5.1 Assembly
Create a new project using the URealXR template.
Configure the Content Browser to suit your workflow for efficient development.
In the folder VRAssembling/Meshes/Tools/RivetGun/Rivet_Big, you will find a 3D model named rivet.
Drag this model into the viewport and place it at the edge of the table.It should look as follows.

Now we start the URealXR Toolset and navigate to the "Transformer" tab. To do this, go to the Editor folder and right-click on "Start". Then select "Run Editor Utility Widget".

On the right side, we select our desired Transformer — in this case, the Rivetable. Directly below, under the "Selected" section, we can see our current selection in the viewport — in this case, the Rivet_Big.

Now we move to the other side. Under Common / Slot Name, we can enter any name that best describes the object — in our case, we’ll use "Rivet".

The choice between "Assembly" and "Disassembly" in the URealXR Toolset indicates whether the object (in this case, the Rivet) should be assembled or disassembled in the VR environment.

If you select "Assembly", it means the rivet is not yet placed in the VR scene and must be placed by the user at a predefined location. In our chase you have to place the rivet in the rivet gun and afterwards align it on the slot.
"Disassembly" represents the opposite situation: the Rivet is already placed and needs to be removed by the user.
Since your goal is assembly, choosing "Assembly" is the correct step.
We keep all the other values default.
Finally, click the "Spawn" button.

In this conversion phase, the toolset has transformed the original CAD model of the rivet into two interactive elements.
Switch to the viewport and take a look at the Outliner. As you can see, two objects have been created:

4BP_Part_Rivetable: This serves as the interactable object for the VR user. It can be grabbed and moved.
BP_Slot_Holo_Rivetable: This acts as a placement guide. The task is only considered complete once the part is correctly placed in the hologram.
Now select the part in the viewport and move it to the left. This will make the two newly created objects easier to see.
The element with “...Part...” in its name (e.g., 1_BP_Part_Mesh) typically represents the grabbable, interactive version of the original CAD model. In the VR environment, you can pick up, move, and place this element at specific locations.
The other element — the one that appears with a blue glow — is a "placeholder" version. The grabbable element snaps to it once it gets close. This is used for assembly or disassembly simulations where parts must be positioned precisely at defined points.
These elements always have “...Holo...” in their name (e.g., 1_BP_Slot_Holo).
In the next step, select the rivet’s holo and rotate it until it matches the image. The long part has to face up!

As always, we must first activate our actors through the Tasklist Editor.
Switch to the Tasklist Editor at the top and create a new list. Name it accordingly, then create a new section that includes a task.
Assign the task to the actor that is listed under "Unused", and set it to Assembly. It should look like this.

To test the VR scenario you created, you’ll need a rivet gun.
Spawn it into the scene using the ToolSpawner.

In VR, pick up the rivet gun with one hand and grab a rivet with the other. Place the rivet at the tip of the rivet gun, where it should snap into place automatically. Then, move the tip of the rivet gun to the holo where the rivet should be positioned. Press the trigger button several times to place the rivet. A circle that gradually fills up will indicate the current progress.
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