5.7 is now available". Unreal Engine News. Epic Games. 2025-11-12. https://www.unrealengine.com/en-US/news/unreal-engine-5-7-is-now-available. Retrieved 2026-10-17.
- ↑ David Jagneaux (2026-06-17). "Unreal Engine 5.8 is Out Today With Big Optimization Improvements". 80 Level. https://80.lv/articles/unreal-engine-5-8-is-out-today-with-big-optimization-improvements-and-mesh-terrain. Retrieved 2026-09-27.
- ↑ "5.8.1 Hotfix Released". Epic Developer Community Forums. Epic Games. 2026-07-28. https://forums.unrealengine.com/t/5-8-1-hotfix-released/2738864. Retrieved 2026-10-17.
- ↑ 52.0 52.1 Seoho Yoon (2026-06-17). "Unreal Engine 6 to Feature Fundamental Overhaul, Targeting Early Access Release by Late 2027". Inven Global. https://www.invenglobal.com/articles/22900/unreal-engine-6-to-feature-fundamental-overhaul-targeting-early-access-release-by-late-2027. Retrieved 2026-09-27.
- ↑ 53.0 53.1 "Unreal Engine 6 will combine UE5 and UEFN into a unified engine". GamesBeat. 2026-06-17. https://gamesbeat.com/unreal-engine-6-will-combine-ue5-and-uefn-into-a-unified-engine-state-of-unreal/. Retrieved 2026-10-17.
- ↑ "State of Unreal 2026: Top news about Unreal Engine". The Rookies. 2026-06-19. https://www.therookies.co/blog/headlines/state-of-unreal-2026-top-news-about-unreal-engine. Retrieved 2026-09-27.
- ↑ "Nanite and Lumen for XR in Unreal Engine (Unreal Engine 5.8 Documentation)". Epic Developer Community. Epic Games. https://dev.epicgames.com/documentation/en-us/unreal-engine/nanite-and-lumen-for-xr-in-unreal-engine. Retrieved 2026-09-27.
- ↑ "Nanite and Lumen for XR in Unreal Engine". Epic Developer Community. 2025-11-12. https://dev.epicgames.com/documentation/unreal-engine/nanite-and-lumen-for-xr-in-unreal-engine. Retrieved 2026-06-14.
- ↑ 57.0 57.1 John Gaudiosi (2016-10-06). "Epic Reveals 'Robo Recall': A Free Arcade Shooter For Oculus Touch". UploadVR. https://www.uploadvr.com/epic-announces-robo-recall/. Retrieved 2026-10-17.
- ↑ 58.0 58.1 Tal Blevins (2017-03-01). "GDC 2017: Robo Recall Available Now, With Full Mod Support". UploadVR. https://www.uploadvr.com/robo-recall-launches-mod-support-today/. Retrieved 2026-10-17.
- ↑ 59.0 59.1 "Robo Recall". Wikipedia. 2026-01-05. https://en.wikipedia.org/wiki/Robo_Recall. Retrieved 2026-06-14.
- ↑ 60.0 60.1 "Oculus to Cover Royalty Fees for Unreal Engine Developers". Unreal Engine Blog. Epic Games. 2016-10-06. https://www.unrealengine.com/blog/oculus-to-cover-royalty-fees-for-unreal-engine-developers. Retrieved 2026-10-17.
- ↑ "Oculus Will Cover Unreal Engine Developer Fees Through First $5M in Revenue, Per Game". Road to VR. 2016-10-08. https://roadtovr.com/oculus-will-cover-unreal-engine-developer-fees-through-first-5m-in-revenue-per-game/. Retrieved 2026-10-17.
- ↑ "Unreal Engine Royalty Payment Program". Meta Horizon OS Developers. Meta. 2026-09-30. https://developers.meta.com/horizon/documentation/unreal/unreal-oculus-license/. Retrieved 2026-10-17.
- ↑ "Pavlov on Steam". Steam. Valve. https://store.steampowered.com/app/555160/Pavlov/. Retrieved 2026-10-17.
- ↑ Benjamin Danneberg (2023-06-13). "Pavlov VR: Update brings crossplay with Playstation VR 2". MIXED. https://mixed-news.com/en/pavlov-vr-update-brings-crossplay-with-playstation-vr-2/. Retrieved 2026-10-17.
- ↑ "Into the Radius VR on Steam". Steam. 2025-02-01. https://store.steampowered.com/app/1012790/Into_the_Radius_VR/. Retrieved 2026-10-17.
- ↑ Aleksei Shulga (2023-04-13). "Guest Post: How CM Games Ported Into The Radius To Quest". UploadVR. https://www.uploadvr.com/guest-post-how-cm-games-ported-into-the-radius-to-quest/. Retrieved 2026-10-17.
- ↑ Tomislav Bezmalinovic (2023-10-06). "Red Matter studio says their next VR project is in the "brainstorming" phase". MIXED. https://mixed-news.com/en/vertical-robot-future-plans/. Retrieved 2026-10-17.
- ↑ P. Martinez-Gonzalez, S. Oprea, A. Garcia-Garcia, A. Jover-Alvarez, S. Orts-Escolano, J. Garcia-Rodriguez (2019). "UnrealROX: an extremely photorealistic virtual reality environment for robotics simulations and synthetic data generation". Virtual Reality, vol. 24, no. 2, pp. 271-288. https://doi.org/10.1007/s10055-019-00399-5. Retrieved 2026-10-17.
- ↑ P. Martinez-Gonzalez et al. (2018-10). "UnrealROX: An eXtremely Photorealistic Virtual Reality Environment for Robotics Simulations and Synthetic Data Generation". arXiv. https://arxiv.org/abs/1810.06936. Retrieved 2026-10-17.
- ↑ J. Ehret, A. Bönsch, J. Fels, S. J. Schlittmeier, T. W. Kuhlen (2024). "StudyFramework: Comfortably Setting up and Conducting Factorial-Design Studies Using the Unreal Engine". 2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), pp. 442-449. https://doi.org/10.1109/VRW62533.2024.00087. Retrieved 2026-10-17.
- ↑ "Groundbreaking LED Stage Production Technology Created for Hit Lucasfilm Series 'The Mandalorian'". ILM.com. Industrial Light & Magic. 2020-02-20. https://www.ilm.com/groundbreaking-led-stage-production-technology-created-for-hit-lucasfilm-series-the-mandalorian/. Retrieved 2026-10-17.
- ↑ Mike Seymour (2021-02-10). "Mandalorian Season 2 Virtual Production Innovations". fxguide. https://www.fxguide.com/fxfeatured/mandalorian-season-2-virtual-production-innovations/. Retrieved 2026-10-17.