You probably missed last sentence in the EULA FAQ which leads to full EULA which mention donation, KS and everything else. You have to pay from:
You don’t have to pay from:
What exactly is not clear? Here is the super simple example, again, from EULA
[/QUOTE]
Thank you for clarifying this up for me, I have indeed missed that information. I have tried to click the link that is going to the EULA and the link wasn’t working for me, only the chinese/japanese link worked somehow. Again, thank you for this information.
About the last part you mentioned form the EULA; if your Product earns $10 on the App Store, Apple may pay you $7 (having deducted 30% as a distribution fee), but your royalty to Epic would still be 5% of $10 (or $0.50). I don’t want to argue about this or anything, but it does say (like Jezcentral mentioned) that it’s about revenue. This actually means that it’s money that a company get in their hands after selling a product or service. So it SHOULD be 5% from $7 not %10 because that is the actual revenue, if I’m not mistaken. Anyway It doesn’t apply for the first 3000 dollars, so that makes it a totally differant story.
I would just be like;
- I make a game and start selling it (lets say the apple store).
- I would create a seperate bank account so that all money coming in is just from that product.
- I would look how much money came into that bank account each quarter and pay 5% from that to Epic.
I have to say that Unity does this a bit more understandable. you just pay monthly for the use of their engine (pro) and you pay nothing else for the products you made with it, even if you earned millions.
You just have a monthly amount to pay for as long as you use their engine, so if your game is finished and you have no bugs/mistakes (wonder product) you don’t need the engine anymore and the payment stops. With unreal 4 it seems like you have to keep track of your product and the income you are getting all the time, making sure you have a complete picture of all the money trails.
I again want to thank you all for the help on this subject. I guess that if I have more questions about this in the future I could contact support?