The AR production is achieved by virtual cameras tracking to cameras on site.
And it is managed by Unreal Engine sequencers. In the production, the performance is used only once, but to test it many times in advance, so I set up a process to reset it when looping so that scale expansion, rotation, moving are set to the intended values in the blueprints.

I also implemented shaders that do not reverse the picture on either side of each panel.

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