Camera to Unreal

The Camera to Unreal panel (VIEW3D_PT_camera_unreal_3dsc) converts the transform of the active Blender camera into the coordinate convention used by Unreal Engine and copies the result to the system clipboard.

This page is the parameter and operator reference for the panel.

Source: camera_unreal_exporter.py. Sidebar tab: 3DSC. Default state: collapsed (DEFAULT_CLOSED).

Coordinate conversion

Unreal Engine uses a left-handed coordinate system (X forward, Y right, Z up) measured in centimetres by default, while Blender is right-handed in metres. The exporter therefore performs:

  • axis flip on Y (v.y -v.y);

  • unit scaling by Scale Factor (default 100, i.e. metres → cm);

  • optional re-centring on the 3DSC SHIFT values when Use World Shift is enabled.

Parameters

Scale Factor

Unit conversion factor. Default 100.0 (metres → centimetres). Range [0.1, 1000.0].

Use World Shift

If enabled, applies scene.shift_x / shift_y / shift_z to the exported translation so the camera lands in the absolute Unreal world coordinates rather than the Blender-local ones. Default False.

The shift values come from the Shifting panel, so configure that first when working on georeferenced data.

Operator

export.camera_to_unreal_3dscExport Camera Transform

Reads the active camera, applies the conversion and the optional shift, and writes the resulting Location and Rotation to the system console and clipboard in a format ready to paste into Unreal.

UI states

  • If the active object is a CAMERA, the panel shows the camera name, the export button, and the advanced options box.

  • If no camera is selected, the panel shows a warning and a disabled Export button.

Typical workflow

  1. Configure Shifting if you intend to export in absolute coordinates.

  2. Select the camera you want to export.

  3. Set Scale Factor (leave at 100 for cm output).

  4. Tick Use World Shift if needed.

  5. Press Export Camera Transform; paste the clipboard content in Unreal Engine.