How to hire an Unreal Engine developer: skills, tests and onboarding
Unreal Engine is the engine of choice for many high-end 3D games and a growing number of film, architecture and simulation projects. Strong Unreal developers combine C++ skill with knowledge of a very large engine, which makes hiring harder than it looks. This guide explains what to check, how to test candidates and how to help a new developer become productive. For mobile, 2D or lighter 3D work, compare our page on Unity developers.
Describe the project first
Write a short brief: platforms, engine version, genre or use case, team size and the systems you need help with. A competitive online shooter needs deep networking skills. An open-world game needs streaming and memory experience. A virtual production stage needs someone comfortable with cameras, timecode and live data. Matching past work to your brief is the quickest way to a good shortlist.
Skills to check
- C++ in the Unreal style: UObjects, UPROPERTY and UFUNCTION use, garbage collection and smart pointers.
- The gameplay framework and, for action games, the Gameplay Ability System.
- Replication and server authority if your project is online.
- Profiling with Unreal Insights and the habit of measuring before and after each fix.
- Source control with Perforce or Git and familiarity with large binary assets.
- Blueprint discipline: knowing what belongs in C++ and what designers should own.
Questions worth asking
- Tell me about a release you worked on. Which system did you own and what went wrong late in production?
- Our game hitches when entering a new area. How do you find the cause?
- How do you decide whether a feature belongs in C++ or Blueprints?
- How would you make an interaction work correctly for every player in a multiplayer match?
- What do you check before upgrading a project to a newer engine version?
Good answers include specific tools, measurements and trade-offs. Be careful with candidates who only mention tutorials or who cannot describe a problem they solved under pressure.
A short paid engine task
Give finalists a focused task of a few hours that matches your project, such as a pickup that works in multiplayer or a simple ability with cooldown and user feedback. Ask for the project or a branch and a short write-up. Read the C++ and Blueprints together: you want clean code, sensible use of the engine and notes on what they would do next.
Junior, mid-level or senior
Juniors can build well-defined features with guidance and code review. Mid-level developers can own a system from design through polish. For a lead role, a first programmer on a new project or a team that is struggling with performance, hire a senior who has shipped on your platform and can explain risks to producers in plain words.
Hardware and remote set-up
Unreal is demanding. Make sure the developer has a capable workstation, a stable connection and enough storage for large projects, or provide remote access to a build machine. Agree how they will get large asset updates without waiting hours, for example through a nearby proxy server for your source control.
Engine version and licence
Decide early which engine version you will ship on and when you will upgrade, and keep custom engine changes to a minimum unless you have the people to maintain them. Licence terms for commercial products are set by Epic, so read the current licence and keep a record of the version you agreed to.
Working with technical artists
Many Unreal problems sit between code and art: heavy materials, too many lights, oversized textures or animation blueprints that do too much work. Ask candidates how they work with technical artists on budgets for each scene, and whether they have built simple tools that warn artists when an asset breaks those budgets. Teams that agree on these limits early spend far less time on emergency optimisation before release.
Remote collaboration
Plan a daily overlap window for reviews and playtests, record short videos of builds for people in other time zones and keep a clear bug board with steps to reproduce. Large teams benefit from a short written note with each change, so testers know what to look at.
The first months
In week one, the developer should get the project building, run a profiling pass and fix a small bug. Over the following weeks, hand them one system to own, with clear goals and a review date. By month three, expect them to improve tools, review others’ changes and contribute to performance and release planning.
Mistakes to avoid
- Hiring Blueprint-only experience for a project that needs heavy C++ systems.
- Leaving performance work until the last month before release.
- Upgrading the engine in the middle of a milestone.
- Underestimating hardware and source control needs for a remote developer.
Building a larger remote team? Read our remote software engineering hiring playbook.















