Operating Form Builder

This section offers detailed step-by-step information on utilizing the Form Builder for beginners. Departing from the information provided in this section, you can drive more complex scenarios independently.

This section uses the MainLevel map of the RealityExamples template, compatible with Reality Engine version 5.4 SP1. It is the default project that comes with a fresh installation.

Please keep that in mind; to see the results of your template Forms, you must use the Playout module.

Preparing Action

  • Create the node tree as shown in the image above.

  • Activate the APM on RealityCameraScene output pin of the UE5 processing node.

  • Select the UserTrack node, go to Node Details Panel, find and expand the Input property group.

  • Create a new Action.

  • Go to Input property group, click on the Add Timeline button for the location and rotation properties.

  • Go to the first frame in the Action Timeline, right-click on the location property circle, and select the Add Keyframe. Repeat the process for the rotation property.

  • Go to a different second in the Timeline.

  • Select the UserTrack node, activate the GamePad.

  • Change the tracking location and rotation properties by using Nodegraph Gamepad button with your mouse and W, A, S, D, E, Q keys on your keyboard.

Your last action will change the camera translation, as illustrated above.

  • Right-click on the circle of the location property, select the Get Value option, then right-click again and this time select the Add Keyframe. Repeat the same procedure for the rotation property.

  • While the second keyframe is selected, go to the Animation Interpolation, and change the interpolation type to EaseInEaseOut.

  • Go to the Actions Menu and Save it.

  • Create variations of your animation.

Your setup must look like in the image above.


  • Create a new Form.

  • Go to the first animation you prepared, click and hold your mouse on the Action Play button, then drag and drop it into the Template Form Area. Repeat the same procedures for second and third animations.

You can now go to Playout and check animations by corresponding buttons.

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