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Lumberyard
C++ API Reference (Version 1.10)

Component API Reference

Open 3D Engine (O3DE), the successor to Lumberyard, is now available in Developer Preview. Download O3DE or visit the AWS Game Tech blog to learn more.

A component defines a discrete feature that can be attached to an entity. This page links to Lumberyard C++ API documentation that is useful when creating components.

To learn how to create a component, see Creating a Component in the Lumberyard User Guide .

Header Files

Component.h
Header file for the Component base class.
ComponentApplication.h
Header file for the class that represents a component-based Lumberyard application.
ComponentApplicationBus.h
Header file that defines event buses for the component application interface.
ComponentBus.h
Header file for the component bus class, which most AZ::Components use as the base class for their buses.
EditorComponentBase.h
Header file for the editor component base class.

Classes/Structs

Component
Base class for all components.
ComponentApplication
A class that you use directly or as a base class to create a component-based Lumberyard application.
ComponentApplicationEvents
Interface for AZ::ComponentApplicationEventBus , which is the EBus that dispatches component application events.
ComponentApplicationRequests
Interface for AZ::ComponentApplicationBus , which components use to make requests of the main application.
ComponentBus
Base class for message buses.
ComponentDescriptor
Provides an interface through which the system can get the details of a component and reflect the component data to a variety of contexts.
ComponentDescriptorBusTraits
Describes the properties of the component descriptor event bus.
ComponentDescriptorDefault< ComponentClass >
Default descriptor implementation.
ComponentDescriptorHelper< ComponentClass >
Helps you create a custom implementation of a descriptor.
Descriptor
Configures the component application.
DynamicModuleDescriptor
Describes a dynamic module that the application uses.
EditorComponentBase
A base class for all editor components.
EntityComponentIdPair
A pair of entity and component IDs that are used to access an address of an AZ::EntityComponentBus.
StartupParameters
The component application settings.

Macros

AZ_COMPONENT (_ComponentClass, ...)
Declares a component with the default settings.
AZ_COMPONENT_BASE (_ComponentClass, ...)
Includes the core component code required to make a component work.
AZ_COMPONENT_INTRUSIVE_DESCRIPTOR_TYPE (_ComponentClass)
Declares a descriptor class.