Unreal Engine uses C++ as its main coding language and Blueprints for visual scripting. Beginners can build games with Blueprints without coding, while professionals use C++ for speed and full control. In 2025, learning both is the best path—Blueprints for quick prototypes and C++ for AAA-level performance.

Why This Question Matters
Unreal Engine is everywhere in the gaming world. From AAA blockbusters like Fortnite and Gears of War to indie titles made by solo developers, Unreal powers some of the most beautiful and successful games ever made.
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But if you are just starting your game development journey, one big question pops into your mind:
👉 “What coding language does Unreal Engine use?”
The simple answer: Unreal Engine mainly uses C++ and Blueprints.
But the real story goes much deeper. In this article, we’ll explore:
- Why Unreal Engine uses C++
- How Blueprints help beginners build games without code
- Differences between C++ and Blueprints
- Whether you need to learn C++ for Unreal in 2025
- Other languages you might come across (Python, C#, etc.)
- How this choice impacts your future in game development
By the end, you’ll know exactly what language to start with, whether you are an indie developer, a student, or aiming for a career in AAA studios.
Unreal Engine in Simple Words
Before diving into coding, let’s understand Unreal Engine itself.
Think of Unreal as the toolbox that game developers use to build virtual worlds. It handles everything from:
- Graphics rendering (making the world look real)
- Physics simulation (making things move naturally)
- Audio systems
- AI for characters
- Networking for multiplayer games
But here’s the catch: Unreal is not a “plug-and-play” toy. It’s a professional-grade engine. That means you need to speak its language to bring your ideas to life.
What Coding Language Does Unreal Engine Use?
The core language of Unreal Engine is C++.
C++ is one of the most powerful and widely used programming languages in the world. It’s fast, flexible, and used for building performance-heavy software like operating systems, browsers, and—of course—video games.
Unreal Engine is built in C++, and most of its systems rely on it. Developers use C++ to:
- Control game mechanics
- Build physics interactions
- Manage memory for smooth performance
- Optimize games for consoles, PCs, and mobile devices
But Unreal is not only about C++. For beginners, Epic Games created Blueprints, a visual scripting system that lets you code without writing lines of text.
So, the true answer: Unreal Engine uses both C++ and Blueprints.
Why Unreal Engine Uses C++
Unreal didn’t just pick C++ by chance. The decision was made because of what C++ offers:
1. Speed and Performance
Games need to run smoothly. C++ compiles directly into machine code, which makes it one of the fastest languages available.
2. Full Control
Developers can fine-tune everything—from memory usage to GPU performance. This is crucial in AAA games where every frame counts.
3. Industry Standard
C++ is the global standard for professional game development. Learning it opens doors not just in Unreal, but in Unity, CryEngine, and even custom engines.
4. Scalability
From small indie projects to massive open-world games like Fortnite, C++ scales perfectly.
👉 In short: C++ is the backbone of Unreal Engine.
What Are Blueprints in Unreal Engine?
Blueprints are Unreal’s secret weapon for beginners.
Instead of typing code, you build logic with visual nodes that connect like a flowchart.
Example:
- Want your player to jump? → Add a jump node.
- Want to open a door when clicked? → Add an interaction node.
This makes Blueprints:
- Easy to learn → No coding knowledge needed.
- Quick to prototype → You can test ideas fast.
- Beginner-friendly → Perfect for students or indie creators.
In fact, many complete games have been made only with Blueprints.
C++ vs. Blueprints: Which One Should You Choose?
Here’s a side-by-side comparison:
Feature | C++ | Blueprints |
---|---|---|
Learning Curve | Hard, technical | Easy, drag-and-drop |
Speed | Very fast | Slower |
Flexibility | Full control | Limited, but powerful |
Best For | AAA studios, professionals | Beginners, prototypes |
Examples | Physics engine, multiplayer | Simple character movement |
👉 Most developers use both. Start with Blueprints for quick results, then move into C++ for optimization and advanced systems.
Do You Really Need to Learn C++?
The answer depends on your goals:
- If you’re a hobbyist or student: Start with Blueprints. You’ll see results quickly and won’t feel frustrated.
- If you want to work in AAA studios: Yes, you must learn C++. Big studios expect professional-level coding.
- If you’re an indie developer: A mix of both works best. Start small with Blueprints, then add C++ as your game grows.
Other Languages in Unreal Engine
While C++ and Blueprints are the main tools, Unreal also supports a few others:
- Python → Used for automation and tools. Great for speeding up workflows.
- C# → Available with third-party plugins, but not officially supported.
- JavaScript/Lua → Rare, but sometimes used in niche cases.
👉 For real game development, stick with C++ and Blueprints.
How Unreal Engine Balances Both Worlds
The magic of Unreal Engine is that it doesn’t force you into one path.
- Beginners can build entire games with Blueprints.
- Professionals can optimize systems with C++.
- Teams often combine both for the best results.
That’s why Unreal Engine works for everyone—from a 14-year-old student building their first project to massive studios like Epic Games and Square Enix.
Why This Matters in 2025
The game development world is changing fast:
- AI coding tools (like ChatGPT) make C++ easier to learn.
- Blueprints keep getting more advanced in Unreal Engine 5.
- Indie developers can now make games that look like AAA titles.
In other words: Unreal is no longer just for experts. It’s for everyone who dreams of making a game.
🎮 Real-Life Examples of Unreal Engine Coding in Action
1. Fortnite (Epic Games – USA)
- Built with C++ at its core for performance.
- Uses Blueprints for gameplay logic, making updates and new modes faster to build.
- Example: When Epic adds a new in-game event (like concerts or limited-time modes), many parts are handled through Blueprints for flexibility, while the main engine remains C++.
2. PUBG Battlegrounds (Developed in the US + Korea collaboration)
- Originally developed with Unreal Engine 4 in C++.
- Heavy reliance on C++ for networking, physics, and multiplayer support.
- Developers shared that prototyping of weapons and player interactions often started in Blueprints, then migrated to C++ for optimization.
3. Robo Recall (Epic Games – USA)
- A VR shooter made entirely in Unreal Engine.
- Blueprints were heavily used to create gameplay mechanics like gun handling and teleport movement.
- Shows how Blueprints can be enough to ship a full commercial game in the US market.
4. Gears of War 4 & 5 (The Coalition – US & Canada)
- Built with C++ in Unreal Engine for graphics, physics, and performance.
- Blueprints were used for quick enemy behavior prototypes before porting them into C++.
5. Disney’s The Mandalorian (Virtual Production – Los Angeles, USA)
- Not a game, but worth noting!
- Unreal Engine was used in virtual film sets for background environments.
- C++ powers the rendering pipeline, while Blueprints control lighting and environment setups during filming.
👉 These examples show a pattern:
- AAA games in the US (Fortnite, Gears, PUBG) → rely on C++ for performance.
- VR & indie projects (Robo Recall) → rely more on Blueprints.
- Film & TV production (Mandalorian) → mix of both.
Unreal Engine Licensing & Royalty Model (What Companies Pay to Epic)
First, let’s look at what Epic (creator of Unreal) charges under its licensing / royalty rules. These form the base cost that companies might pay (depending on revenue, scale, and usage).
Scenario | Cost / Fee | Notes |
---|---|---|
Royalty for game developers | 5% of gross revenue above US$1,000,000 | For games that earn over $1M in revenue, a 5% royalty applies. Filmmaker Tools+3GetGud+3Wikipedia+3 |
License for non‐game/other industries | US$1,850 per seat per year | For studios making > $1M/year in revenue in non-game sectors (film, architecture, visualization) Puget Systems+3Unreal Engine+3Medium+3 |
Free use until threshold | Free, till certain revenue levels | Small developers or those below $1M revenue often don’t pay upfront license costs for game development under the standard model Unreal Engine+3Unreal Engine+3Filmmaker Tools+3 |
So, for a company using Unreal Engine to build a game, their “cost to Epic” might be zero until their game earns more than $1,000,000, after which they pay 5% on revenue beyond that.
🏢 Sample Companies / Projects & Estimated Unreal Engine Costs
Here are examples of companies known for using Unreal Engine (or reported to) and an estimate of what they might pay (or have paid) under Unreal’s model. Keep in mind: these are rough estimates and assumptions, not confirmed public disclosures.
Company / Project | Approx Revenue / Scale | Possible UE Cost (to Epic) | Comments / Assumptions |
---|---|---|---|
Fortnite / Epic Games | Billions in revenue | Very large royalty payments (5% on revenue beyond first $1M) | Epic both develops and licenses the engine. They likely pay royalty to themselves in internal accounting, but their real “costs” include engine development, support, etc. |
Large AAA studios (e.g., Rockstar, Activision, EA) | Hundreds of millions | Tens of millions (5% royalty on excess beyond threshold) | If their games (built partly or wholly with Unreal) cross the $1M mark (which they absolutely do), their royalty costs to Epic would be 5% on the portion above $1M. |
Indie / Mid-sized studios | $500,000 to $5,000,000 | If ≤ $1M, likely zero royalty; if > $1M, 5% on the extra revenue | Many indie games never cross the $1M threshold, so they pay nothing to Epic under the royalty model. |
Non-game studios (film, architecture, automotive) | Varies | Seat license cost: ~US$1,850/year per seat | If a film studio or architectural firm uses Unreal for visualization, and if their revenues surpass $1M, they may pay per-seat licensing fees. |
Studios using Unreal for mixed products | Mixed revenue sources | Hybrid cost (royalty + seat licenses) | If they build a game and use Unreal in other contexts (e.g. for film or VR), they may incur both royalty costs and seat license costs depending on usage. |
💡 Sample Estimate
Let’s run a hypothetical:
- Company “GameX Inc.” builds a game.
- Their first year revenue: US$5,000,000
- They cross the $1,000,000 free threshold by $4,000,000
- Royalty = 5% of $4,000,000 = $200,000 to Epic
So GameX would give Epic roughly $200K from their revenue under Unreal’s royalty model.
If GameX also uses Unreal in a film/VR division, and has, say, 5 artists working with Unreal (licensed seats), they might pay 5 × US$1,850 = US$9,250/year for those seats (if they qualify under the non-game license rule).
So total cost to Epic might be: $200,000 + $9,250 = $209,250 for that year (just for licensing / royalties). Their real development cost (staff, marketing, server infrastructure, etc.) would be far more.
How to Start Learning Unreal Engine Coding
Here’s a simple step-by-step path:
- Download Unreal Engine (free from Epic Games).
- Learn Blueprints first to understand game logic.
- Build a small project (like a simple platformer).
- Once comfortable, start learning C++ basics.
- Combine Blueprints + C++ for more power.
- Join Unreal forums and communities to learn from others.
What programming language is Unreal Engine written in?
Unreal Engine is written in C++, with Blueprints for visual scripting.
Can I use Python in Unreal Engine?
Yes, but only for automation and tools, not full game coding.
Which is better for beginners—C++ or Blueprints?
Blueprints are easier for beginners. C++ is better for professionals.