Programmer’s Guide to Component Development
This section provides engine and game programmers with examples and best practices for creating and reflecting custom Open 3D Engine (O3DE) components in C++. For information about using the component entity system in O3DE Editor, refer to Entity Inspector.
Topics
Overview
Learn how Open 3D Engine (O3DE) components fit into the Entity-Component System.
Creating a Component
Learn how to create Open 3D Engine (O3DE) components in C++.
Reflection Contexts
Learn how to use the various reflection contexts in Open 3D Engine (O3DE) for serializing component data, enabling editors to manipulate component data, and exposing component methods, properties, and events to scripting systems.
Defining and Using Component Services
Learn how to define and use component services in Open 3D Engine.
Editor Components
Learn how to create editor components in Open 3D Engine.
System Components
Learn how to create system components in Open 3D Engine.
Components and EBuses
Learn about the relationship between components and EBuses in Open 3D Engine.
Tick Bus and Components
Learn how to use the tick bus in Open 3D Engine.
Exposing Custom Components to Track View for Animation
Learn how to expose custom components and their properties to the Track View editor for animation in Open 3D Engine.
Components and EBuses: Best Practices
Learn about best practices for components and EBuses in Open 3D Engine.
Entity Activation System
Learn how to set Entity Active States, and define new Custom Activation Types.