Epic Says Unreal Engine 6 Will Let Your Fortnite Skins Pop Up in Other Games

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With past mainline versions of Unreal Engine, Epic would usually kick things off with a flashy tech demo that pushes photorealism to a new level. That didn't happen with Unreal Engine 6. Because while the company showed off the same Rocket League UE6 teaser that it did a couple weeks ago, Epic CEO Tim Sweeney spent way more time focusing on his vision of an open games ecosystem. The idea, on the surface, is to get rid of the barriers between different games, letting you use skins and other cosmetics that you buy in other Unreal Engine 6 games in Fortnite, and vice-versa. It's a cool idea. After all, I barely play Fortnite, only ever peeking in when there's a cool Festival season going on (I miss Guitar Hero), but even I have a library full of cosmetic items that I'd love to import into other games. Unreal Engine 6, in theory, will let that happen. In the past, this would have been incredibly difficult to actually implement. You'd have to independently model and animate a cosmetic across every game you'd want to actually use it in. But with Unreal 6, because the systems are going to be the same across any game using the engine, it sounds like you'll just be able to drop items from one game into another and it'll just work. Of course, only time will tell whether or not that'll actually work out. More Than Just Fortnite SkinsThe most immediate version of Epic's vision for Unreal Engine 6 will probably come in the form of Fortnite skins, but it really is just the surface. During his presentation, Tim Sweeney talked about how he has a vision for gaming something akin to the open web, where gamers can move from game to game, taking all of their digital belongings wherever they go. Again, that sounds cool, but it's almost like I've heard this exact song and dance before, when Meta spent a few years hyping the Metaverse. The idea there was incredibly similar – a persistent online marketplace and ecosystem made up of a bunch of different companies, where digital possessions would follow users. And, well, the Metaverse kind of fizzled out without ever really amounting to anything. I'm sure that Tim Sweeney took Meta's failure in mind, but it seems like he at least has a more realistic vision of what it could look like, and it helps that the Unreal Engine is already so central to game development. In short, Sweeney described a world where every game company is working together to create a centralized gaming ecosystem, with Epic, presumably, at the center. All of this would be really good for Epic's bottom line, but Sweeney insisted that the company wouldn't be an 'overlord', saying "We want a system with no overlords, we’ve been spending some time fighting against overlords in the industry with some amount of success. And we don’t want to be the next one, rather we want to be a partner for all companies in the industry." The 'overlords' he's talking about are clearly a reference to Epic's feuds against other digital store owners like Apple and Valve, and it's hard to not draw comparisons between those companies and what Unreal Engine 6 is trying to do. After all, Epic does collect fees on any game that uses Unreal, as long as it clears a certain revenue threshold. But unlike a digital storefront that just collects a percentage of any game sold, Epic is hoping that this new interconnected gaming platform will provide game developers some added value – especially as it gets harder to make a profit in gaming. "The Arithmetic Doesn't Lie"At the end of the showcase, Tim Sweeney described the gaming industry as in a state of "both crisis and opportunity," because while more people are playing games than ever before, big-budget AAA games are having a harder time making a profit. It's a tale we hear over and over again, but the Epic CEO spelled it out yet again: "we're often seeing hundreds of millions in dev costs, followed by tens of millions in revenue, and dev costs are continuing to grow." And, again, like we've heard in the past, the answer is apparently in microtransactions. According to Sweeney, "the economy is shifting from buying games to buying things in games" and "whether you're a fan of this or not, the arithmetic of it is undeniable." In his eye, this is a boon for huge games with established communities, but it's just another bar to clear for new games hoping to stay alive for more than a few months. Really, you just have to look at how many smaller multiplayer games have gone live within the last year or two, only to fizzle out and die with little to no fanfare. Just look at something like Exoprimal or Concord for an example. Sweeney's explanation of this does make some sense. After all, it's hard to get motivated to buy a bunch of cosmetic junk in a game that you don't know if it will live for more than a few months, but the math looks a lot different for a game that you've played for years and you know isn't going anywhere. I, for one, rarely spend any money at all in newer games, but I don't really think twice before buying a new mount or something in World of Warcraft. And that's where Unreal Engine 6 comes in. By creating this interconnected web of games through a common engine, you can buy skins and such in a new, smaller game, and know that those items will go with you when you inevitably move on to a different game. That means the devs of the smaller game get some extra cash, and it probably also means that Epic gets to enjoy a bunch of cosmetic skins they didn't have to actually make come to Fortnite, and still get a cut from their revenue. Only time will tell whether or not this vision of Unreal Engine 6 is going to save gaming or whatever lofty visions Tim Sweeney has for it. But, we won't have to wait long to see it in action. Beyond the bones of this concept already existing in UEFN, or Unreal Editor for Fortnite, Unreal Engine 6 will enter early access in late 2027. Jackie Thomas is the Hardware and Buying Guides Editor at IGN and the PC components queen. You can follow her @Jackiecobra