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What are the fees for training simulators?

Hello, we have some puzzles on the fees. We do education training simulators located in China, and our products is used in the field of petroleum education. Could you tell us the detailed fees you charge based on our situation. Our products contains hardware and software. Thanks very much.

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asked Apr 28 '14 at 01:29 AM in Legal & Licensing

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avatar image Yiown Jan 09 '17 at 03:02 PM

Hello there, I am in a similar situation (but in Argentina) and wanted to take this answer to 2017.
1) What is the fee for developing a training simulator ?
2) What is the fee for providing the training services using the simulator and charging the trainees ?
Thanks in advance.

avatar image atypic STAFF Jan 09 '17 at 03:44 PM

There is never a license fee under the EULA. But whether royalties apply depends on how the product is monetized. It's not clear from your questions how your product is monetized.

avatar image Yiown Jan 09 '17 at 04:40 PM

I am making the training simulator as a contractor for a company X. Then company X will provide training services and charge its customers. So, 1) what is the cost for me ? 2) what is the cost for company X ?

avatar image atypic STAFF Jan 09 '17 at 04:48 PM

There is no royalty for custom work-for-hire fees, so if your Product (under the EULA) is a custom simulator for single client, then your contractor fees are royalty free.

As for your client's use, it sounds like they are selling access to the simulator (in addition to associated training services) - is that right?

Note that unless your client also becomes a EULA licensee, you (rather than them) are responsible for royalties (if there are any).

avatar image Yiown Jan 09 '17 at 05:02 PM

That is right, they will use the simulator as a training tool and they are selling the training course.
I believe they will have no problem in becoming EULA licensee.

avatar image atypic STAFF Jan 09 '17 at 05:09 PM

If the only revenue is fees associated with providing training services which include access to the the UE4-based simulator, we believe this should be royalty-free.

avatar image Yiown Jan 09 '17 at 05:17 PM

Awesome as always.
Thanks atypic.

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1 answer: sort voted first

As a follow-up question, I would ask how the training simulators are sold. Are you hired by a company or school to provide training simulation (i.e. work-for-hire fees?) or do you make a product and sell it? If the former, no royalties are owed, and you only need a seat license per developer. You mention that your products contain hardware and software, but I'm not sure how it is sold.

I can also add that, unfortunately, for the time being we are not able to license UE4 by subscription in China, but we hope to have that resolved in the near future.

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answered Apr 28 '14 at 02:13 AM

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atypic STAFF
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avatar image Joyce Apr 28 '14 at 03:03 AM

Our products are similar to flight simulator, while our training contents is simulation of petroleum devices. Our products contains hardware consoles, PC and graphics software as the attached picture, and is sold to petroleum companies and schools home and abroad to conduct simulation training in petroleum field. Now we are using other graphics engines. To search for better effect, we would like to adopt UE4. So we'd like to know how the you charge in this situation. Thanks.

[1]: /storage/temp/5033-simulators.jpg

simulators.jpg (252.1 kB)
avatar image atypic STAFF Apr 28 '14 at 01:43 PM

That looks pretty cool!

How do you sell the hardware/software? Is it custom built, leased, or sold for a fixed price?

avatar image Joyce Apr 29 '14 at 12:55 AM

Thanks. We sold the product with hardware and software as a whole system. Usually we do custom built, so the price is not fixed. PS. when can it be subscribed in China. Can we subscribe it in America and develop graphics and use it in China?

avatar image atypic STAFF Apr 29 '14 at 01:22 AM

I think this is how your product works - you have a general set up and then you come to terms with a company or school to customize it for their needs? If so, no royalties are owed on the sale because no royalties are owed on work-for-hire fees; you just need a subscription license for each of your developers. On the other hand, if you have a standardized product that is sold, royalties are owed.

Unfortunately, I cannot give you a date for China, but we hope it is in the coming months. You can subscribe in America if you have a place of business in America. If your address is in China, however, unfortunately you will need to wait before you can subscribe.

avatar image Joyce Apr 29 '14 at 01:45 AM

Thanks very much for your help. Can we be informed when we can subscribed in China?

avatar image [EPIC] Daniel Vogel STAFF May 02 '14 at 09:18 PM

You can email billing@unrealengine.com to be notified if you want :-)

avatar image Flak STAFF Apr 29 '14 at 03:00 PM

Hi Joyce and thank you for your interest! This is Stacey Conley from customer service.

If you could please send an email to billing@unrealengine.com requesting to be notified when we support your area. Please included your email address, your region and country. Please feel free to reference my name when sending the email and I'll be sure you are added to our contact list.

Thank you!

avatar image Joyce Apr 29 '14 at 03:37 PM

Thank you. I just still have the following questions: 1. If we subscribe this UE4 in America, can we use it in China? Or there will be some technical restrictions; or will it recognize the regional IP? Is it a network based tool? Because we'd like to use your UE4 as soon as possible. Is there any training material of how to use it? 2. If we develop products by this tool, is there any thing to be required for our users, to connect with network, or other?

avatar image atypic STAFF Apr 29 '14 at 03:41 PM

If you license UE4 from an American place of business, you have worldwide use rights, including China.

There is lots of documentation on our website, but I'd start here.

Products developed using UE4 are not required to be connected to the internet. Depending on the nature of the product, there may be hardware restrictions, but that depends on the choices of the developer rather than Epic.

avatar image Joyce Apr 30 '14 at 02:30 AM

Thank you. We appreciate your help.

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