Spaces
Space in Unreal 
Other Names 
Description 


Tangent 
Orthogonal (can deviate after interpolation), can be left or right handed. The TangentToLocal transform contains rotation only, so it is OrthoNormal (can be inverted by transposing). 

Local 
Object Space 
Orthogonal, can be left or right handed (triangle cull order needs adjustment). The LocalToWorld transform contains rotation, nonuniform scaling (including negative nonuniform scaling which can change the winding order), and translation. 

World 
The WorldToView transform contains only rotation and translation, so distances in View space are the same as in World space. 

TranslatedWorld 
Translated matrices are used to remove camera position from the combined transform matrices, which improves precision when transforming vertices. 

View 
CameraSpace 
The ViewToClip transform contains scale on x and y, but no translation (which would be an off center projection). It scales and translates z. It also applies a projection to convert into the homogeneous ClipSpace. 

Clip 
HomogeniousCoordinates, PostProjectionSpace, ProjectionSpace 
After the perspective projection matrix was applied. Note that W in Clip space is the same as View Space Z. 

Screen 
NormalizedDeviceCoordinates from OpenGL 
After the perspective divide:


Viewport 
ViewportCoordinates, WindowCoordinates 
In pixels :

Space Transformations
Transformation between spaces should always be named using the form X To Y.
Examples:
WorldToView
TranslatedWorldToView
TangentToWorld