The local transform space is still broken in today’s engine update.
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Assets
Steps to Reproduce
Add a cube from the “quickly add to the project” menu
Rotate ii 30 degrees or any other rotation around the up axis
Move it in local transform mode using the gizmo’s arrows
Expected Result
In local transfrom mode, the cube moves in the direction of the gizmo’s arrows in any situation.
Observed Result
The cube moves in a weird angle, it may take into account the rotation applied in step 2, meaning it looks as if it is moving along a vector rotated 30 degrees from the gizmos’ arrows.
I first observed this with imported meshes, so I double checked by using a default UEFN shape.
Platform(s)
PC
Additional Notes
I consider this pretty high priority as it heavily affects my workflow.
So in the new update my local transforms are still broken. Obviously this is not a common bug but just happening to a few people. It started with the introduction of the LUF coordinate system.
Again the steps to reproduce it:
Create a new project from the blank template
Add a cube ( “quickly add to project” button)
rotate it
move it in LOCAL transform mode, using the gizmo’s arrows
cube moves in the direction of the arrow PLUS the rotation applied before, meaning it is now misaligned.
You can see in the attached video how badly this affects the ability to move objects.
My question is this: can you reproduce this on your end, and what can I do to fix it?
I know you are super busy people, but recreating this just takes 2 minutes.
The Developer Assistant gave me this:
Here’s why you might see local transforms in Unreal Editor for Fortnite (UEFN) not appearing aligned with local coordinates, and how to handle it:
1. LUF Coordinate System in UEFN and Verse
UEFN and /Verse.org transforms now use the LUF system:
Left (L): replaces –Y
Up (U): replaces Z
Forward (F): replaces X
This is a right-handed coordinate system (so the orientation and rotation math differs from legacy left-handed systems).
2. XYZ vs LUF—and Why Misalignment Occurs
XYZ system: Used by /UnrealEngine.com and /Fortnite.com modules, follows the older left-handed convention.
LUF system: Used by /Verse.org modules and the main UEFN editor, is right-handed.
If you mix the two coordinate systems or module types in your code or in device properties, you can get misaligned transforms—for example, objects appear rotated or shifted compared to expectations.
3. How Local Transform Is Calculated
The local transform of a Scene Graph entity (in UEFN) is stored in its transform_component.
This LocalTransform is always relative to the entity’s parent (or a custom origin if you set one).
Its axis and rotation use the LUF coordinate system.
If your parent or origin uses a different coordinate module, misalignment occurs.
4. Why Things May Not Look Right
Mixing modules: Not qualifying vector3, rotation, or transform types leads to ambiguity—are you using XYZ or LUF? The result might be non-intuitive transforms.
Copying values between transforms (for example, from Verse.org to UnrealEngine.com types) without explicit conversion can cause incorrect orientation, scaling, or placement.
Editor confusion: The UEFN Details panel and viewport now display LUF, but some plugins or imported assets might still assume XYZ.
5. Best Practices and Practical Tips
Always qualify your transform/vector types if both /Verse.org and /UnrealEngine.com modules are referenced in the same file:
verse
using { /UnrealEngine.com/Temporary/SpatialMath } using { /Verse.org/SpatialMath } # This is explicit, so you avoid ambiguity: MyUnrealVector:(/UnrealEngine.com/Temporary/SpatialMath:)vector3 = ... MyVerseVector:(/Verse.org/SpatialMath:)vector3 = ...
Copy code
When dealing with local transforms for entities (in Scene Graph work), always use /Verse.org/SpatialMath types and make sure any translation/rotation is built with Left, Up, and Forward—not X, Y, Z.
Imported assets: Make sure FBX and other imports are configured to align correct “Up” and “Forward” to LUF so your meshes orient as expected.
When converting or composing transforms, use the provided conversion or construction APIs (e.g., FromTransform functions) to bridge between coordinate systems.
Summary:
If your local transforms aren’t aligning with local coordinates, check that you’re using the right coordinate system and fully qualifying vector and transform types. Avoid mixing XYZ and LUF without explicit conversion. Always set and visualize local transforms using the /Verse.org (LUF) system in UEFN and your entities will behave consistently.
I don’t know what to do with this since I have no Verse or other programming knowledge.
This bug is happening to more than “a few people” - Everyone who is moving something in local space that’s been rotated is seeing it!
The bug-reporter bot isn’t updating/linked to the issue in the other thread, but I’m confident that this bug has been reported and is in their bug tracking system.
There is nothing we can do to fix it. I’m seeing this as some wires that got crossed at the very core of the engine with the partial implementation of LUF coordinates in UEFN. If we were working with Unreal-Engine an Arch-Wizard would be able to read the source code and point to the erroneous code. But I think even the most powerful wizards can only wait for a fix from Epic in this situation.
Thanks for the update @Astrotronic. It is good to know that this is on Epic’s radar, so we shall wait patiently for the very powerful developer wizards to once again do their magic