Can Unreal Engine 5 deliver photorealistic real-time graphics on target hardware?
Yes, on hardware that can run it. Miracuves profiles every UE5 project on release builds across target hardware - PC, console, and VR headsets. Lumen global illumination and Nanite virtualized geometry are used on PC and current consoles and replaced with baked lighting and authored LODs on mobile and standalone headsets, so cinematic quality does not sacrifice frame rate on client review hardware.
How much does Unreal Engine development cost at Miracuves?
If your scope matches a catalogue product, its price is fixed: a ready-made platform - web app, admin panel and mobile apps - starts from $2,199 and ships in 6 days, but it is not an Unreal build. Custom Unreal Engine work starts from $3,699, depending on the work; an Unreal MVP typically costs $8,000-$25,000 over 2-8 weeks. Where it lands depends on the number of target platforms, the fidelity bar, how much CAD, BIM or art content must be built or cleaned up, the number of levels or product variants, multiplayer or Pixel Streaming infrastructure and third-party plugins. An Unreal retainer for new features and upkeep starts from $2,299/month. Every quote is written before payment, with no surprise invoices after kickoff.
Does Miracuves deliver the full source code?
Yes - completely. Miracuves delivers the full Unreal Engine project, all C++ and Blueprint assets, repository with complete commit history, engine configuration, documentation, and deployment credentials. Zero lock-in. Your team or any other studio can open the project in the same Unreal Editor version, build the C++ modules and carry on straight after handoff.
How fast can an Unreal Engine project realistically be delivered?
A ready-made catalogue platform ships in 6 working days, but it is not an Unreal build. Custom Unreal work - an architectural walkthrough, a product configurator, a VR training module or a game vertical slice - takes 2-8 weeks, and larger scopes such as multiplayer or multi-platform titles are quoted in writing before work starts. Every timeline is put in writing before any payment is requested.
Unreal Engine vs Unity - which does Miracuves recommend?
Choose Unreal Engine when you need high-end graphics, architectural visualization, cinematic rendering, virtual production, or Nanite/Lumen workflows on PC and console. Miracuves recommends Unity for most mobile, 2D and cross-platform game titles where a smaller build, faster iteration and a larger mobile asset ecosystem matter. We tell you which fits before kickoff.
What platforms can Miracuves deploy Unreal Engine projects to?
Windows, macOS, Linux, iOS, Android, PlayStation, Xbox and Nintendo Switch, plus VR headsets such as Meta Quest through OpenXR, and any browser through Pixel Streaming. Console builds need the publisher's approved developer account with each platform holder. Miracuves configures platform-specific rendering settings, packaging, and certification requirements as part of every scoped delivery.
Does Miracuves handle App Store, Google Play, and console submission?
Yes, as part of scoped delivery engagements. Miracuves prepares builds, signing, store listings and compliance documentation for Steam, the Epic Games Store, the Apple and Google stores and the Meta Quest store, and runs console certification through the publisher's platform developer account. Review times are set by each store or platform holder, and console certification follows the platform's own schedule.
What happens after the project is delivered if there are bugs?
Every Miracuves delivery includes 60 days of post-launch technical support, and bugs within the delivered scope - a crash on a target device, a broken level transition, a Blueprint that misfires - are fixed at no additional cost. Feature additions beyond scope are quoted separately. Monthly maintenance retainers are available at published rates.
How does Miracuves handle NDA and confidentiality?
Miracuves signs a bilateral NDA before you share any project details - concept art, CAD files, level designs or unreleased IP. The NDA covers all technical details, business logic, and IP. An IP assignment agreement confirming that 100% ownership of the code, Blueprints and the assets we create transfers to the client is signed at project start - not at the end.
Do you offer Unreal Engine development services for non-game projects?
Yes. Alongside games we build architectural walkthroughs from Revit or Archicad models, car and product configurators, virtual production scenes for LED volumes, VR and desktop training simulations, and digital twins fed by live data. The engineering is the same C++ and Blueprints work; what changes is the input - CAD and BIM files instead of game art - and the output, which may be a showroom screen, a headset or a browser stream. Scope, platforms and budget are agreed in writing before work starts.
Can an Unreal Engine app run in a web browser?
Yes, through Pixel Streaming rather than a native web export, which Unreal no longer offers. The app runs on a cloud GPU server and streams video to the browser over WebRTC while the viewer's input is sent back, so a phone or an office laptop sees full Unreal quality. The trade-off is cost and latency: each concurrent viewer uses GPU time and needs a steady connection. For large public audiences, or 3D that must work without a stream, we recommend a WebGL build instead.
Can you take over or upgrade an existing Unreal Engine project?
Yes. We start with an audit of the project as it stands: which engine version it uses, how the C++ modules and Blueprints are organized, which plugins it depends on and how it performs in a packaged build on the target hardware. Moving to a newer Unreal version is planned plugin by plugin, since marketplace and custom plugins often need updating first. You get a written report and a written quote before any change is made.