User Guide (Version 1.16)

Entity Inspector

Component entity system is in preview release and is subject to change.

The Entity Inspector manages all the components for each entity. Select an entity in the Entity Outliner to see and perform actions on the components in the Entity Inspector. At the top of the Entity Inspector, the following appears:

  • ID – Unique ID number generated by Lumberyard; cannot be modified.

  • Name – Name of the entity. Type in the box to rename the entity.

  • Entity Icon – Customizable icon to help you recognize entities in the viewport.

Use the Entity Inspector to do the following:

For a list and descriptions of available components, see Component Reference. You can also click the Help icon on the title header of each component to open that component's help topic.

To open the Entity Inspector

  • In Lumberyard Editor, choose Tools, Entity Inspector.

Starting an Entity as Inactive

By default, an entity starts as active in a level. When creating a game, you may prefer that an entity remain inactive until activated through some mechanism (such as a script or player action).

To start an entity as inactive

  1. In the Entity Outliner, select an entity.

  2. In the Entity Inspector, clear the check box for Start Active.

Copying and Pasting Asset References

In the Entity Inspector, you can copy an asset reference from one component and paste it into another component. You can copy such assets as scripts, mesh assets, particle effect libraries, cubemap assets, and so on.

                Copy and paste asset references between components.

Creating Custom Component Help Topics

If you have created your own components, you can point the component header's help icon to your own documentation.

                Component helper icon.

To do this, add the HelpPageURL attribute to your component reflection.

For example:

Attribute(AZ::Edit::Attributes::HelpPageURL, "")

Pinning an Entity's Inspector

You can pin an entity's inspector to keep it open and visible even when you select another entity. You can pin inspectors for multiple entities, and you can also pin multiple inspector instances of the same entity. By pinning inspectors, you can easily compare them to other entities' inspectors.

A pinned inspector has the following features:

  • Always shows the pinned entity even when you select a different entity.

  • Functions like the main Entity Inspector window.

  • Closes when you open a different level or exit Lumberyard.

  • If you convert a loose entity to a slice, the pinned inspector points to the new slice entity that corresponds to the previously loose entity.

  • Persists when going in and out of game mode.

  • Updates all pinned inspectors for a particular entity when you modify that entity.

                Multiple pinned inspectors open in one Lumberyard instance

You can pin an inspector from either the Entity Outliner or the Entity Inspector.

To pin an inspector with the Entity Outliner

  • In the Entity Outliner, right-click the entity and then choose Open pinned Inspector.

                        In the Entity Outliner, choose Open pinned Inspector to pin an inspector for an entity.

To pin an inspector with the Entity Inspector

  1. In the Entity Outliner, select an entity.

  2. In the Entity Inspector, click the pin icon.

                        In the Entity Inspector, click the pin icon to pin an inspector for the entity.