The finished visual running inside xRLive — operator controls on the left, game window on the right
What you will build
A live-event visual with a single interactive 3D shape controlled entirely from the xRLive operator panel:
No audio reactivity is included — this tutorial focuses on the operator-driven control system.
How the tutorial is structured
The tutorial is split into focused modules. Each one covers one responsibility and builds on the previous one:1
Project Setup
Create a new Unreal Engine 5 project and create the plugin that will hold your visual’s content.
2
Plugin & Scene Setup
Set up the plugin folder structure, create the
BP_Settings actor that drives the visual, add a mesh component, and configure the xRLive UI panel component with its required widget classes.3
Define the Control List
Declare the operator controls inside
BP_Settings — the two categories of controls (movement sliders and shape controls) that will appear in the operator panel.4
Wire Slider Controls
Connect slider events to Blueprint logic so that moving a slider in the operator panel immediately moves the shape in the game window.
More modules will be added to this series as the tutorial expands — wiring the remaining controls (checkbox, color picker, dropdown) follows the same pattern introduced in Wire Slider Controls.
Prerequisites
Before starting, make sure you have:- Unreal Engine 5.5 via the Epic Games Launcher
- The xRLive SDK plugin available in your UE installation
- Basic familiarity with Unreal Engine Blueprints (placing actors, opening the Blueprint editor, adding nodes)
Key SDK concepts used
This tutorial introduces the following parts of the xRLive SDK for the first time:
Each concept is explained in context when it first appears. You can also jump directly to the reference pages from the SDK navigation.

