Define what is included
- Project, source control (Git LFS or Perforce) and build pipeline
- Engine version, and any custom engine changes
- Owned assets vs Fab and Marketplace content and plugins
- Store listings, online services and contributor agreements

Big-looking projects carry big dependencies. Find Unreal Engine games, projects, Fab assets, plugins and studios for sale, then check the build, the royalties and the licences behind them.
12-page field guide to evaluating the code, licences and integration work behind a game or tool, with an IP and dependency register and a fillable review worksheet. Enter your email on this page and we'll send you the download link.
Royalties follow the product's revenue, so agree in writing who reports and pays for each quarter around completion. Under the standard EULA it's 5% of gross revenue above the first $1 million per product. Check the current EULA for your case.
Check each asset's licence on Fab, or the legacy Unreal Marketplace, and whether it covers the new owner's use. List anything that has to be re-licensed and price it in.
Ask for the engine fork and a record of every change. The buyer needs their own access to Unreal Engine source through Epic, and must be able to rebuild the engine and the game.
No. GameAcquire is independent. Unreal Engine is named to identify the engine; licences and royalties follow Epic's current terms.