Tim Sweeney (@TimSweeneyEpic)

2025-06-05 | โค๏ธ 4551 | ๐Ÿ” 642


Indeed Unreal Engine is moving to Left-Up-Forward coordinates everywhere, starting with UEFN, and coming to UE5-6 in an incrementally-adoptable way through UI settings and C++ helper functions/macros to ease the transition.

This will align Unreal with Y-Up, right handed standards of USD and glTF.

Why? Because future 3d tools and ecosystems will be increasingly interoperable and standards-based. There are a lot of missing standards weโ€™ll need to propose, and Team Unreal will be far more successful proposing new things if we adopt and add to existing standards and conventions.

The USD-glTF-Maya-Houdini quadrant is the center of mass for complex code-art-pipeline tooling that is highly sensitive to coordinates. (Flipping coordinates when exporting from AutoCAD or Blender is easy enough; changing a movie vfx pipeline is not).

Coordinates based on project settings sound like a have-it-your-way compromise but are a combinatorial mess when projects are a mix of code modules and content packages from many independent authors.

The best time to make this change would have been 1995, but I believe the second best time is now with the launch of Scene Graph in UEFN.

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Inu Games (@games_inu)

They changed the orientation of axis in ortho view in UE5.6. Is the LUF coming here too? https://t.co/ATPZzht701

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