Regarding revenue & release reporting and royalties

We wanted to get some authoritative answers from Epic regarding revenue reports & royalties:

  1. Regarding quarterly revenue reporting: Some platforms (ex. Apple via App Store) use reporting periods that don’t line up with calendar months/quarters (for example, [edit] Apple’s last financial report for us was for Feb 5 thru March 4, 2017). Is it sufficient to report revenue from, for example, all statements with an end-date within Jan 1-Mar 31, Apr 1-Jun 30, Jul 1-Sep 30, Oct 1-Dec 31 to Epic within Q1,2,3,4 respectively, as long as we are consistent?

  2. For currency conversion purposes, is it sufficient for reporting to Epic to use the conversion rates provided by the platform on disbursement (in this example, Apple)?

  3. How exactly does Epic define a single “Product” for the purposes of the $3000 per-quarter per-Product exemption, and for the purposes of notifying Epic of releases? Is it, for example, by distinct Apple app ID, Apple bundle ID/Google package ID, or similar unique identifier for various distribution platforms?

  4. The forms provided by Epic for notification (Release Form - Formstack) and royalty reporting (Unreal Engine Royalty Form - Formstack) are not encrypted/secured using HTTPS. Does Epic have secure methods for reporting this data?

  5. 45-day deadline: Is there a separate deadline for the reporting procedure vs. the actual payment to Epic? As long as the report is made within 45-days of calendar-quarter-end, will the payment also be made on time?

  6. Does Epic have a W-9 for us to keep on file? (We are US-based, so “Epic Games, Inc.” particularly)

  7. Do we need to do a notification to Epic before we do any alpha/beta/pre-release to end-users outside of our company (for example, if we use Apple’s external testing TestFlight)? Does the answer change if all the pre-releases are zero-revenue (no ad revenue, no game license/IAP revenue)?

  8. If our alpha/beta/pre-releases are all free (no ad revenue, no end-user license/IAP revenue), do we need to thereafter repeatedly report a $0 revenue until full release?

  9. When we do eventually release the production game to the public, is that a distinct Product to notify Epic of, or is the initial pre-release notification sufficient?