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6 changes: 5 additions & 1 deletion docs.json
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Expand Up @@ -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",
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This requires a redirect (also in docs.json).

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Added.

"game-runtimes/unreal/in-world-textures"
]
},
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{
"source": "/scripting/api-reference/vector",
"destination": "/scripting/api-reference/vec2d/vector"
},
{
"source": "/game-runtimes/unreal/using-events",
"destination": "/game-runtimes/unreal/using-triggers"
}
],
"integrations": {
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2 changes: 1 addition & 1 deletion game-runtimes/unreal/getting-started.mdx
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Expand Up @@ -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.

<Info>
Supported on Unreal Engine 5.7.3 and above.
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19 changes: 1 addition & 18 deletions game-runtimes/unreal/observing-viewmodel-changes.mdx
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Expand Up @@ -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.

<Frame>
![Duelist Delegate](/images/unreal/DuelistDelegate.png)
</Frame>

## 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

<Tip>
Use **Trigger Properties** for actions.\
Use boolean or numeric properties for persistent state.
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@@ -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**.

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