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World-Space RenderTargets

Duelist Render Target
The fastest way to put Rive content on a mesh in world space is to use a Rive RenderTarget asset. You can drag a Rive RenderTarget directly into the level. Unreal will:
  • Spawn an actor in the scene
  • Create a material that displays the RenderTarget texture
  • Assign the material to the spawned mesh
This workflow is ideal for:
  • In-world screens
  • Monitors / kiosks
  • Control panels
  • “TV” surfaces
This page covers world-space RenderTargets.
For screen-space UI (HUDs/menus), use URiveWidget.

1) Create a Rive RenderTarget asset

  1. Rigt-click on a Rive file asset.
  2. Select Create Rive Render Target.
Double clicking the created RenderTarget will open the asset editor in which you can specify:
  • Rive File
  • Artboard
  • State Machine (optional)
  • Size / Resolution
Start with 512×512. Increase only if the screen is large and close to the camera.

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)
If nothing is driving the RenderTarget, it will appear static.
The recommended driver for RenderTargets is RiveRenderTargetUpdater, which is designed specifically for in-world textures.

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:
  1. Create an Actor Blueprint (e.g. BP_RiveRenderDriver)
  2. Add a RiveRenderTargetUpdater component.
  3. Point it at the RenderTarget in the details pane.
  4. 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.

5) Interactivity

If your Rive content is interactive (state machine + view model):
  • Bind a ViewModel
  • Set ViewModel values
  • Fire triggers
The RenderTarget will reflect changes the next time it is driven (tick/draw).