Skip to main content
In this tutorial you will build a complete xRLive visual from scratch using Unreal Engine 5 and the xRLive SDK. The result is a shape visual — a 3D object whose position, rotation, color, visibility, and mesh the operator can change in real time from the xRLive operator panel, without touching the engine.

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)
You do not need C++ knowledge. Every step in this tutorial uses Blueprints only.

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.