Events not firing
Events on artboard sheetConfirmation
ARE NOT firing. That artboard has some layout elements.
Events on artboard sheetConfirmationTest
ARE firing. That artboard has no layout elements.
I can't tell if the layout features have something to do with the events not firing, but it's a blocking bug atm.
Enclosed is the rev
file:
https://www.dropbox.com/scl/fi/roqwuvie3xo23d5ohjrm1/sheetconfirmation.zip?rlkey=j28z5h7tqt9ga6ygg51kfhqve&dl=0
Difficulty Setting Text at Runtime in Unreal Engine
I am trying to change a text run in a nested artboard at runtime in Unreal Engine and cannot seem to get it to work. I get the following error when I run my level despite following the documentation closely:
"Blueprint Runtime Error: Accessed None trying to read property CallFunc_GetArtboard_ReturnValue. Node: Set Text Value at Path"
Following the guide in the documentation, I have set the "Export Name" flag in the Rive editor on the text run I wish to change and have also given it a unique name. This text run lives in a nested artboard called "Background_UI" in my main artboard that I export.
After successfully importing the .riv file into Unreal I dive into the Rive Widget Blueprint and set the rive widget to "isVariable" so I can access it in the blueprint graph. In the blueprint graph I take that reference to the widget, use a "Get Artboard" node to get a ref to the artboard (which is apparently named "RiveArtboard_0" as reported by a Print String node), and I plug that into a "Set Text Value at Path" node so I can change the text in my nested "Background_UI" artboard. On the "Set Text Value at Path" node I also set the name of my run in the "In Input Name" field and set the text I want to show in the "In Value" field. In the "In Path" field I set a reference to my nested artboard using "RiveArtboard_0/Background_UI". After hitting play I get the error quoted above.
Assuming that the path I used in the "In Path" field to reference my nested artboard is what I am doing incorrect I have tried various ways of trying to reference it but nothing seems to work. If I place some text in the main artboard so it is not nested I am able to change it just fine using the "Set Text Value" node, which indicates I must be doing something wrong with the "Set Text Value at Path" node. The Rive example project for Unreal Engine does not have any examples of this, and I've looked at the Unreal Plugin Text as well as the Text Runtime documentation pages for help setting this up.
I am using Unreal Engine 5.4 with Unreal Rive Plugin V 1.0. My system is running Windows 11.
Feature suggestion… never open a file in ANIMATE mode
A few times, I have opened a file that opens in ANIMATE mode. I didn't realize it and started working on the designs, then later realized that I had created many weird animations. In my opinion, there is no strong use case for opening in Animate
mode.
Audio Volume / On Off
Just need to simply be able to trigger audio On or off. Right now I have to create a blank timeline for audio OFF, and another timeline for audio play. Why not just add a PAUSE, STOP to the PLAY settings?
I need to be able to control the moment the audio needs to stop (on click), rather than just have it play through even though the user clicked.
Importing Riv files into other Riv files?
Rive has discontinued the ability to send Riv files into other Riv files. Effectively removing the ability to copy animations/designs from one file to another. Has anyone figured out a workaround for this?
It currently seems like I have to rebuild the design/animation from the ground up or copy the layers over and clumsily copy the animation keyframes. I've love a quick way to do this. It's honestly ruining my Rive experience. Something like this should be easy.
Dynamically spawning nested artboards with Unreal Engine integration
Is it possible to dynamically spawn nested artboards within a layout through Unreal Engine? For example, can a single Rive file contain:
20+ artboards for icons representing inventory items.
A layout structure for the inventory UI that can hold spawned instances of these artboards.
I’d like to dynamically handle the spawning logic in Unreal, adding items to the inventory grid in response to in-game events. I’m hoping to avoid relying on state machines for this, as the logic for spawning and managing inventory items is complex and better suited for Blueprints / C++.
Does the API support direct manipulation of artboards for this kind of use case? Are there any best practices or examples to follow?
The Desktop app is not Opening
I have installed - uninstalled - reinstalled rive, for windows 10 but it is not opening. Tried the method found in forum mentioned below.
1) Launch the Windows "Add or remove programs" console and use that to remove/uninstall the Rive app.
2) Launch Powershell and choose "run as administrator"
3) In Powershell, type get-appxpackage -allusers -name riveeditor | select name, packagefullname and hit Return.
4) That command should list all of the installed versions of the Rive application. If there are any instances still listed after running Step 1, this may be a problem.
5) If there are any instances of the Rive app still listed, you can attempt to remove them by typing Remove-AppxPackage -package fullPackageName where fullPackageName should be something like com.flutter.riveeditor_1.8.1704.1691_x64__g2vzrvmhnrrvc (from Step 3).
6) If Step 5 succeeds, install the latest Rive app from https://rive.app/downloads, and see if the problem was resolved.
Please guide me, What could be the problem?
Pitch Shifting Sounds
I recently started adding sounds to my game and there are a few sounds that need to play very often. For instance, footsteps and card flips. I was able to use the random exit to pick from 4 footstep sounds, but this can still double up if there are a few characters on the screen and they happen to hit the same sound. The card flip sound is much worse because there can be 40 cards on the screen at once and it just sounds like a really loud buggy noise when they are moving.
The general recommended way to handle this is slightly randomizing the pitch and duration per sound but there isn't an option for this in Rive. I was hoping to keep all the sound in Rive but I may have to handle this in my own engine.
Expansion of the "Best practises" article
The "Best Practices" article in the docs section is very useful, but I would like to see if there are any more tips that can be described about using Rive's runtime. The advice about solos was already great, but I think users could benefit from being taught about what kind of effects & transformations are heavier and lighter in comparison to each other.
Is it possible to label certain effects, animations, practices or combination of such as "heavy" or "light"?
RIVE EDITOR - Project frozen/corrupted
So I was designing something in the rive editor for a couple hours, everything was going great, until I added a stroke with some dash lines. Since the look i was going for required some specific dash lines with gaps, I started tweaking carefully with the dashes options, until suddenly I don't know If I cranked them way too high or something, but the entire rive editor froze.
I thought it was just a simple bug, so I closed and opened the same project once again using another web tab, but that specific project just wouldnt load, and caused the webpage to freeze. Like, the rive editor homescreen; where I can see all of my projects; works fine, and opening other projects work fine, but when I try to open that project I was working on, then the project just doesnt load and the whole page freezes.
I'm pretty sure the problem was me tweaking that dashes because the problem happened exactly at that moment.
I've also already tried opening the project on another web browser, and even on another machine, but the problem is still the same :( Is there a way I can recover my project? Like my guess is that that specific value for the dash is causing something in the file so that it can't be loaded, so is there a way I can somehow just delete that conflicting layer from outside the editor, so that I can open the file? Thanks so much for any answers or suggestions!
Disable property key
An item can be disabled by setting the opacity to 0. However, the item will still participate in the click logic. In order to also disable clicks, you have to either set the scale to 0, or key the position to move it out of screen. This workflow is not intuitive, bug prone, and hard to maintain if changes are to be made.
A better way to solve this issue would be to make a keyable "enabled" property, which handles both the visibility and the click logic.
How to remove a layout item in a timeline
I want to remove a layout item from the list similar to shown here:
However, it is not shown anywhere exactly how to do this.
I have also read that it has something do do with constraints, but again, no elaboration is made. If I add a constraint to the layout, the items do not reflow.
Place a layout in a group
It is not possible to place a layout in a group. This makes it hard, if not impossible to turn layouts on and off in a timeline to create a menu system.
Layout and solos
Layouts do not support solos. This makes it impossible to have overlapping different menus. Or is there a workaround for this?
Manually setting the opacity in a timeline of all individual layouts and also moving them out of the way to prevent invisible button clicks, is not really workable for a large project.
Layout: hug inside/outside
It would be handy if the layout had a toggle box for hug:
hug inside
hug outside
Layout in group not working
Not sure if it is a bug or a feature, but when selecting items in a group, SHIF+L or right click Wrap in->Layout is not working.
Changing event type removes usages throughout file
I created a click event I'm using for the UI in my game on several buttons. I just got the sound from my sound guy. After I change the event type to Audio and set the sound effect, all instances in the listeners remove the reference to the event. I have to go back through and re-assign all the usages in the file.
Not sure if this is a bug or intended behavior but there isn't a reason I should have to re-assign the event if I change the type since it still behaves in the same way if it's General or Audio.
How to move and delete files?
How do you move files between folders? 🤔 Is downloading a backup and re-uploading the only way? It's not really practical for a lot of files.
How do you empty the trash? 🤔
Revision history needs a loading progress bar
When clicking on a revision time/date, the current scene should disappear and a loading bar should appear. This will prevent the current illusion that the visible scene is the revision you clicked on, which is not correct for large scenes due to excessive loading time (which has no indication of being finished loading).
Mobile site not working
Creating a thread on this site on mobile is not possible. Tested on Android using Edge. Pressing the thread button (icon with pencil) does nothing.