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Dev release #108
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Merged
Dev release #108
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…blending; Removed UI Blend Mode
…rd file code cleanup
…le delegates; Artboard file code cleanup"
…get, RiveTextureObject, RiveActorComponent
RiveAsset class was broken into 3 classes RiveAudioAsset RiveImageAsset, contains runtime compatible functions: LoadImageBytes (accepting an array of bytes in png, webp, jpg format) LoadTexture (not yet implemented fully, as we wait on Rive to allow us to submit bitmap data) RiveFontAsset, contains runtime compatible functions: LoadFontFace (loads an Unreal font face, if the font face's load policy is set to Inline) LoadFontBytes (accepting an array of bytes in ttf/otf format) RiveFile now supports a function "GetRiveAssetById", returning a base RiveAsset which can later be cast to one of the specific asset types to operate on *** * asset overrides * load image bytes call * cleanup
* Fixed Artboards. - No more phantom artboards during PIE. - Artboards in the level reset on PIE begin. * Made PR suggested changes. - Moved Artboard check/creation to URiveTextureObject::RiveReady - Removed EditorBeginPlay() and bHasBegunPlay
…cted artboard as the initial size
# Conflicts: # Source/Rive/Private/Slate/SRiveWidget.cpp # Source/Rive/Private/UMG/RiveWidget.cpp # Source/Rive/Public/UMG/RiveWidget.h
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