I sent the questions below through the Unreal Engine licensing contact form on September 27, 2026 and haven’t received a reply yet, so I’m also posting them here in case someone from Epic or the community can help.
I’m a solo developer making BadMaster, a single-player fighting game built with Unreal Engine 5.8.2 that I plan to sell on Steam. The player records their own martial-arts moves with a webcam, and the game turns them into animation for a MetaHuman character.
For this, the game calls the runtime modules of the MetaHuman Animator Markerless Motion Capture plugin (Fab, Epic Games, v1.0.0, experimental) directly from game code. All processing runs locally on the player’s PC. No video is uploaded anywhere.
The Fab listing says the plugin is free, including for commercial use, under the Fab Standard License. Before release, I’d like to confirm the following:
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Shipping the models. May I cook these plugin assets into a packaged (Shipping) build and distribute it on Steam?
Models/Offline/camera_calib(GeoCalib)Detectron2/*Models/Offline/chmr_backbone,chmr_headModels/Offline/hue_step_simplified,hue_finalStep_simplifiedSKM_SMPL,IK_SMPL,RTG_SMPL_MH
The game would use only the runtime modules
BodyTrackerandSegmentation. The editor modules would not be shipped. -
Fab EULA section 5(b). It says Projects incorporating Unreal Engine Plugins “may only be Distributed as Engine Tools under the Unreal Engine Agreement.” Does this apply to a packaged game that includes this plugin’s cooked runtime content? Or is distribution under section 4(c), in object code as part of the game, the correct reading?
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SMPL-X data. The plugin includes
SMPLX_NEUTRAL_2020_locked_head_array_f32. The original SMPL-X license from the Max Planck Institute does not allow commercial use or redistribution. Does the plugin’s license cover shipping this data inside a commercial game? Or is a separate commercial license from Max Planck Innovation / Meshcapade required? -
Using editor-only functionality at runtime. Some steps of the pipeline (for example the SMPL-X body model evaluation in
FMetaHumanSMPLX) exist only in the plugin’s editor module. Would it be permitted to move the plugin’s data (such as the SMPL-X arrays) into a project’s own runtime assets, or to reimplement that editor-only functionality in a runtime game module? Or would that fall under section 6(i) of the Fab EULA (“derive source code or data from the Content”)? If it isn’t allowed, what is the recommended way to use this functionality at runtime? -
CHMR / HUE models. The plugin’s license folder has notices for Detectron2, SAM2, DINOv2, GeoCalib and ViTPose, but not for the CHMR and HUE models. Are there any additional terms or attribution requirements for these?
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Attribution. Are there any credits or notices I must include in the game or on the store page (for example, the Apache-2.0 notices and the ACCAD / motion capture data attribution files)?
I’m happy to share more technical details if helpful. Thank you for your time.
Developer, BadMaster