Run in a separate window
By default, Unreal Engine runs PIE (Play In Editor) embedded inside the editor viewport. For testing a visual it is more practical to open a New Editor Window — a standalone window that floats freely so you can keep the EventGraph and the preview visible side by side. Click the small arrow next to the Play button in the toolbar and select New Editor Window (PIE).
Play button dropdown — select New Editor Window (PIE) to run the visual in a floating window
BP_Settings open in the editor behind it.
Why the controls are not clickable on the first run
Press Play (or Alt + P) to launch the preview window. The operator panel appears with all the controls fromUICategories, but clicking any slider, checkbox, or dropdown has no effect — the camera moves instead.

First run — operator panel visible but controls are not reachable; the Viewport widget sits on top and captures all mouse input
xRLive_Viewport widget and the xRLive_CustomPanel widget both render inside the same game window during editor playback. The Viewport widget is rendered on top and captures mouse input for camera movement, making the operator controls underneath unreachable.
Add a key toggle to the Viewport widget visibility
The fix is a key event inBP_Settings that toggles the Viewport widget’s visibility at runtime. When the widget is Collapsed it is not rendered and does not capture input, giving full access to the operator controls. Pressing the key again restores it.
Open BP_Settings and go to the EventGraph.
Enable Auto Receive Input
auto in the search box to filter the properties. Under the Input section you will see Auto Receive Input set to Disabled. Change it to Player 0.
Auto Receive Input set to Player 0 on BP_Settings (Self) — required for keyboard events to fire
Add a Keyboard Event
Add a Flip Flop node
Get the Viewport widget reference
xRLive_Viewport widget instance that is currently rendered.Wire Set Visibility for each branch
Get Viewport Widget to its Target pin.From the B output of Flip Flop, add a second Set Visibility and set In Visibility to Visible. Connect the same Get Viewport Widget Return Value to its Target pin.
Complete toggle chain — V key → Flip Flop → Set Visibility (Collapsed on A, Visible on B) targeting the Viewport widget from Get Viewport Widget
xrlive_UIpanel Details panel, but this requires you to reassign it manually before the next test run. The key toggle is safer.Testing the controls
Press Play, then press V once to collapse the Viewport widget. The game scene becomes invisible and the operator controls are now fully interactive.
Viewport collapsed — operator controls are accessible and all changes reflect immediately in the scene
- Horizontal move / Vertical move — the shape moves along X and Y axes
- Visibility — toggles the shape on and off
- Color — changes the shape’s material color in real time
- Shape — switches the mesh between Cube, Sphere, and Cylinder

