# Using WeLoveIndies Audio in UEFN with a Commercial License?

**URL:** <https://forums.unrealengine.com/t/using-weloveindies-audio-in-uefn-with-a-commercial-license/2744575>\
**Category:** Audio\
**Tags:** fortnite-creative, unreal-editor-for-fortnite, question, fortnite\
**Created:** [August 18, 2026, 5:45am UTC](https://forums.unrealengine.com/t/using-weloveindies-audio-in-uefn-with-a-commercial-license/2744575 "2026-08-18T05:45:36Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Markus68er](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Markus68er](https://forums.unrealengine.com/u/Markus68er)\
**Post date:** [August 18, 2026, 5:45am UTC](https://forums.unrealengine.com/t/using-weloveindies-audio-in-uefn-with-a-commercial-license/2744575/1 "2026-08-18T05:45:36Z")

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Hi everyone,

I’m wondering if anyone can clarify the rules regarding licensed third-party audio in UEFN.

I’m considering purchasing audio/music from [WeLoveIndies.com](http://WeLoveIndies.com) with their **commercial license**. Would I be allowed to use that audio in a published Fortnite/UEFN island, assuming the license grants me commercial usage rights?

I want to make sure this is compliant with Epic’s rules regarding third-party audio and that there wouldn’t be any issues with publishing, monetization, or copyright claims.

Has anyone used audio from WeLoveIndies in a UEFN project before, or can someone from Epic confirm whether a commercial license from them is sufficient?

Thanks!

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**Author:** ![Boschkoo](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/boschkoo/32/1198267_2.png) [@Boschkoo](https://forums.unrealengine.com/u/Boschkoo)\
**Post date:** [August 18, 2026, 6:02am UTC](https://forums.unrealengine.com/t/using-weloveindies-audio-in-uefn-with-a-commercial-license/2744575/2 "2026-08-18T06:02:02Z")

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A WeLoveIndies _commercial_ license is not automatically enough. Epic’s bar is higher than “I paid for commercial use”.

UEFN Supplemental Terms §6 (musical works): you must **own all rights** in anything you upload, and you grant Epic a worldwide, royalty-free sublicense. Epic will not pay PROs (ASCAP/BMI/GEMA/etc.). Their own wording: most music cannot be used. A typical stock “commercial game license” keeps copyright with the library and does **not** let you pass those rights through to Epic.

What to check on the WeLoveIndies contract before you buy:

1. You can sublicense the track to Epic (and to players of your island).
2. No PRO / collective-rights claim on the recording or the composition.
3. Fortnite / UGC / third-party platform is not excluded.
4. You keep a PDF of the invoice + license. If they only sell a personal/YouTube seat, skip it.

Even with a clean license, Epic’s audio filter can still block the file at publish. That is separate from legal rights — filtered audio does not publish.

Practical path that actually ships:

- Write / record it yourself, or commission a buyout (you own master + composition).
- Or use audio Epic already cleared (Fab / in-editor Fortnite audio).
- SFX from a library is usually easier than music. Music is where the §6 hammer falls.

I am not Epic Legal. If the license is vague, ask WeLoveIndies in writing: “Can I grant Epic the license described in the UEFN Supplemental Terms?” If they hesitate, don’t put it on an island.
