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(default100, i.e. metres → cm);optional re-centring on the 3DSC SHIFT values when Use World Shift is enabled.
Parameters
Scale FactorUnit conversion factor. Default
100.0(metres → centimetres). Range[0.1, 1000.0].Use World ShiftIf enabled, applies
scene.shift_x / shift_y / shift_zto the exported translation so the camera lands in the absolute Unreal world coordinates rather than the Blender-local ones. DefaultFalse.The shift values come from the Shifting panel, so configure that first when working on georeferenced data.
Operator
export.camera_to_unreal_3dsc— Export Camera TransformReads the active camera, applies the conversion and the optional shift, and writes the resulting
LocationandRotationto 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
Configure Shifting if you intend to export in absolute coordinates.
Select the camera you want to export.
Set
Scale Factor(leave at100for cm output).Tick
Use World Shiftif needed.Press Export Camera Transform; paste the clipboard content in Unreal Engine.