Clone the project.
git clone git@github.com:rive-app/rive-unreal-examples.git
cd rive-unreal-examples
git submodule init
git submodule update
RiveExamples_-_Unreal_Editor_2024-03-02_16-18-28.1.mp4
- Download the release from GitHub https://github.com/rive-app/rive-unreal/releases/tag/0.1.0.
- Install UE 5.3 - Epic Games Launcher.
- Install Visual Studio for Windows Visual Studio Guide or Xcode for Mac.
💡 If you are using Windows, you would need to set the RHI interface to use DX11.
💡 If you are making an Android Build, make sure using OpenGL instead of Vulcan.
- Open the project and play the DemoRoom game.
/Content/Rive/DemoRoom.umap
- DemoRoom input control
| Keybind | Explanation |
|---|---|
| Mouse XY 2D-Axis | Look |
| W | Move Forward |
| A | Move Left |
| S | Move Backward |
| D | Move Right |
| Space | Jump |
| Shift | Speed Up |
| Esc | Exit Game |
- Create asset in Rive Editor
- Download asset
- Import file - Drag and Drop into UE
You can adjust settings of a Rive file using the following properties.
Artboard NameState Machine NameRive Fit TypeSize
See example blueprints under /Content/Rive/RiveExampleContent/Blueprints/
Initialize 1 artboard in runtime. See example, BP_SingleArtboard for complete blueprint logic.
- Initialize 3 artboards in runtime. See example, BP_MultiArtboards for complete blueprint logic.
- transform/translate/align
- Create runtime widget
- Resize the texture
See example, BP_3DConditionsEvent for complete blueprint logic.
- Create event and bind events to transition in Rive Editor
- Create binding event in UE so it can change conditions in Rive
See example, BP_3dReportedEvents for complete blueprint logic.
- Create event and event properties in Rive Editor
- Listen to reported events in UE
See example, BP_3dUserInput for complete blueprint logic.
- Create Inputs in Rive Editor
- Create Blueprint Set Bool Value/Set Number Value/ Fire Trigger
















