Space in Unreal
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).
Orthogonal, can be left or right handed (triangle cull order needs adjustment). The LocalToWorld transform contains rotation, non-uniform scaling (including negative non-uniform scaling which can change the winding order), and translation.
The WorldToView transform contains only rotation and translation, so distances in View space are the same as in World space.
TranslatedWorld - PreViewTranslation
World + PreViewTranslation
Translated matrices are used to remove camera position from the combined transform matrices, which improves precision when transforming vertices.
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.
HomogeniousCoordinates, PostProjectionSpace, ProjectionSpace
After the perspective projection matrix was applied. Note that W in Clip space is the same as View Space Z.
NormalizedDeviceCoordinates from OpenGL
After the perspective divide:
0,1 (OpenGL RHI needs to transform this to -1,1)
In pixels :
Transformation between spaces should always be named using the form X To Y.