ShotLink Brings Unreal Renders into After Effects

ShotLink feeds Unreal renders into After Effects, with separate passes, surface nulls and camera baking. A Blender integration is in beta.
A dark-themed Adobe After Effects workspace shows a ShotLink project with two large preview panels displaying a blue, futuristic instruction room render. The layout includes timeline controls, layers, and asset browsers around the previews, with the composition centered in a clean, boxed interface.

For those who don’t know the tool: ShotLink connects Unreal Engine to After Effects as a live image source. Unreal handles the scene and rendering, while AE supplies the composition, graphics and camera animation. ShotLink Labs’ Oleg Okhrimenko and Oleg Yarko built the bridge around a familiar production nuisance: rendering another image sequence just to discover that the title still covers the interesting bit.

A render source inside the comp

ShotLink runs both applications on the same Windows machine and transfers images through shared memory, without intermediate files or a Spout/NDI connection. A ShotLink Camera in Unreal becomes a selectable source on an AE layer. Camera movements and timeline changes request new frames; Realtime Mode also refreshes the current frame when lighting, materials or objects change in Unreal. Unreal requires the build matching its engine version. The minimum AE setup is a camera and a layer carrying the ShotLink effect. A packaged Earth example also allows evaluation without installing the Unreal editor.

Passes, masks and surface placement

Separate cameras can feed separate render passes into the composition. Unreal Post Process materials provide the mechanism for depth, normals and custom outputs. Object mattes can isolate geometry through a camera’s Show Only list, but that isolation changes lighting. The developer therefore recommends treating those images as masks; Custom Depth and stencil values provide another route to object selections. Null at Position creates an AE 3D null from a clicked surface point, including its orientation. The operation uses a collision ray rather than image tracking: particles, atmosphere and geometry without collision will not provide a hit. Origin and Unit Scale map Unreal’s centimetres into AE coordinates, keeping camera moves and attached graphics aligned.

Camera moves in both directions

The effect reference describes a two-way camera workflow. Transfer from Unreal copies the source camera’s position, rotation and lens settings into AE. Selecting a Level Sequence makes its animation follow the composition frame by frame; the ShotLink layer follows the sequence duration.

Bake to Sequencer writes the AE camera into a new Unreal CineCameraActor, with per-frame keys for position, rotation, sensor size and focus. A source and sequence must be selected, and the layer must cover the sequence. This prepares the camera for Movie Render Queue; replacing the live layer with those final rendered frames remains manual. Rendering directly from AE with Unreal supplying frames is also supported.

For background on Unreal’s motion-design workflow, our earlier coverage of Jesse Pitela’s Unreal course covers scene animation, materials and sequencing. ShotLink addresses the subsequent connection to the AE composition.

Blender joins in beta

A separate Blender integration is available in beta for Blender 4.5 LTS and 5.x. The add-on and AE plugin must have matching versions and run together on Windows. It supports camera transfer and baking, plus image, depth, normal, Mist and AOV outputs. Its fast Live mode uses EEVEE at one sample; Cycles can supply full renders and is required for Object Index output. Live pass output requires Blender 5.x, and object-mask rendering uses the full-render path. This is a distinct beta workflow, with different rendering constraints from the Unreal bridge.

Keep the preview honest

Production checks should concentrate on frame consistency and resource sharing. The setup guide recommends disabling Unreal’s background CPU throttling, reserving enough RAM for Unreal and switching off AE’s idle caching. Realtime Mode should be disabled for RAM previews and rendering. Unreal’s temporal effects, automatic exposure and world-time-driven materials also need attention when scrubbing out of order; the examples guide documents relevant settings and the Movie Render Queue route. A live connection removes file transfers, but both applications still expect their share of the machine.

ShotLink is available through aescripts at US$149 until 31 October 2026, against a listed regular price of US$199. A free trial is offered. macOS support, broader control of Unreal parameters from AE and AE-side OCIO configuration remain roadmap items.

DeveloperShotLink Labs
Current listed release2026.9.2, released 6 October 2026
PlatformWindows 10 and 11
HostsAfter Effects 2025.2+; Unreal Engine 5.6, 5.7 and 5.8
Image transfer8/16/32-bit with alpha
PriceUS$149 through 31 October 2026; regular price US$199
TrialFree trial available through aescripts
Additional integrationBlender support in beta