Unreal Engine setting text
Hi, I'm trying to update my text run within Unreal. I'm having trouble referencing the correct object in the blueprint or widget. Is there a tutorial anywhere that show's how this is done? I was trying to reference the artboard from the Break RiveDescriptor, but get artboard wants a Rive Texture Object
I've obviously not got my head around the difference between the rive file and the Rive Texture Object. Thanks!
Hey
Hi Ryan. Our documentation was recently updated on this, but I'll try to clarify here.
The Rive File object represents the data in your .riv. It is simply a data structure that can be viewed in the asset editor. By double-clicking the object you can see the inputs, triggers, artboards, state machines, etc. contained in the file.
The Rive Texture Object is a working representation of a Rive file. This means that the texture object runs state machines, passes events to Unreal, and allows one to change inputs, fire triggers, and change text runs. The Rive Texture Object is the primary way to interact with your Rive creation. It's important to note that you can have multiple Rive Texture Objects, all with their own states. As such, it's important to use the correct texture object for the animation you want to interact with.
For example:
Here I'm creating a Rive widget dynamically and adding it to the viewport. I save off the widget reference as a variable so I can access it when I press the "2" key. In the other example I'm referencing the default Rive Texture Object that was created when I imported the .riv file and changing the text run when I press the "1" key. I'll record and post this example shortly.
Here's the promised video showing how to use the imported Rive objects. It can also be found in our documentation.
Gordon and Tod thank you so much for this! The video was very helpful, I have my head around it all now. Appreciate the really fast response to. cheers