• New
  • Sale

ShotLink

Use Unreal Engine inside After Effects as a live render layer in your comp.

NOTE: Windows only. macOS coming soon.

Learn about license types
$199.00
  $149.00
Special price valid until October 31, 2026
  • Free Trial
Description
What it does

Stay in After Effects. Render in Unreal.

ShotLink is an After Effects plugin. Pick a camera in your running Unreal project and its render appears live in your comp as a layer — no export, no image sequence, no re-import when the scene changes.

Not just a flat frame: beauty, depth, normals and object mattes each arrive as their own layer with real alpha. Click a point in the image and a 3D null lands on that surface, so your AE layers sit inside the shot.

The After Effects timeline drives everything. Animate the AE camera and the Unreal camera follows; pick a Level Sequence and the scene animates with your comp.

Turn on Realtime and Unreal keeps sending frames — change a light, a material or the scene itself, and you see it in the comp as you work.

Reference

Every control in the effect panel

Effect Controls Black Solid 1×
Composition – Unreal Engine
fx Shot Link Reset
SourceShotLinkCamera – Scene [YourProject]
SequenceNone
Realtime Mode
Coordinate Mapping
Origin0.0, 0.0, 0.0
Unit Scale1.0000
Origin from UnrealGet
Null Object
Picked Position0.0, 0.0
Null at PositionCreate
Camera
Transfer from UnrealGet
Bake to SequencerBake
SourceThe Unreal camera you are rendering

Lists every ShotLink Camera in the running Unreal project. Picking one starts the live link.

Each entry reads as the camera name, then the level, then the project, then the mode Unreal is running in:

ShotLinkCamera – Scene [Examples] [Editor]

In practice

These are simply the cameras you created in Unreal. Give them names that say what they're for — EarthOnly, Normal, Depth — and picking the right one takes a glance instead of a guess.

The level tells you which scene the camera lives in, useful when a project has several. The mode is [Editor] most of the time, but [PIE], [Build] and others work just as well.

SequenceThe range Unreal will render

Binds the comp to a Level Sequence: every frame in After Effects requests that same frame from the sequence, and the layer takes the sequence's length. Leave it on None to work with the live level instead.

In practice

If you've never used Sequencer: it's Unreal's timeline, and with ShotLink it animates the scene — lights, objects, materials — while the camera stays yours in After Effects until you bake it back for the final render.

Think of the layer as the slot your final frames will drop into. At the end of the job you render the shot at full quality out of Unreal through Movie Render Queue and bring those frames back into this comp — for them to land frame-for-frame, the layer has to mirror the sequence exactly.

That's why it won't let you trim it: shorten it by hand and it snaps back. Need it longer? Lengthen the sequence in Unreal and the layer follows.

Swapping the rendered frames in is a manual step today — automating it is on the roadmap.

Baking a camera requires a sequence to be selected.

Realtime ModeKeep the Unreal view updating continuously

After Effects normally redraws a frame only when something in the comp changes — you move the camera, tweak a parameter, scrub the timeline. With Realtime Mode on, ShotLink keeps refreshing the frame you're parked on, so anything you change in Unreal — a light, a material, an object — appears in your composition without you touching anything in After Effects.

In practice

After Effects caches everything, always. In Realtime Mode that's wasted work — it caches frames that Unreal will overwrite a moment later. Turn off Cache Frames When Idle while you work this way; the picture is already live, there's nothing to pre-render.

Memory also fills up fast in this mode — a few After Effects settings keep the machine responsive during long sessions. Recommended settings ↗

OriginWhere Unreal's world zero sits in your comp

The 3D point that After Effects treats as Unreal's origin. Use the picker to set it from the comp, or pull it from the scene with Origin from Unreal.

In practice

Unreal scenes often sit thousands of centimetres from world zero. Origin exists so your After Effects camera doesn't have to — put it on the subject you're actually shooting, not on world zero. The AE camera then works in readable numbers, and nulls and 3D text live around the object instead of pointing off a kilometre into the distance.

If the comp already has a 3D track with its own origin, set this to match and the Unreal geometry sits on the plate without hand-fitting.

Reuse a camera move anywhere in the level. The camera animation is relative to the Origin, not to Unreal's world zero — so moving the Origin moves the whole move with it. Animate one fly-through around a building, then set the Origin to another building across the level and the identical move plays out there.

Unit ScalePixels per centimetre

Unreal works in centimetres, After Effects in pixels. This is the conversion used whenever positions travel between them — the camera, created nulls, baked animation.

In practice

Leave it at 1 for a straight match between the two worlds: one centimetre in Unreal is one pixel in the comp. Change it only when you want a different scale on purpose. Accepts four decimal places.

Origin from UnrealSet the origin to where the Unreal camera is standing

Asks the connected scene for its current camera position and writes it into Origin. Useful once you've flown to the part of the level you're shooting: hit Get and the comp's zero lands right there, instead of typing coordinates by hand.

Only active while a Source is connected.

Picked PositionWhere on the image you want the null

Click the crosshair next to the parameter, then click the spot in the comp — its position lands here. Unreal works out what's behind that pixel when the null is created.

Null at PositionTurn that point into a 3D null

Creates a null in the comp at the exact spot in the Unreal scene you clicked — depth and surface orientation resolved by the engine, no tracking involved. Parent text, graphics or effects to it and they stay put through any camera move.

In practice

The point has to be something solid. ShotLink traces a ray into the scene, so it lands on geometry with collision — click on particles, atmosphere or an object with collision turned off and nothing happens. The ray reaches about 10 km; beyond that it misses.

If the button does nothing, that's a miss, not a bug — pick a spot on actual geometry.

Transfer from UnrealCopy the Unreal camera onto your AE camera

Takes the current state of the ShotLink Camera — position, rotation and lens settings — and applies it to the After Effects camera.

In practice

Handy for starting from a framing you already found: fly around the scene in Unreal until the shot looks right, hit Get, and continue animating in After Effects from there.

Only active while a Source is connected.

Bake to SequencerSend the AE camera to Unreal as keyframes

Writes your animated After Effects camera into the selected Level Sequence — position, rotation, sensor size and focus, keyed per frame — so Unreal can render the final on its own through Movie Render Queue.

In practice

A new CineCamera is created and bound to the sequence; your ShotLink Camera stays as it is.

Needs a Source and a Sequence selected, and the layer must span the full sequence duration — if something's off, a dialog will tell you why.

Compatibility

What you need

Host applicationAdobe After Effects 2025.2 or newer
Unreal Engine5.6, 5.7 or 5.8
Operating systemWindows 10 and 11. macOS is not supported yet.

Installation guide ↗

The packaged Earth scene running live in After Effects

No Unreal installed? Try it anyway.

A packaged Unreal scene runs live in After Effects without the engine installed — you only need the AE plugin. Load it, scrub the timeline, and judge the workflow on your own machine before you buy.

Download the packaged Earth scene · ZIP, 600 MB

Going deeper

Image quality

ShotLink delivers the frame exactly as Unreal renders it. Most scenes look right straight away.

Some Unreal settings are built for realtime playback rather than single frames — auto exposure, screen-space reflections, temporal accumulation. If you see flicker or smeared reflections, a few of them need adjusting by hand. It takes minutes, and you do it once per project.

What to change, with video ↗

Questions

Before you buy

Do I need to know Unreal Engine?

To get going, barely. Open your Unreal project, add a ShotLink camera and drive it from After Effects. Render passes come as ready presets, and you only need to go deeper — into MRQ and console variables — when you want maximum quality.

Do I need Unreal Engine installed?

To work with your own Unreal projects, yes. The included packaged example can run without Unreal Engine installed, so you can try the After Effects side of ShotLink first.

Is this a renderer, or does it use Unreal's?

Unreal's. ShotLink asks Unreal to render a frame and passes the result to After Effects. Your existing scene, lighting and materials stay in Unreal — ShotLink brings the rendered result into your comp.

How do I render the final shot?

You can render straight from After Effects with Unreal supplying each frame. If you prefer to finish in Unreal, Bake sends the AE camera animation back as a CineCameraActor, ready for Movie Render Queue.

Will it work on my Mac?

Not yet. ShotLink is Windows-only today; macOS support is on the roadmap.

Was ShotLink written with AI?

No. The code is written by hand. ShotLink sits between two render pipelines and exchanges data with both on every frame. For this kind of low-level integration, predictable behaviour matters, and we want to understand every line of code we ship.

Roadmap

What should we build next?

ShotLink is actively developed. Pick the one you'd use first — it helps us decide what comes next.

Who makes it

Two people behind ShotLink

ShotLink is built by a two-person team with backgrounds in game development, VFX and motion design. Questions, bug reports and feature requests go directly to us.

Oleg Okhrimenko
Oleg Okhrimenko

Developer. Spent a decade at Crytek working on CRYENGINE, followed by technical director roles at Wargaming and other studios.

Oleg Yarko
Oleg Yarko

VFX & design. Senior VFX artist at Crytek and GSC Game World, and a VideoHive Elite Author.

Discussions

Want to talk about it?

Head over to r/aescripts to chat with fellow users about this product.

Need Support?

Please open a support ticket to be connected directly with the author of this product

Version History

2026.9.2 -

Oct 6, 2026

Initial release

Compatibility

After Effects

2026, 2025

Unreal Engine

5.8, 5.7, 5.6

EULA

END USER LICENSE AGREEMENT

This software ("the Software Product") and accompanying documentation is licensed and not sold. This Software Product is protected by copyright laws and treaties, as well as laws and treaties related to other forms of intellectual property. The author owns intellectual property rights in the Software Product. The Licensee's ("you" or "your") license to download, use, copy, or change the Software Product is subject to these rights and to all the terms and conditions of this End User License Agreement ("Agreement").

Acceptance
YOU ACCEPT AND AGREE TO BE BOUND BY THE TERMS OF THIS AGREEMENT BY SELECTING THE "ACCEPT" OPTION AND DOWNLOADING THE SOFTWARE PRODUCT OR BY INSTALLING, USING, OR COPYING THE SOFTWARE PRODUCT. YOU MUST AGREE TO ALL OF THE TERMS OF THIS AGREEMENT BEFORE YOU WILL BE ALLOWED TO DOWNLOAD THE SOFTWARE PRODUCT. IF YOU DO NOT AGREE TO ALL OF THE TERMS OF THIS AGREEMENT, YOU MUST SELECT "DECLINE" AND YOU MUST NOT INSTALL, USE, OR COPY THE SOFTWARE PRODUCT.

License Grant
This Agreement entitles you to install and use one copy of the Software Product. In addition, you may make one archival copy of the Software Product. The archival copy must be on a storage medium other than a hard drive, and may only be used for the reinstallation of the Software Product. This Agreement does not permit the installation or use of multiple copies of the Software Product, or the installation of the Software Product on more than one computer at any given time, on a system that allows shared used of applications, on a multi-user network, or on any configuration or system of computers that allows multiple users. Multiple copy use or installation is only allowed if you obtain an appropriate licensing agreement for each user and each copy of the Software Product.

Restrictions on Transfer
Without first obtaining the express written consent of the author, you may not assign your rights and obligations under this Agreement, or redistribute, encumber, sell, rent, lease, sublicense, or otherwise transfer your rights to the Software Product.

Restrictions on Use
You may not use, copy, or install the Software Product on any system with more than one computer, or permit the use, copying, or installation of the Software Product by more than one user or on more than one computer. If you hold multiple, validly licensed copies, you may not use, copy, or install the Software Product on any system with more than the number of computers permitted by license, or permit the use, copying, or installation by more users, or on more computers than the number permitted by license.

You may not decompile, "reverse-engineer", disassemble, or otherwise attempt to derive the source code for the Software Product.

Restrictions on Alteration
You may not modify the Software Product or create any derivative work of the Software Product or its accompanying documentation. Derivative works include but are not limited to translations. You may not alter any files or libraries in any portion of the Software Product.

Restrictions on Copying
You may not copy any part of the Software Product except to the extent that licensed use inherently demands the creation of a temporary copy stored in computer memory and not permanently affixed on storage medium. You may make one archival copy which must be stored on a medium other than a computer hard drive.

Disclaimer of Warranties and Limitation of Liability
UNLESS OTHERWISE EXPLICITLY AGREED TO IN WRITING BY THE AUTHOR, THE AUTHOR MAKES NO OTHER WARRANTIES, EXPRESS OR IMPLIED, IN FACT OR IN LAW, INCLUDING, BUT NOT LIMITED TO, ANY IMPLIED WARRANTIES OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE OTHER THAN AS SET FORTH IN THIS AGREEMENT OR IN THE LIMITED WARRANTY DOCUMENTS PROVIDED WITH THE SOFTWARE PRODUCT.

The author makes no warranty that the Software Product will meet your requirements or operate under your specific conditions of use. The author makes no warranty that operation of the Software Product will be secure, error free, or free from interruption. YOU MUST DETERMINE WHETHER THE SOFTWARE PRODUCT SUFFICIENTLY MEETS YOUR REQUIREMENTS FOR SECURITY AND UNINTERRUPTABILITY. YOU BEAR SOLE RESPONSIBILITY AND ALL LIABILITY FOR ANY LOSS INCURRED DUE TO FAILURE OF THE SOFTWARE PRODUCT TO MEET YOUR REQUIREMENTS. THE AUTHOR WILL NOT, UNDER ANY CIRCUMSTANCES, BE RESPONSIBLE OR LIABLE FOR THE LOSS OF DATA ON ANY COMPUTER OR INFORMATION STORAGE DEVICE.

UNDER NO CIRCUMSTANCES SHALL THE AUTHOR, ITS DIRECTORS, OFFICERS, EMPLOYEES OR AGENTS BE LIABLE TO YOU OR ANY OTHER PARTY FOR INDIRECT, CONSEQUENTIAL, SPECIAL, INCIDENTAL, PUNITIVE, OR EXEMPLARY DAMAGES OF ANY KIND INCLUDING LOST REVENUES OR PROFITS OR LOSS OF BUSINESS) RESULTING FROM THIS AGREEMENT, OR FROM THE FURNISHING, PERFORMANCE, INSTALLATION, OR USE OF THE SOFTWARE PRODUCT, WHETHER DUE TO A BREACH OF CONTRACT, BREACH OF WARRANTY, OR THE NEGLIGENCE OF THE AUTHOR OR ANY OTHER PARTY, EVEN IF THE AUTHOR IS ADVISED BEFOREHAND OF THE POSSIBILITY OF SUCH DAMAGES. TO THE EXTENT THAT THE APPLICABLE JURISDICTION LIMITS THE AUTHOR'S ABILITY TO DISCLAIM ANY IMPLIED WARRANTIES, THIS DISCLAIMER SHALL BE EFFECTIVE TO THE MAXIMUM EXTENT PERMITTED.

Limitation of Remedies and Damages
Any claim must be made within the applicable warranty period. All warranties cover only defects arising under normal use and do not include malfunctions or failure resulting from misuse, abuse, neglect, alteration, problems with electrical power, acts of nature, unusual temperatures or humidity, improper installation, or damage determined by the author to have been caused by you. All limited warranties on the Software Product are granted only to you and are non-transferable. You agree to indemnify and hold the author harmless from all claims, judgments, liabilities, expenses, or costs arising from your breach of this Agreement and/or acts or omissions.

Governing Law, Jurisdiction and Costs
This Agreement is governed by the laws of New York, without regard to New York's conflict or choice of law provisions.

Severability
If any provision of this Agreement shall be held to be invalid or unenforceable, the remainder of this Agreement shall remain in full force and effect. To the extent any express or implied restrictions are not permitted by applicable laws, these express or implied restrictions shall remain in force and effect to the maximum extent permitted by such applicable laws.

Updated: Oct 21, 2025 1:35 AM

Floating License Server Required

The Floating Server License for ShotLink requires a Floating License Server (FLS) to activate and use.

You don't currently own one and don't have one in your cart. You can purchase one for $99.99, or learn more about license types.

You Already Own This Product

It looks like you already own ShotLink. If you're purchasing an additional license (for second machine or a different license type), go ahead. If this was an accident, you can check your existing licenses to confirm what you have.

View My Licenses