BP_Settings — adding the shape mesh to it, and fully configuring the xrlive_UIpanel component that connects your visual to the xRLive operator system.
1. Create BP_Settings
In the Content Browser, navigate to your plugin’sBlueprints folder (Plugins > MyFirstVisual Content > Blueprints). Right-click in the empty area and choose Blueprint Class.
In the Pick Parent Class dialog, click All Classes at the bottom and search for XRLiveActor. Select it and click Select.

Pick Parent Class dialog — search for XRLiveActor and select it as the base class
BP_Settings. This is the actor that will hold all xRLive SDK components and drive the entire visual.

BP_Settings Blueprint created in the Blueprints folder
BP_Settings from the Content Browser into the level viewport to place it in the scene.
2. Add the Cube component
Double-clickBP_Settings to open the Blueprint editor. In the Components panel on the left, click + Add and choose Cube (or Static Mesh if you prefer to assign the mesh manually).

BP_Settings Blueprint editor — Cube Static Mesh component added and selected
3. Add the xrlive_UIpanel component
Still in the Components panel, click + Add again and search forxrlive_UIpanel. Select it to add it to the actor.
With xrlive_UIpanel selected in the Components panel, look at the Details panel on the right — it contains three sections that configure how your visual connects to the xRLive system.

xrlive_UIpanel Details panel — three sections: Widgets, Camera, and Xrlive UI Settings
Widgets section
The Widgets section sets the four widget classes that xRLive instantiates when your visual runs. Each class reference has a specific role:
Set each field by clicking its dropdown and selecting the corresponding class.

Widgets section fully configured — all four class references assigned
When testing inside the Unreal editor, the Viewport widget and the CustomPanel widget both render in the game window without separation — all widgets share the same game viewport. If the Viewport widget visually overlaps the operator panel, you can configure a key toggle to control its visibility at runtime. This is covered in Test in the Editor.
Camera section
The Camera section configures the xRLive camera actor that the system uses to correctly render viewport-based features.
Camera section configured — xRLive_Camera assigned and Spawn Location set to 0, 0, 92
Xrlive UI Settings section
The Xrlive UI Settings section has two responsibilities:- UICategories — this array is where you declare the operator control categories and their controls. It is empty for now; you will fill it in the next module (Define the Control List).
- Allow Save Preset — when enabled, xRLive builds and saves a JSON preset file for this visual after each session. Disable this for visuals that do not use the preset system, such as gameshows or Audience visuals that manage their own state independently.
Leave Allow Save Preset enabled for this tutorial. The shape visual uses presets to remember operator control positions between sessions.
What you have now
BP_Settings is fully configured with:
- A Cube Static Mesh component that the operator controls will manipulate
- An xrlive_UIpanel component with all four widget class references assigned, the
xRLive_Cameraactor class set, the camera positioned at0, 0, 92, and preset saving enabled
Define the Control List →
Declare the movement and shape control categories inside UICategories.

