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Developer Guide (Version 1.11)

Script Canvas Tags for AZ Code Generator

Script Canvas provides a variety of tags that AZ Code Generator uses. These tags can be found in the source code location dev\Gems\ScriptCanvas\Code\Include\ScriptCanvas\CodeGen\CodeGen.h. Because the tags are well documented in the code, this guide focuses on showing how to use them rather than on covering each one in detail.

The following example shows the Delay node, which uses a variety of different code generation features. The source code files are located in the directory dev\Gems\ScriptCanvas\Code\Include\ScriptCanvas\Libraries\Time.

The first tag is ScriptCanvas_Node, which is in the Countdown.h file. This tag is used as the class declaration of a node and generates the necessary reflection for the node.

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ScriptCanvas_Node(Countdown, ScriptCanvas_Node::Name("Delay") ScriptCanvas_Node::Uuid("{FAEADF5A-F7D9-415A-A3E8-F534BD379B9A}") ScriptCanvas_Node::Description("Counts down time from a specified value.") );

Note that while internally the class name is Countdown, the code specifies that Delay be used as the node name in Script Canvas editor. AZ Code Generator uses the ScriptCanvas_Node tag to produce the following code in Countdown.generated.h:

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#define AZ_GENERATED_Countdown \ public: \ AZ_COMPONENT(Countdown, "{FAEADF5A-F7D9-415A-A3E8-F534BD379B9A}", ScriptCanvas::Node ); \ static void Reflect(AZ::ReflectContext* reflection); \ void ConfigureSlots() override; \ bool IsEntryPoint() const override; \ using Node::GetInput; \ friend struct CountdownProperty;

The ScriptCanvas_Node looks like the following in the CodeGen.h file when you compile the project:

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define ScriptCanvas_Node(ClassName, ...) AZ_JOIN(AZ_GENERATED_, ClassName)

When the project is compiled, the preprocessor finds AZ_GENERATED_Countdown in the Countdown.generated.h file and replaces that macro with the generated code.

Generating the Node Topology

After you have declared the node, the next step is to generate the node's topology. The topology can include a variety of tags, as the following table shows.

Tag Description
ScriptCanvas_In Provides a named Input execution slot to the node.
ScriptCanvas_Out Provides a named Output execution slot to the node.
ScriptCanvas_Property This tag must precede a member variable in the class that you want to expose to Script Canvas for editing and scripting. By default, the property is exposed with an Input and Output slot. However, you can use the Input or Output attributes to expose only one or the other.
ScriptCanvas_PropertyWithDefaults Like ScriptCanvas_Property, but specifies default values.
Property Reflects a property to the serialization context that does not need to be an editable property or an input property. For more information, see Serializing "Hidden" Node Properties.
EditProperty Reflects a property to the serialization context and to the EditContext with EditContext attribute support. For more information, see Serializing "Hidden" Node Properties.

Each of these tags has attributes that can be configured. For example, the Countdown.h (Delay) node has the following topology:

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// Inputs ScriptCanvas_In(ScriptCanvas_In::Name("In", "When signalled, execution is delayed at this node according to the specified properties.") ScriptCanvas_In::Contracts({ DisallowReentrantExecutionContract })); ScriptCanvas_In(ScriptCanvas_In::Name("Reset", "Resets the delay.") ScriptCanvas_In::Contracts({ DisallowReentrantExecutionContract })); // Outputs ScriptCanvas_Out(ScriptCanvas_Out::Name("Out", "Signalled when the delay reaches zero.")); // Data ScriptCanvas_Property(float, ScriptCanvas_Property::Name("Time", "Amount of time to delay, in seconds") ScriptCanvas_Property::Input); ScriptCanvas_Property(bool, ScriptCanvas_Property::Name("Loop", "If true, the delay will restart after triggering the Out slot") ScriptCanvas_Property::ChangeNotify(AZ::Edit::PropertyRefreshLevels::EntireTree) ScriptCanvas_Property::Input); ScriptCanvas_Property(float, ScriptCanvas_Property::Name("Hold", "Amount of time to wait before restarting, in seconds") ScriptCanvas_Property::Visibility(&Countdown::ShowHoldTime) ScriptCanvas_Property::Input); ScriptCanvas_Property(float, ScriptCanvas_Property::Name("Elapsed", "The amount of time that has elapsed since the delay began.") ScriptCanvas_Property::Visibility(false) ScriptCanvas_Property::Output ScriptCanvas_Property::OutputStorageSpec );

In the Script Canvas editor, the node shows the Time, Loop, Hold, and Elapsed properties that were defined:


          Properties on the Delay node