ShotLink turns Unreal Engine into a live render source —
layers, passes, cameras, all in your comp.
No waiting, no exports, no round trips.
Free during the beta · Windows · AE + Unreal Engine
No Unreal? Try the packaged Earth scene
A real Unreal scene running live in After Effects — no Unreal Engine needed, just the AE plugin.
Traditional Unreal-to-AE workflows force you to render, import, check the comp, change something, and render again. ShotLink turns that into a live feedback loop.
Every change means another round trip through disk.
Unreal renders straight into your comp while you work.
ShotLink is an After Effects plugin. Pick a camera in your running Unreal scene, and its render appears as a layer in your comp.
Not just a flat frame: click a point and a 3D null lands on that surface. Beauty, depth, normals, object mattes — any pass you can build in Unreal arrives as its own layer, with real alpha.
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. Found a better angle flying around in Unreal? Pull that camera position back into AE as a keyframe.
Turn on Realtime and Unreal keeps sending frames — change a light, a material, the scene itself, and you see it in your comp as you work.
Real ShotLink session — the AE camera and the Unreal camera are the same camera.
Want more detail?
Watch the walkthroughShotLink is a practical production tool that keeps evolving. On the radar:
Unreal parameters in After Effects — anything exposed on a Sequencer track will become a control on the ShotLink layer. Light intensity, material parameters, actor transforms: the goal is to art-direct the scene from your comp, packaged builds included.
Fewer trips into the editor — ready-made presets and setup from the After Effects side, so the things you currently switch applications for will be one control away.
macOS support — ShotLink is Windows-only today. Mac is in the works.
AE objects into Unreal — sending nulls and solids from your composition into the scene as actors or planes.
Colour management — Unreal's own colour handling already works; the plan is to pick profiles and OCIO settings from the After Effects side instead of digging through engine defaults.
One spent two decades building game engines. The other spent two decades building tools for After Effects. Together, they built ShotLink — a live bridge between Unreal Engine and After Effects.
Spent a decade at Crytek working on CRYENGINE and Warface, followed by Technical Director roles at Blackwood Games, Wargaming and Pixagon Games, and later Principal Programmer at Playrix. Develops the native Unreal Engine and After Effects plugins, as well as the core streaming architecture that powers ShotLink.
Previously Senior VFX Artist at Crytek, GSC Game World and Blackwood Games, and Lead VFX Artist at Pixagon. An Elite Author on Videohive. Creator of Earth3D, an experimental external renderer for After Effects that later evolved into ShotLink. Drives the After Effects workflow, UX and production pipeline, making sure the tools solve real production problems.
Free to download and use.