An Unreal runtime library for Rive. This is currently a technical preview for Mac and Windows installs of Unreal. We're hoping to gather feedback about the API and feature-set as we expand platform support.
Currently supported platforms and backends include:
- Metal on Mac
- Metal on iOS
- D3D11 on Windows
- OpenGL on Android
Planned support for:
- D3D12 on Windows
- Vulkan on Linux, Android, Windows
The rive-unreal runtime uses the latest Rive C++ runtime.
Feature | Supported |
---|---|
Animation Playback | ✅ |
Fit and Alignment | ✅ |
Listeners | ✅ |
Setting State Machine Inputs | ✅ |
Listening to Events | ✅ |
Updating text at runtime | ✅ |
Out-of-band assets | ✅ |
Procedural rendering | Coming soon |
PNG images | ✅ |
WEBP and JPEG images | Coming soon |
- ⭐️ Rive Overview
- 🚀 Getting Started
- 👨💻 Contributing
- ❓ Issues
Rive is a real-time interactive design and animation tool that helps teams create and run interactive animations anywhere. Designers and developers use our collaborative editor to create motion graphics that respond to different states and user inputs. Our lightweight open-source runtime libraries allow them to load their animations into apps, games, and websites.
🏡 Homepage
Check out the latest example project from the releases page to see a few techniques for adding Rive graphics in an Unreal project, as well as documentation on navigating the samples.
You can find the source for the rive-unreal-demos here.
You will need to work in the Unreal 5.3 or 5.4 editor that supports OpenGL or D3D11 for Windows, or a Mac with ARM64 (M1, M2, etc) architecture.
Select either D3D11/OpenGL for Windows, or Metal for Mac/iOS as the Renderer ID under Editor Preferences -> Plugins - Graphics Switching in Unreal. If you are making an Android Build, make sure to use OpenGL instead of Vulcan.
For this technical preview, you can add the Rive Unreal plugin to your existing Unreal projects by downloading the plugin from the Github Releases, and copy/pasting the Rive folder into your Plugins/
folder of your project (or creating one).
Then drag in a .riv
file to your Unreal project to generate a new Widget Blueprint, Texture Object, and a Rive File definition.
For even more examples and resources on using Rive at runtime or in other tools, check out the awesome-rive repo.
Have an issue with using the runtime, or want to suggest a feature/API to help make your development life better? Log an issue in our issues tab! You can also browse older issues and discussion threads there to see solutions that may have worked for common problems.