World-Space RenderTargets

- Spawn an actor in the scene
- Create a material that displays the RenderTarget texture
- Assign the material to the spawned mesh
- In-world screens
- Monitors / kiosks
- Control panels
- “TV” surfaces
This page covers world-space RenderTargets.
For screen-space UI (HUDs/menus), use URiveWidget.
For screen-space UI (HUDs/menus), use URiveWidget.
1) Create a Rive RenderTarget asset
- Rigt-click on a Rive file asset.
- Select Create Rive Render Target.
- Rive File
- Artboard
- State Machine (optional)
- Size / Resolution
2) Drag it into the Level
Drag the RenderTarget from the Content Browser into the viewport to apply it to a mesh. Unreal will automatically create a material that samples the RenderTarget texture. At this point you should see the Rive content on the surface.3) How updates work (Tick + Draw)
A RenderTarget is a texture output. It only changes when the runtime is advanced and drawn. In practice, you must ensure there is a driver in your scene that:- Advances the runtime (Tick)
- Draws the frame into the RenderTarget (Draw)
4) Driving the RenderTarget with RiveRenderTargetUpdater
If you are using the RenderTarget workflow, place an Actor in the level that owns the runtime and renders to the target. Typical setup:- Create an Actor Blueprint (e.g.
BP_RiveRenderDriver) - Add a RiveRenderTargetUpdater component.
- Point it at the RenderTarget in the details pane.
- Set the RenderTarget size to match your in-world material needs.
RiveRenderTargetUpdater is intended for RenderTargets (world-space textures).
It is not intended for screen-space widgets.
It is not intended for screen-space widgets.
5) Interactivity
If your Rive content is interactive (state machine + view model):- Bind a ViewModel
- Set ViewModel values
- Fire triggers