Twinmotion, RealityScan and MetaHuman are Epic products that sit beside Unreal Engine. Twinmotion is a real-time architectural and design visualization application, RealityScan is Epic’s photogrammetry application formerly known as RealityCapture, and MetaHuman is a framework for digital human characters. They share one commercial idea: use is free below USD 1,000,000 of gross revenue and requires a personal seat above it.[2][4][5]
Editions
| Product | Free position | Paid position |
|---|---|---|
| Twinmotion | Individuals and small businesses with less than USD 1 million revenue in the past 12 months, educational institutions and students | Seats at USD 445 per seat per year in the FAQ; required above USD 1 million or for Twinmotion Cloud[2] |
| RealityScan | Same groups | Seats at USD 1,250 per user per year in the FAQ[4] |
| MetaHuman | Free for anyone making under USD 1 million in revenue | Standard Unreal Engine terms above that[5] |
Epic’s licensing pages show local currency amounts for the visitor’s region (euro amounts in the retrieval region), and Epic states that the final price for a location is shown after the purchase starts and before payment.[2] Twinmotion seats include all updates released during the subscription period, and a seat is required for Twinmotion Cloud, which is not offered to companies that do not purchase seats.[2]
Metrics
Twinmotion seat
The Twinmotion EULA requires seat subscriptions for each User who accesses the Software unless an exception applies.[1] A Seat is the right for one User to access and use the Software on the licensee’s behalf and is offered as an automatically renewing subscription; it is personal to the User, must be reassigned before another User uses it, and one User may use multiple computers or workstations while occupying one Seat, while two Users on one computer occupy two Seats.[1] Epic’s FAQ confirms that Twinmotion can be installed on multiple computers using the same Epic Games account, that each user needs their own seat when seats are bought, that seats can be assigned to outside contractors, and that an offline installer is available to subscribers from the Epic Developer Portal.[2]
RealityScan seat
The RealityScan EULA uses the same seat wording: seats are automatically renewing subscriptions, personal to the User, and counted per User not per computer.[3] The RealityScan FAQ says that seat prices are determined by annual gross company revenue, that the USD 1 million threshold is always tested in USD, and that an offline installer is available to subscribers.[4]
Company gross revenue threshold
Both EULAs exempt licensees from the seat requirement during any period in which the licensee, together with entities in its corporate group, has generated less than USD 1,000,000 of gross revenue over the last 12 months, where the corporate group means entities that control, are controlled by or are under common control with the licensee and revenue includes advances and funds raised.[1][3] Educational institutions are exempt when users access the software only for educational purposes, and non-commercial use is exempt, with all use by or for commercial entities counted as commercial.[1][3] Twinmotion’s FAQ adds that once a company exceeds the threshold it must buy a seat subscription to continue under the EULA, and that the threshold is tied to company revenue and not product revenue.[2]
Counting / floors
Neither product has a royalty. Epic’s FAQ states that use of Twinmotion alone does not create any royalty obligation.[2] A lapsed subscription does not remove access to tools or projects already created, but the EULA still requires renewal or new seats for continued use unless revenue has fallen below the threshold.[2][4] A Twinmotion subscription cancelled within fourteen days of purchase from Epic is entitled to a full refund; purchases through resellers are handled by the reseller.[2]
Virtualization & partitioning
The RealityScan EULA prohibits selling, renting or leasing the software, allowing a third party to use it, and making it available to third parties on a software-as-a-service, hosted, time-sharing or service bureau basis.[3] The Twinmotion EULA bars selling or transferring the software, except that Twinmotion Presenter applications may be transferred to third parties for the sole purpose of sharing and viewing Twinmotion projects.[1] Twinmotion Content may be used only to visualize content within Unreal Engine, Twinmotion, RealityCapture or Unreal Editor for Fortnite and to export images and videos.[1] The Twinmotion EULA also forbids using the Software to train or test AI technology.[1]
Cloud / BYOL
When Twinmotion’s cloud features are used, the licensee temporarily gives Epic access to input data solely to generate the requested output; Epic states it does not retain the data after processing and does not use it or any data used with the Software for training AI programs.[1] Epic updates the Software remotely without notice and may modify, suspend or limit access to any aspect of it, and a new version requires accepting the amended agreement.[1]
Programs
- 30-day trial. Epic offers a 30-day trial of Twinmotion, including Twinmotion Cloud, for users not eligible for free use.[2]
- RealityCapture transition. Users with a RealityCapture Enterprise licence purchased before 23 April 2024 may continue to download and use RealityCapture 1.4 and 1.5 at no additional cost; moving to RealityScan 2.0 or later requires accepting the new EULA and adds a subscription requirement above USD 1 million.[4]
- Sample Datasets. RealityScan sample datasets may be used only for non-commercial purposes.[3]
- Eligibility. Users located, organized or ordinarily resident in Russia or Belarus are not eligible to license RealityScan.[3]
MetaHuman
From Unreal Engine 5.6 MetaHuman use is included under an existing Unreal Engine licence, with no separate licence needed.[5][8] MetaHuman characters and animation can be used across all engines and creative software, and are classed as Non-Engine Products, so neither linear media output nor runtime use in other engines triggers royalties; a company with over USD 1 million of annual gross revenue that renders them outside Unreal Engine needs an Unreal Engine seat licence.[5] MetaHuman for Maya and MetaHuman for Houdini are free on Fab under the Standard License.[5] Two restrictions apply: the Unreal Engine EULA bars using MetaHuman characters and animation curves, or rendered output crafted to replicate MetaHuman, to build or train AI databases,[6] and MetaHuman Content acquired under the older Content License addendum may only be used as UE-Only Content.[7]
Audits and compliance
Both EULAs require records sufficient to verify seat compliance and licence fees, and allow Epic audits by an independent auditor no more than once every twelve months; Epic bears the cost unless the shortfall exceeds 5%.[1][3] Neither EULA states an effective date, so licensees should keep a copy of the version accepted.
Out of scope
This article does not cover Unreal Engine seats and royalties, content licences or Epic’s reseller programmes. Channel partner pricing, custom terms for more than 25 seats and Epic Pro Support are offered by contacting Epic and are not published.[2]