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When the xRLive Launcher switches visuals, it automatically cleans up anything registered with the SDK during the visual’s lifetime. This prevents content from one visual bleeding into another.

The problem

Actors spawned at runtime via the standard Spawn Actor from Class node are not tied to the visual’s pak or map — they live in the persistent world and survive visual switches. The same applies to:
  • Looping Niagara effects spawned via Spawn System at Location
  • Material Parameter Collection values changed by your visual’s Blueprint

The solution

Use the SDK’s registration nodes so the launcher knows what to clean up.
NodeWhat it handles
Spawn Visual ActorSpawns an actor and auto-registers it
Register Visual ActorRegisters an actor you already spawned
Register Visual EffectRegisters a Niagara component
Register MPC for ResetMarks an MPC to be reset to defaults
All registered items are destroyed/reset automatically in EndPlay when the visual closes — no extra work needed.