Hardware and Software Requirements
This page covers the hardware and software requirements for Unreal Engine (UE5). It also describes what is installed by the prerequisites installer included in the Unreal Engine installer.
Recommended Hardware
Operating System | Windows 10 64-bit version 1909 revision .1350 or higher, or versions 2004 and 20H2 revision .789 or higher. Windows 11 is compatible with UE5 and fits in the recommended specs. |
Processor | Quad-core Intel or AMD, 2.5 GHz or faster |
Memory | 32 GB RAM |
Graphics RAM | 8 GB or more |
Graphics Card | DirectX 11 or 12 compatible graphics card with the latest drivers. |
Although some features have a minimum requirement of DirectX 11, we recommend DirectX 12 for most games.
DirectX11 is better for older PCs, especially laptops with integrated graphics. However, DirectX12 provides a higher frame rate, multi-core processing support, and parallel and asynchronous computing.
To get the most out of rendering features of Unreal Engine 5, such as Nanite and Lumen, see the Requirements for UE5 Rendering Features section of this page.
Minimum Software Requirements
Minimum requirements for running the engine or editor are listed below.
Running the Engine | |
---|---|
Operating System | Windows 10 version 1703 (Creators Update) |
DirectX Runtime |
The requirements for programmers developing with the engine are listed below.
Developing with the Engine | |
---|---|
All 'Running the Engine' requirements (automatically installed) | |
Visual Studio Version | Visual Studio 2022 |
iOS App Development | |
iTunes Version |
Although Visual Studio is recommended for Windows development, Unreal Engine also supports VS Code and Rider.
Software Installed by the Prerequisite Installer
Unreal Engine includes a prerequisite installer that installs everything needed to run the editor and engine, including several DirectX components and Visual C++ redistributables. When you install Unreal Engine through the Epic Games Launcher, the Launcher automatically installs these prerequisites for you. However, you may need to run the prerequisite installer yourself if you build Unreal Engine from source, or if you need to prepare a computer with all the Unreal Engine prerequisites for a specific purpose—for example, if you are setting up a fresh computer to act as a Swarm Agent.
You can find the installer in the Engine/Extras/Redist/en-us
folder under your Unreal Engine installation location.
Support for 32-bit platforms was removed in Unreal Engine 5.
If you use Perforce to get the Unreal Engine source code, you'll also find precompiled binaries in the same Engine/Extras/Redist/en-us
folder of the Perforce repository. The source for the installer is under Engine/Source/Programs/PrereqInstaller
.
The following table lists the software that is installed by the prerequisite installer.
DirectX Components | Visual C++ Redists |
---|---|
XInput 1.3 (April 2007) | Visual C++ 2010 CRT |
X3DAudio 1.7 (February 2010) | Visual C++ 2010 OpenMP library |
XAudio 2.7 (June 2010) | Visual C++ 2012 CRT |
D3D Compiler 4.3 (June 2010) | Visual C++ 2013 CRT |
D3DCSX 4.3 (June 2010) | Visual C++ 2015 CRT |
D3DX9 4.3 (June 2010) | Microsoft Visual C++ 2015-2022 Redistributable |
D3DX10 4.3 (June 2010) | |
D3DX11 4.3 (June 2010) |
The most important DirectX components from that list are the XInput, X3DAudio, and XAudio dependencies. These aren't included in standard installations of DirectX (and aren't distributed with Windows by default), so they have to be installed manually or distributed with the application.
Graphics Card Drivers
We currently recommend using the latest stable releases from each card manufacturer:
Performance Notes
The spec below represents a typical system used at Epic Games (a Lenovo P620 Content Creation Workstation, standard version). This provides a reasonable guideline for developing games with Unreal Engine 5:
Operating System: Windows 10 22H2
Power Supply: 1000W power supply unit
RAM: 128GB DDR4-3200
Processor: AMD Ryzen Threadripper Pro 3975WX Processor - 128MB Cache, 3.5 GHz base / 4.2 GHz turbo, 32 Cores / 64 Threads, 280w TDP
OS Drive: 1 TB M.2 NVMe3 x4 PCI-e SSD
DATA Drive: 4 TB Raid Array - 2 x 2TB NVMe3 x4 PCI-e SSD in Raid 0
GPU: Nvidia RTX 3080 - 10GB
NIC 1GBPS on-board + Intel X550-T1 10G PCI-e Ethernet adapter
TPM Compliant
If you don't have access to Xoreax Incredibuild (Dev Tools Package), we recommend compiling with a machine having 12 to 16 cores.
Requirements for UE5 Rendering Features
Some rendering features of Unreal Engine have different requirements than the minimum specifications.
UE5 Feature | System Requirements |
---|---|
Lumen Global Illumination and Reflections with Software Ray Tracing | Video cards using DirectX 11 with support for Shader Model 5. To learn more, see Lumen Technical Details. |
Lumen Global Illumination and Reflections with Hardware Ray Tracing and MegaLights |
Lumen Hardware Ray Tracing now requires SM6 to be set in Project Settings. To learn more, see Lumen Technical Details. |
Nanite Virtualized Geometry and Virtual Shadow Maps |
To learn more, see Nanite Virtualized Geometry and Virtual Shadow Maps. |
Temporal Super Resolution | Runs on any video card that supports Shader Model 5, but the limit of 8UAVs per shader has performance implications. Temporal Super Resolution shaders compile with 16bit types enabled on D3D12 that supports Shader Model 6. To learn more, see Temporal Super Resolution. |
Acquiring Unreal Engine
Unreal Engine can be downloaded by licensees from Epic's Perforce (P4V) proxy server. The login credentials for the Perforce server are provided to your team's technical lead by Epic Games in your Epic Pro Support welcome email. Only one set of login credentials is provided to each team.
Accessing Unreal Engine Source Code on GitHub
Unreal Engine includes full access to the complete C++ source code, so you can study, customize, extend, and debug the entire Unreal Engine, and complete your project without obstruction.
Our source code repository on GitHub is continually updated as we develop features in our own mainline, so you don’t even have to wait for the next product release to get your hands on the very latest code.
To access Unreal Engine source code, do the following:
Navigate to GitHub and sign up for an account.
Sign in to UnrealEngine.com with your verified Epic Games account. To open your account dashboard, hover over your username, and select Personal from the drop-down menu.
With your account dashboard open, select the Connections tab from the sidebar. Select the Accounts tab, and then select the Connect button below the GitHub icon.
If you have not already signed the Unreal Engine End User License Agreement, you will need to read through its terms and select the check box, then select Link Account. If you are signed out of your GitHub account, you will be directed to GitHub to sign in after clicking the Link Account button.
To complete the OAuth App Authorization process, click the Authorize EpicGames button. You can learn more about this process in GitHub’s overview on Authorizing OAuth Apps.
GitHub will send an email inviting you to join the @EpicGames organization on GitHub. You must select the Join @EpicGames button in this email within seven days to complete the GitHub and Epic Games account linking process.
Upon completion, you will receive an email from Epic Games verifying that your GitHub and Epic Games accounts were successfully linked. If you don’t receive a confirmation email, or if your account is experiencing problems, get help from Customer Service. You are now ready to get started by going to our GitHub page (login required) to download the full source code.
Source Code Branches
You'll notice that we've published UE's source code in several branches.
Branches whose names contain dev, staging, and test are typically for internal Epic processes, and are rarely useful for end-users Other short-lived branches may appear from time to time as we stabilize new releases or hotfixes.
Release Branch
The Release branch always reflects the current official release. These are extensively tested by our QA team, so they make a great starting point for learning Unreal Engine and for making your own projects. We work hard to make releases stable and reliable, and aim to publish a new release every few months.
Main Branch
Most active development on UE happens in the ue5-main branch. This branch reflects the latest release of the engine and may be buggy or it may not compile. We make it available for developers who are eager to test new features or work in lock-step development with us.
If you choose to work in this branch, be aware that it is likely to be ahead of the branches for the current official release and the next upcoming release. Therefore, content and code that you create to work with the ue5-main branch may not be compatible with public releases until we create a new branch directly from ue5-main for a future official release.
Downloading the Source Code
Please follow these instructions to download the Unreal Engine source code.
Building Unreal Engine from Source
Read about Hardware and Software Specifications, and make sure that Microsoft Visual Studio is installed prior to building Unreal Engine (UE) from source. Also, depending on your system's specifications, it may take between 10 and 40 minutes to compile the Engine.
Inside the root directory, where you downloaded and adjusted the UE Source Code run
GenerateProjectFiles.bat
to set-up your project files.All project files are intermediate (
[UERoot]\Engine\Intermediate\ProjectFiles
). You must generate project files each time you sync a new build to ensure they are up to date. If you delete yourIntermediate
folder, you must regenerate project files using theGenerateProjectFiles
batch file.Load the project into Visual Studio by double-clicking
UE5.sln
.Set your solution configuration to Development Editor.
Set your solution platform to Win64.
Right-click the UE5 target and select Build.
For instructions on building the engine and creating executables on platforms other than Windows, please see Building Unreal Engine from Source.
Connecting to Perforce
Connecting to the Epic Games Perforce server requires using the SSL feature, and you must be running a 2017.2 or later version of a Perforce client (P4V, p4, or API). You can take advantage of latency based routing to automatically connect to the closest Perforce regional proxy by using the global DNS name. Alternatively, you can connect directly to a regional proxy to ensure you always connect to the closest one.
If you are running a local proxy, you must connect through a broker instead of using the region proxy servers. You can connect to the global broker using the address below:
ssl:p4-licensee.epicgames.com:1666
Install the P4V Perforce client for Windows. The client can be downloaded from the Perforce Downloads page.
In the Open Connection dialog, enter the following connection info:
Server: ssl:p4-licensee.epicgames.com:1666
The address above should automatically direct you to a regional proxy with the best latency based on your geographic location. If, for some reason, you need to connect to a specific regional proxy, you can connect to them using the addresses below:
United States East (Virginia): ssl:p4-licensee-east.us.epicgames.com:1666
United States West (Oregon): ssl:p4-licensee-west.us.epicgames.com:1666
Asia Pacific Northeast (Tokyo): ssl:p4-licensee-northeast.ap.epicgames.com:1666
Europe Central (Frankfurt): ssl:p4-licensee-central.eu.epicgames.com:1666
User: Perforce username provided by Epic Games.
Password: Perforce password provided by Epic Games.
Click OK to connect to the Perforce Server.
When connecting to an endpoint for the first time, you must explicitly trust that endpoint.
The Epic SSL fingerprint is
45:0D:78:E2:0E:9E:E4:82:45:80:16:36:29:5E:54:4D:66:31:6C:43
.P4V will prompt you to trust the new endpoint.
Command line p4 uses the p4 trust command:
$ p4 trust -y
.
In P4V, choose Connection > New Workspace to create a new workspace for the engine. Enter the information below and click OK to create the workspace:
Workspace name: Give your new workspace a name.
Stream: Click Browse and select
//UE5/Release-Latest
from the list of available streams.
In the Depot pane, expand the Filter Depot menu and select Tree Restricted to Workspace View.
Download Unreal Engine
Epic Games distributes Unreal Engine to licensees via the //UE5/Release-Latest
stream in the Perforce depot. This contains the entire engine along with several additional projects in the form of example games, samples, and demos. You have the option of downloading everything or picking and choosing only the parts you want or need.
To get set up as quickly as possible, we recommend you only download the bare minimum to start with and then download other parts on an as-needed basis. This can dramatically reduce idle time spent waiting for the download to finish. We also provide a //UE5/Release-Latest-Minimal
stream to help with this.
Because there are a large number of files in the //UE5/Release-Latest
stream and the total download size is many gigabytes, the download can take a long time when syncing the entire branch.
Right-click on the stream you want to download and choose Get Latest Revision.
The latest version of all files will be downloaded.
Launching the Editor
The process of running the editor requires passing the name of the project to run as an argument to the executable.
You can add the -debug
switch to force the executable to load the debug version of the modules for your project, which contain all of the debugging symbols. This is necessary even when debugging through Visual Studio with the configuration set to Debug because the main executable is always compiled using the Development configuration. Of course, you must first compile your modules using the Debug configuration so they exist for the executable to load.
Running the Editor from the Command Line
From a command prompt, navigate to your
[LauncherInstall][VersionNumber]\Engine\Binaries\Win64
directory.Run the
UEEditor.exe
, passing it the path to your project.ShellUEEditor.exe "[ProjectPath][ProjectName].uproject"
Running the Editor from the Executable
Navigate to your
[LauncherInstall][VersionNumber]\Engine\Binaries\Win64
directory.Right-click on the
UEEditor.exe
executable and choose Create shortcut.Rename the shortcut to something like MyProject - Editor.exe as this reflects that this shortcut runs the MyProject game editor.
Right-click on the newly created shortcut and choose Properties.
Add the name of the game to run as an argument at the end of the Target property:
Shell[LauncherInstall][VersionNumber]\Engine\Binaries\Win64\UEEditor.exe "[ProjectPath][ProjectName].uproject"
Press OK to save the changes.
Double-click the shortcut to launch the editor.
Running the Editor with No Arguments (Stand-alone)
If the editor is not set to open the most recent project at startup, running the editor executable without any arguments will launch the Project Browser. From here, you can create a new project , open your existing projects , or open content examples and sample games .
Creating Your First Project
When you open Unreal Editor, the Project Browser will appear. The Project Browser provides a jumping off point from which you can create projects, open your existing projects, or open sample content like sample games and Showcases.
When you launch Unreal Engine, the Unreal Project Browser opens automatically. This is where you can:
Create a new project.
Open an existing project.
Manage existing projects.
The diagram below illustrates the steps to create a new project in Unreal Engine.
To create a new project, follow these steps:
Select the development category (1) that best matches your industry and project goals.
You can select from the following categories:
Games
Film, Television, and Live Events
Architecture, Engineering, and Construction (AEC)
Automotive, Product Design, and Manufacturing (APM)
Select a template (2) for your project. The templates you can choose from are based on the category you selected in step 1.
Unreal Engine contains a number of project templates you can use as a starting point for your own projects. To learn more about the different project templates available, refer to the Templates Reference page.
Configure the Project Defaults (3). In this section, you can select your target platform (that is, the hardware where your game or application will run, like a computer or a mobile device), configure quality and ray tracing settings, and more.
Some of the settings below may not be available for certain templates. For example, the Handheld AR template can only use Blueprint implementation.
You can configure the following settings:
Setting Description Implementation
Select how you want to implement your project's logic, such as character movement, level transitions, and so on.
You can choose from the following options:
Blueprint, if you want to build your project in the Unreal Editor, and use the Blueprint Visual Scripting system to create interactions and behavior.
C++, if you want to build your project by programming with C++ in Visual Studio.
For more information about these implementation methods, refer to the following pages:
Target Platform
Select the kind of platform your project is intended for:
Desktop
Mobile
Quality Preset
Select the maximum quality level, based on which platform your project targets. We recommend that you choose:
Maximum, if you are developing your project for a computer or game console.
Scalable, if you are developing your project for mobile devices.
Starter Content
Select whether you want your new project to include starter content. Starter content includes some simple Static Meshes with basic textures and Materials. It is useful if you want to start learning and experimenting straight away, without worrying about sourcing and importing custom content.
Ray Tracing
Select whether to enable or disable ray tracing for your project.
For more information about ray tracing in Unreal Engine, refer to the Hardware Ray Tracing and Path Tracing Features page.
Select where you want to store your project, and give your project a name (4).
Click Create (5) to finish creating your new project.
Result
Unreal Engine creates a new project with the settings you configured, and then automatically opens the project.
Compiling Code Projects
If you create a project with the Blank template, or any of the Blueprints Only templates, you can immediately begin working with your project in Unreal Editor. When working with any game or engine C++ code, however, you will need to compile your code in order to see any changes reflected in the game.
Unreal Engine (UE) uses a custom building method using the UnrealBuildTool (UBT) which handles all the complex aspects of compiling the project and linking it with the engine. This process occurs transparently allowing you to simply build the project through the standard Visual Studio build workflow.
UnrealBuildTool uses the *.build.cs
and *.target.cs
files to build the game project. These are automatically generated when a project is created using a C++ template, or when the CPP Class Wizard is used to add code to a project created from a Blueprints Only template.
Build Configuration
Unreal projects have multiple targets, including Editor, Client, Game, and Server, described by *.target.cs
files. Furthermore, each of these can be built to different configurations. In Visual Studio, this manifests as a Visual Studio *.vcxproj
file with different configurations for each target. The solution configurations are named as [Configuration][Target Type] (for example, "DevelopmentEditor" for the default editor target, and "Development" for the default standalone game target). The configuration you use will be determined by the purposes of the build you want to create.
Every build configuration contains two keywords. The first keyword indicates the state of the engine and your game project. For instance, if you compile using a Debug configuration, the build process forgoes optimization making it easer to debug. To be clear, every configuration, even Shipping builds, produce symbols for debugging if built form Visual Studio or if Project Settings > Project > Packaging > Project > Include Debug Files is turned on in the Unreal Editor. This means that you can still debug Development and Shipping configurations, they just may not be as easy to debug as the Debug configuration. The second keyword indicates the target you are building for. For example, if you want to open a project in Unreal, you need to build with the Editor target keyword.
Build Configuration - State | Description |
---|---|
Debug | This configuration builds both engine and game code in debug configuration without optimizations. This makes things slower, but is easier to debug. If you compile your project using the Debug configuration and want to open the project with the Unreal Editor, you must use the |
DebugGame | This configuration builds game code without optimizations. This configuration is ideal for debugging only game modules. |
Development | This configuration enables all but the most time-consuming engine and game code optimizations, which makes it ideal for development and performance reasons. Unreal Editor uses the Development configuration by default. Compiling your project using the Development configuration enables you to see code changes made to your project reflected in the editor. |
Shipping | This is the configuration for optimal performance and shipping your game. This configuration strips out console commands, stats, and profiling tools. |
Test | This configuration is the Shipping configuration, but with some console commands, stats, and profiling tools enabled. |
Build Configuration - Target | Description |
---|---|
Game | This configuration builds a stand-alone executable version of your project, but requires cooked content specific to the platform. Please refer to the Packaging Unreal Engine Projects Reference page to learn more about cooked content. |
Editor | To open a project in Unreal Editor and see all code changes reflected, the project must be built in an Editor configuration. |
Client | If you are working on a multiplayer project using UE networking features, this target designates the specified project as being a Client in UE's client-server model for multiplayer games. If there is a |
Server | If you are working on a multiplayer project using UE networking features, this target designates the specified project as being a Server in UE's client-server model for multiplayer games. If there is a |