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refactor(Unreal): changes needed for exporting (#11211) e81cd3baba
changes needed for exporting Co-authored-by: Jonathon Copeland <jcopela4@gmail.com>
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.rive_head

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Source/Rive/Private/Rive/RiveRenderTarget2D.cpp

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// Fill out your copyright notice in the Description page of Project Settings.
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// Copyright 2024, 2025 Rive, Inc. All rights reserved.
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#include "Rive/RiveRenderTarget2D.h"
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#include "Rive/RiveArtboard.h"

Source/Rive/Public/Rive/RiveRenderTarget2D.h

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// Fill out your copyright notice in the Description page of Project Settings.
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// Copyright 2024, 2025 Rive, Inc. All rights reserved.
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#pragma once
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@@ -32,7 +32,7 @@ class RIVE_API URiveRenderTarget2D : public UTextureRenderTarget2D
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virtual void PostLoad() override;
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UFUNCTION(BlueprintCallable)
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UFUNCTION(BlueprintCallable, Category = "Rive|Testing")
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void DrawTestClear();
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UFUNCTION()

Source/Rive/Public/Rive/RiveTexture.h

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#include "CoreMinimal.h"
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#include "RiveArtboard.h"
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#include "Engine/Texture2DDynamic.h"
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#include "RenderResource.h"
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#include "RiveTexture.generated.h"
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class URiveArtboard;

Source/Rive/Public/Rive/RiveViewModel.h

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// check HasDefaultValues() before using these or the value returned may be
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// incorrect.
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UFUNCTION(BlueprintPure)
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UFUNCTION(BlueprintPure, Category = "Rive|Data Binding")
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bool GetBoolValue(const FString& PropertyName, bool& OutValue) const;
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UFUNCTION(BlueprintPure)
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UFUNCTION(BlueprintPure, Category = "Rive|Data Binding")
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bool GetColorValue(const FString& PropertyName,
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FLinearColor& OutColor) const;
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UFUNCTION(BlueprintPure)
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UFUNCTION(BlueprintPure, Category = "Rive|Data Binding")
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bool GetStringValue(const FString& PropertyName, FString& OutString) const;
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UFUNCTION(BlueprintPure)
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UFUNCTION(BlueprintPure, Category = "Rive|Data Binding")
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bool GetEnumValue(const FString& PropertyName, FString& EnumValue) const;
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UFUNCTION(BlueprintPure)
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UFUNCTION(BlueprintPure, Category = "Rive|Data Binding")
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bool GetNumberValue(const FString& PropertyName, float& OutNumber) const;
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UFUNCTION(BlueprintPure)
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UFUNCTION(BlueprintPure, Category = "Rive|Data Binding")
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bool GetListSize(const FString& PropertyName, int32& OutSize) const;
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UFUNCTION(BlueprintPure)
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UFUNCTION(BlueprintPure, Category = "Rive|Data Binding")
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bool ContainsListsByName(const FString& ListName) const;
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UFUNCTION(BlueprintPure)
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UFUNCTION(BlueprintPure, Category = "Rive|Data Binding")
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// This is a copy that you get. So do not expect to be able to modify the
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// list value here.
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bool GetListByName(const FString ListName, FRiveList& OutList) const;
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UFUNCTION(BlueprintPure)
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UFUNCTION(BlueprintPure, Category = "Rive|Data Binding")
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bool ContainsLists(FRiveList InList) const;
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UFUNCTION(BlueprintCallable)
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UFUNCTION(BlueprintCallable, Category = "Rive|Data Binding")
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bool SetBoolValue(const FString& PropertyName, bool InValue);
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UFUNCTION(BlueprintCallable)
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UFUNCTION(BlueprintCallable, Category = "Rive|Data Binding")
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bool SetColorValue(const FString& PropertyName, FLinearColor InColor);
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UFUNCTION(BlueprintCallable)
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UFUNCTION(BlueprintCallable, Category = "Rive|Data Binding")
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bool SetStringValue(const FString& PropertyName, const FString& InString);
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UFUNCTION(BlueprintCallable)
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UFUNCTION(BlueprintCallable, Category = "Rive|Data Binding")
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bool SetEnumValue(const FString& PropertyName, const FString& InEnumValue);
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UFUNCTION(BlueprintCallable)
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UFUNCTION(BlueprintCallable, Category = "Rive|Data Binding")
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bool SetNumberValue(const FString& PropertyName, float InNumber);
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UFUNCTION(BlueprintCallable)
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UFUNCTION(BlueprintCallable, Category = "Rive|Data Binding")
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bool SetImageValue(const FString& PropertyName, UTexture* InImage);
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UFUNCTION(BlueprintCallable)
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UFUNCTION(BlueprintCallable, Category = "Rive|Data Binding")
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bool SetArtboardValue(const FString& PropertyName,
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URiveArtboard* InArtboard);
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UFUNCTION(BlueprintCallable)
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UFUNCTION(BlueprintCallable, Category = "Rive|Data Binding")
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bool SetViewModelValue(const FString& PropertyName,
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URiveViewModel* InViewModel);
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UFUNCTION(BlueprintCallable)
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UFUNCTION(BlueprintCallable, Category = "Rive|Data Binding")
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bool AppendToList(const FString& ListName, URiveViewModel* Value);
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UFUNCTION(BlueprintCallable)
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UFUNCTION(BlueprintCallable, Category = "Rive|Data Binding")
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bool InsertToList(const FString& ListName,
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int32 Index,
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URiveViewModel* Value);
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UFUNCTION(BlueprintCallable)
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UFUNCTION(BlueprintCallable, Category = "Rive|Data Binding")
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bool RemoveFromList(const FString& ListName, URiveViewModel* Value);
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UFUNCTION(BlueprintCallable)
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UFUNCTION(BlueprintCallable, Category = "Rive|Data Binding")
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bool RemoveFromListAtIndex(const FString& ListName, int32 Index);
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UFUNCTION(BlueprintCallable,
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FFieldValueChangedDynamicDelegate Delegate);
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UFUNCTION(BlueprintCallable,
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Category = "Lists",
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Category = "Rive|Data Binding|Lists",
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meta = (DisplayName = "Append View Model At End Of List",
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ScriptName = "AppendToList"))
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void K2_AppendToList(FRiveList List, URiveViewModel* Value);
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UFUNCTION(BlueprintCallable,
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Category = "Lists",
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Category = "Rive|Data Binding|Lists",
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meta = (DisplayName = "Insert View Model Into List",
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ScriptName = "InsertToList"))
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void K2_InsertToList(FRiveList List, int32 Index, URiveViewModel* Value);
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UFUNCTION(BlueprintCallable,
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Category = "Lists",
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Category = "Rive|Data Binding|Lists",
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meta = (DisplayName = "Remove View Model From List",
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ScriptName = "RemoveFromList"))
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void K2_RemoveFromList(FRiveList List, URiveViewModel* Value);
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UFUNCTION(BlueprintCallable,
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Category = "Lists",
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Category = "Rive|Data Binding|Lists",
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meta = (DisplayName = "Remove View Model From List At Index",
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ScriptName = "RemoveFromListAtIndex"))
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void K2_RemoveFromListAtIndex(FRiveList List, int32 Index);

Source/RiveEditorNodes/Private/K2Node_MakeArtboard.cpp

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#include "K2Node_MakeArtboard.h"
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// Copyright 2024, 2025 Rive, Inc. All rights reserved.
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#include "K2Node_MakeArtboard.h"
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#include "BlueprintActionDatabaseRegistrar.h"
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#include "BlueprintNodeSpawner.h"

Source/RiveEditorNodes/Private/K2Node_MakeArtboardViewModel.cpp

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// Fill out your copyright notice in the Description page of Project Settings.
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// Copyright 2024, 2025 Rive, Inc. All rights reserved.
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#include "K2Node_MakeArtboardViewModel.h"
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#include "K2Node_CallFunction.h"

Source/RiveEditorNodes/Private/K2Node_MakeViewModel.cpp

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// Fill out your copyright notice in the Description page of Project Settings.
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// Copyright 2024, 2025 Rive, Inc. All rights reserved.
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#include "K2Node_MakeViewModel.h"
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Source/RiveEditorNodes/Private/K2Node_MakeViewModelBase.cpp

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// Fill out your copyright notice in the Description page of Project Settings.
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// Copyright 2024, 2025 Rive, Inc. All rights reserved.
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#include "K2Node_MakeViewModelBase.h"
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#include "LogRiveNode.h"
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// Copyright 2024, 2025 Rive, Inc. All rights reserved.
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#include "LogRiveNode.h"
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DEFINE_LOG_CATEGORY(LogRiveNode);

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