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Documentation Index

Fetch the complete documentation index at: https://uat.rive.app/docs/llms.txt

Use this file to discover all available pages before exploring further.

This guide walks you through installing the Rive Unreal plugin, importing a .riv file, and displaying it in UMG.
Prerequisites
  • Unreal Engine 5.6 or above.
  • A C++ toolchain. The Rive plugin is a C++ plugin, so it’s compiled as part of your project regardless of how you install it:
    • Windows: Visual Studio 2022 with the Game development with C++ workload (it includes the Windows SDK and .NET components Unreal needs).
    • macOS: Xcode with the command-line tools (xcode-select --install).

1) Install the Plugin

2) Build the Project

The Rive plugin is C++, so your project must be compiled before the editor can load it.
1
Right-click your .uproject file and choose Generate Visual Studio project files.
2
Open the generated .sln in Visual Studio 2022.
3
Set the configuration to Development Editor / Win64 and build.
Alternatively, double-click the .uproject directly — if the plugin modules aren’t built, Unreal offers to rebuild them; click Yes.

3) Enable the Plugin

  1. Open Edit → Plugins.
  2. Locate Rive under Runtime.
  3. Enable the plugin.
  4. Restart the editor if required.

4) Import a Rive File

  1. Open the Content Browser.
  2. Drag and drop a .riv file into your project.
Unreal creates a Rive File asset. You can inspect this asset by double-clicking it.
A Rive File is an Unreal asset. It does not render directly.
The Unreal runtime does not yet support referenced assets. Be sure to embed all assets in the .riv file.

5) Create a Widget

  1. Right-click on the Rive file asset and select Create Rive Widget from the context menu.
Duelist Context Menu
You can inspect the created widget by double-clicking it.
Duelist Widget Inspector

6) Create a Blueprint

  1. You can now use the widget in a blueprint just as you would any other widget.
    Duelist Add Widget BP

7) Bind a ViewModel

If the Rive File is not using autobinding, you must assign a viewmodel. This can be done in blueprints using the Make View Model node.
Duelist Set View Model
Your Rive File is now setup for use in your application. The next page will show you how to observe changes in the ViewModel. Duelist Screenshot UE