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Documentation Index

Fetch the complete documentation index at: https://rive-accessibility.mintlify.app/llms.txt

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Overview

To change a Rive file’s images at runtime in Unreal, bind a UTexture to a ViewModel image property exposed via data binding in the Rive editor.
The Rive renderer requires image textures to use premultiplied alpha (AlphaComposite-style blending). Textures authored with straight alpha can show:
  • Dark or black fringes around transparent edges
  • Incorrect compositing against the background
  • Loss of alpha
  • Overly bright / oversaturated images
Export or preprocess textures with premultiplied alpha before using them at runtime.

Blueprint

Call Set Image Value (category Rive → Data Binding) on your RiveViewModel reference. Enter the image property name (as exposed on the ViewModel via data binding) and pick the source texture from the In Image dropdown. Setting an image property via databinding

C++

#include "Rive/RiveViewModel.h"

// ViewModel is a URiveViewModel*, Texture is any UTexture*
ViewModel->SetImageValue(TEXT("MyImageProperty"), Texture);
SetImageValue accepts any UTexture and notifies the state machine that the bound property changed. The property name must match the image property as exposed on the ViewModel via data binding.

Troubleshooting

  • Image doesn’t update: confirm the property name matches the ViewModel image property as exposed via data binding, and that your RiveViewModel is the one driving the artboard instance on screen.
  • Image looks wrong (dark fringes, incorrect alpha, oversaturation): verify the source texture uses premultiplied alpha.