Out-of-band assets in Rive Unreal.
.riv
binary file, while referenced assets are packaged separately and must be linked at runtime. Using referenced assets enables you to reuse the same asset across multiple Rive files. This reduces the size of your .riv
file and the resources needed to run your animations that use a shared asset.
riv
binary file and automatically loaded. You do not need to do anything to configure the asset in Unreal.
riv
files can reuse the same underlying assets (fonts, images, and audio).
Let’s take a look at an example
Below is an extracted Rive file. The filename is rive_1.riv
and it uses a referenced font inter-594377.ttf
.
rive_2.riv
which uses the same font.
rive_1.riv
into Unreal:
riv
file. Not the assets.RiveAsset
and the RiveFile
can be used as normal.
Next, drag in rive_2.riv
:
RiveFile
assets that point to the same font asset.
If a matching asset is not found when importing in Unreal (Name + ID), there is a fallback to converting and linking a file that matches only the name. You can optionally use this approach to have more control over asset importing, as an asset filename can be renamed in the Rive Editor.