I imagine the revenue distribution would follow a power law here. So it would only really make sense for Epic to go after non-compliant "whales", where the unpaid royalties exceed the legal costs.
Also, the more profitable the project, the lower the non-compliance rate, probably. It makes little sense to defy the royalty agreement if you have a successful project.
Once Epic exercises that right, any further distribution of the product would be a violation of Epic's copyright and Epic could file a DCMA takedown.
Whereas if you're an indie developer writing image processing code for example, it is going to be hard to find infringers and harder to strongarm them into coughing up licensing fees.
I expect this has the effect of keeping source code behind closed doors that would otherwise be public.
I can't build a decent car for less than the cost of a low end BMW. But, there are plenty of other companies than can.
So, the real question is what are the other options out there and I suspect there are few engines that can come close.
However, UE4 is much more than just a graphics library. I'd argue that it's editor alone is worth many times more than their rendering features. And IMO, it's trivially worth the 5% of revenue.
I would think they have some sort of enforcing mechanism. It almost seems like the $3,000 limit is a signal of the cutoff when it starts becoming worthwhile to pursue scum buckets.
Other, much lesser known, engines have attempted to do something of this sort by acting as an intermediary eg. publisher, planning to pay developers after they were paid by Apple. For obvious reasons that was immediately dismembered by the community.
The only way I can figure is they'll ask for an iTunes connect login so they can check on the numbers for themselves.
Speaking as a developer, it just sounds like something to be avoided from the start.