diff --git a/docs.json b/docs.json index 289ff631..14eb5dbc 100644 --- a/docs.json +++ b/docs.json @@ -530,7 +530,7 @@ "game-runtimes/unreal/unreal", "game-runtimes/unreal/getting-started", "game-runtimes/unreal/observing-viewmodel-changes", - "game-runtimes/unreal/using-events", + "game-runtimes/unreal/using-triggers", "game-runtimes/unreal/in-world-textures" ] }, @@ -893,6 +893,10 @@ { "source": "/scripting/api-reference/vector", "destination": "/scripting/api-reference/vec2d/vector" + }, + { + "source": "/game-runtimes/unreal/using-events", + "destination": "/game-runtimes/unreal/using-triggers" } ], "integrations": { diff --git a/game-runtimes/unreal/getting-started.mdx b/game-runtimes/unreal/getting-started.mdx index 39278086..105da4ee 100644 --- a/game-runtimes/unreal/getting-started.mdx +++ b/game-runtimes/unreal/getting-started.mdx @@ -3,7 +3,7 @@ title: "Getting Started" description: "Install the Rive Unreal plugin, run your first Artboard via URiveActorComponent, and display it in UMG." --- -This guide walks you through installing the Rive Unreal plugin, importing a `.riv` file, ticking it via **URiveActorComponent**, and displaying it in UMG. +This guide walks you through installing the Rive Unreal plugin, importing a `.riv` file, and displaying it in UMG. Supported on Unreal Engine 5.7.3 and above. diff --git a/game-runtimes/unreal/observing-viewmodel-changes.mdx b/game-runtimes/unreal/observing-viewmodel-changes.mdx index 9fa5abc7..a33e3db3 100644 --- a/game-runtimes/unreal/observing-viewmodel-changes.mdx +++ b/game-runtimes/unreal/observing-viewmodel-changes.mdx @@ -42,29 +42,12 @@ Callbacks should be: - Unregistered before destroying the instance - Owned by the same system that owns the instance - You can use the **Add Field Value Changed Delegate** to trigger events when a value is changed. + You can use the **Add Field Value Changed Delegate** to trigger events when a value is changed. The following image shows an example of a delegate being added to a **ViewModel** field. ![Duelist Delegate](/images/unreal/DuelistDelegate.png) -## Observing Trigger Properties - -A **Trigger Property** can be used as a one-shot signal. - -Common use cases: - -- Button click notifications -- Animation milestones -- State transition signals -- Gameplay triggers - -When fired: - -- The trigger activates during the next tick -- The property resets automatically -- The observer receives the callback - Use **Trigger Properties** for actions.\ Use boolean or numeric properties for persistent state. diff --git a/game-runtimes/unreal/using-events.mdx b/game-runtimes/unreal/using-triggers.mdx similarity index 91% rename from game-runtimes/unreal/using-events.mdx rename to game-runtimes/unreal/using-triggers.mdx index 2c746b9f..4da7bd6f 100644 --- a/game-runtimes/unreal/using-events.mdx +++ b/game-runtimes/unreal/using-triggers.mdx @@ -1,11 +1,11 @@ --- -title: "Using Events" -description: "Using events from Blueprints using ViewModel Trigger Properties." +title: "Using Triggers" +description: "Using triggers in the Rive plugin." --- # Triggering Events -In the Unreal runtime, "events" should be modeled as **ViewModel Trigger Properties**. +In the Unreal runtime, "events" are modeled as **ViewModel Trigger Properties**. Fire and observe triggers through the **ViewModel Instance**.