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Licences and law / 3D production

Unreal Engine now allows AI training on project content

Unreal Engine projects can contain models, animation and rendered content owned by several different parties. The new Epic licence opens up additional AI training uses, but studios must distinguish between permission from the engine provider and rights granted by the client.

Contrast 3DPublished 5 min read

3D still life of digital character busts and architectural pieces made from white ceramic against a black background, beside a violet glass prism representing usage rights and artificial intelligence training.
Conceptual illustration generated with AI. Not a screenshot or a photograph.

Unreal Engine now allows developers to train AI models using its technology and their projects, including eligible MetaHuman materials. That does not automatically grant permission to use every client asset or third-party resource included in a project. Studios delivering visualisations, configurators or games should agree which materials can be used for AI training before starting the work.

Epic Games published the revised End User License Agreement (EULA) on 29 October 2026. The update removes two previous restrictions and leaves developers to decide whether AI training is permitted for their own projects.

Epic has removed two restrictions from the EULA

The changes concern Section 6e, General Restrictions, whose previous provisions applied across all Unreal Engine versions.

The first restriction prohibited using Unreal Engine technology, including its source code, as training material for generative AI. It also covered supplying that technology to systems that trained on their prompt inputs.

The second restriction concerned MetaHuman digital characters, animation curves and certain rendered outputs replicating MetaHuman functionality. These materials could not previously be used to train, test or develop AI systems.

Both restrictions have now been removed, according to Epic's official announcement.

Developers can therefore explore AI training workflows using Unreal Engine technology and eligible MetaHuman content, provided they hold the necessary rights to the materials involved.

The update changes the licensing position. It does not require developers to train AI models or automatically grant permission over third-party content.

Epic does not gain rights to developer content

One important clarification is that the revised EULA does not give Epic rights to developers' content or code.

Removing a restriction on licensees is different from granting the engine provider permission to train AI on their games or assets.

Epic explicitly makes this distinction in its announcement, also covered by The Click.

Developers can continue setting the terms under which their own projects are distributed. As Game Developer explains, those terms may permit or restrict AI training.

For studios working on client commissions, the relevant question is therefore who controls the project materials and what the production agreement allows.

The revised EULA removes an obstacle at engine level. It does not settle every ownership or usage question within a commercial project.

Client contracts should address AI training explicitly

An architectural visualisation may combine client designs, purchased assets and models produced specifically for the commission. A product configurator may also contain confidential product information or technical files.

The contract should distinguish between delivering those materials and permission to use them for AI training.

Useful terms to agree include:

  • Permitted materials: whether source projects, 3D models, animations, renders or final images may be used.
  • Purpose: whether training internal tools, building models or using external AI services is permitted.
  • Authorisation: whether training requires prior written permission or is prohibited unless separately agreed.
  • Third-party rights: who checks licences for purchased assets and externally supplied material.
  • Retention: how training materials and copies are handled after the project ends.
  • Confidentiality: what information may be shared with AI providers.

For example, a contract could prohibit training on delivered materials without express authorisation from the relevant rights holder. Any permitted uses could then be agreed separately.

This protects the distinction between permission to use a project and permission to reuse it as training data.

Our article on AI and copyright in 2026 examines related questions about ownership and commercial use.

Fab assets retain their existing AI restrictions

The Unreal Engine EULA update does not change the rules for Fab marketplace assets.

Epic confirms that creators can continue using the NoAI tag to indicate that their content must not be used for AI training.

Buying or downloading an asset therefore does not automatically give a studio permission to include it in a training dataset.

Before using an entire scene for training, identify which elements were created in-house and which came from third parties.

A project may be covered by the revised Unreal Engine EULA while containing individual assets governed by separate restrictions.

The same distinction matters when combining purchased content with AI-generated models. Our article on legal considerations for 3D generators in Spain explores that issue.

Custom licences, accepting the EULA and Fortnite

Studios operating under a custom agreement with Epic should inspect that contract. Where similar restrictions remain, Epic advises contacting its representative.

New users are prompted to accept the updated EULA when starting. Existing developers can choose to accept it through the relevant EULA acceptance page.

The revision does not extend to UEFN or Fortnite content, which are governed by separate terms.

Check the rights before starting any training

CriterionWhat to check
Unreal Engine EULAConfirm acceptance of the revised terms removing the Section 6e restrictions.
Client agreementCheck whether AI training on source files or rendered outputs is permitted.
Content ownershipIdentify who holds the rights to models, animations and code.
Fab assetsReview each asset licence and any NoAI designation.
MetaHumanConfirm the relevant materials are licensed under the applicable EULA.
Custom Epic agreementCheck for separately negotiated restrictions.
AI providerEstablish what materials will be shared and how they will be processed.
Delivery and retentionAgree which files may be reused after the commission ends.

The relationship between creative work and AI training also affects other production tools. Our article on Blender, human-made content and AI explores that wider discussion.

This week, review the Unreal Engine EULA governing your projects and add an explicit AI training provision to new client agreements. If you need to develop a visualisation, configurator or Unreal Engine experience with clearly defined usage rights, tell Contrast 3D what project you are planning.

Sources

Checked on November 1, 2026

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