So here goes a long ass post.
While the scene may contain lots of polygons, quite a bit of the informational data has been pre-rendered and baked and the construction and design of the level, this information is kept in data compressed data chunks, which can be converted into raw data for the GPU and CPU to use easily and render on screen. Polygons rendering while it does cause quite a bit of an engine rendering hit, but since dx10 already, you have things like instancing, which was original only used on characters and later expanded on actual levels assets, what it basically means it renders the object and all the passes applicable once at the cost of polygons. Then you have things like LOD (level of detail) not to be confused with reducing rendering distance, but rather reducing texture size and model quality, based on distance from the player camera, any thing not in camera view, is also not being rendered, so while a scene might have lots of polygons, not the entire scene is being rendered all at once, not matter how strong the gaming system is it wouldn't be able to cope. So only what you can see in the camera viewing cone is being rendered and that amounts to a couple of million polygons at a time.
While people have mentioned using the engine to render a movie, while possible there is still severe rendering limitations, especially with things like, water, fire, fluid, cloth ect, quite a bit of this simply can't be done in realtime, it takes quite a bit of computing time to render and calculate fluids and things like fire. Cloth simulation you may see in games, have either been animated, or have limited calculations and functionality. Game engines, while the technical aspects and visuals are awesome, it's biggest weapon will always be, trickier and optimizing resources. You still have limited memory resources, each and every texture in use, uses up GPU memory and exponentially based on the size of the texture in use, quite a bit of it is reused, within a scene to reduce resources. The gaming scene it is physically impossible especially in a busy scene to have every single object with in the level have it's on unique texture.
This content pack on steam, in many instances uses as little as 8 textures total
High-quality PBR collection of bunker-themed furniture, equipment, and objects for your next game.
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While not nearly as impressive as the unreal engine, this is essentially what game development is all about, working with severely limited resources, realtime computing and calculations are not anywhere close enough to be able to do things in realtime. Animation studios, make use of render software like applo, some animation and movie studios from time to time also make use of things like softimage and 3dmax to render specific CGI scenes needed.
To be honest the quality, and technical aspects of using a game engine for a animation film even life action hybrid, simply won't match, what animation studios use currently, The movie shrek took 5 million cpu rendering hours and that is in 2001, at the time they used shader technology that weren't even available in games at that time, and quite a few of them still isn't being used, as it simply to costly, and many instances they needed to create entirely new shaders to deal with various things, as these tech, wasn't around.
So while you could, render a entire movie in unreal 5, it would be no match, in terms of scope, detail and quality. Movie studios render a single frame at a time, they have no need for a constant and playable frame rate.Which means they can throw as much detail as they want in a particular scene, only at the cost of rendering the frame.