How to control Rive files via Unreal Sequencer.
Rive files have both inputs and triggers that can be called via Blueprints, which in turn can be called by triggers in Sequencer. The Rive and Unreal terminology collides a bit here, so I’ll try to be as clear as possible.
In sequencer, add your RiveActor as a track.
Move the timeline head to the location where you want to trigger an input or Rive trigger.
Add a key.
Right-click the key, select Properties and select “Create New Endpoint”. This will create a Blueprint node that will trigger whatever Blueprint action you like, including Rive actions.
Open the Blueprint (double-click on Event) and add a Rive Set Bool Value node (be sure to uncheck “Context Sensitive” in the search box.
The Rive Set Value nodes require an artboard as an input which can be derived from the Sequencer Event node. Add a Rive Get Artboard node and drag the target from the Sequencer Event node. A conversion node will be automatically added.
Ensure the Blueprint’s “Call In Editor” box is checked.
In my example video below, I have a Rive file that has a Boolean input called “Processing” which kicks off a looping animation. I’ve used both a widget and material in the scene to demonstrate both showing the animation.
Keep in mind that Rive’s Unreal support is in technical preview and may change in the future.