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Actually I copy the whole CameraFrameworkModule class, just remove this code of that class // This is an internal Amazon gem, so register it's components for metrics tracking, otherwise the name of the component won't get sent back. You can check the file CameraFrameworkGem.cpp Step 3: Register the component (Thanks to brunohgouveia for reminding me this). (At this moment it’s just these files, it could be changed in the future though) You can edit the Category for the componentįor example, I changed it to HDNShare ->Attribute(AZ::Edit::Attributes::Category, "HDNShare")//"Camera") Step 2: Ok, here I borrow the code of CameraRig component for education purpose only.ĭon’t forget to edit the namespace, GUID. Step 1: Close Lumberyard Editor if it’s opened & open the game project with Visual Studio Programmer’s Guide to Entities and Components & Using Gems to Add Modular Features and Assets
Step 0: Read the manual so you have basic understanding for the component C++ structure Purpose of the following step is to make a component appear in the editor, I gonna borrow the code of the component CameraRig cause it’s the simplest component)Īssume your project name is Empty_Project I must re-build my game project (Lumberyard’s way). No wonder why I did this all morning and still can’t find anything in the editor. >Attribute(AZ::Edit::Attributes::Category, "TestTest")Ĭlose the Lumberyard Editor & rebuild the project that I created (I re-build only that project, using Visual Studio feature: project only > build only Empty_Project)Īfter the build is success, I re-open the Lumberyard Editor, but the component doesn’t show up when I click the button Add component for an Entity.įinally I figured it out. >ClassElement(AZ::Edit::ClassElements::EditorData, "")
Void PlayerCtrlComponent::Reflect(AZ::ReflectContext* reflection)ĮditContext->Class("Player Ctrl", "The Player Ctrl component can be used to add and remove behaviors to drive your player entity")
Provided.push_back(AZ_CRC("PlayerCtrlService")) *Edit the following code void PlayerCtrlComponent::GetProvidedServices(AZ::ComponentDescriptor::DependencyArrayType& provided) *class name CameraRigComponent -> PlayerCtrlComponent *GUID, I replace the own one with the new one I edit the following things of copied CameraRigComponent, just to make the editor think the component is not duplicated: I copy the code of a component (CameraRigComponent) for thePlayerCtrlComponent, I do this for testing purpose, I just want to see if the component actually can be assigned to an entity. PlayerCtrlComponent.cpp & PlayerCtrlComponent.h