229 Amazon Lumberyard Engine, 1 Custom Installation, 6 Get Started
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Index A EditMode toolbar, 25–28 editors toolbar Amazon Lumberyard engine, 1 abstraction layer, 35 custom installation, 6 buttons, 30 Get Started tap, 8, 9 far-left pane, 32 Lumberyard editor, 12 material editor, 31 optional SDK, 11, 12 file location, 23 plugins installation, 11 filter assets, 24 SDK download material editor window, 33–37 progress bar, 10, 11 object toolbar, 28–30 setup assistant, 6 product files, 24 software fields, 8, 9 selection, 23 express installation, 5 toolbar, 25 installation, 4, 5 Attachment component, 128 required components, 1 audio components, 129, 130 Visual Studio, 2–4 camera components, 131 Animation Editor, 34 editor, 132 AnimGraph and actor entities and slices, 129 components, 124–128 environment components, 132 Arithmetic operators, 175 in-game cameras, 132 Arrays, 179–182 PlasmaRifle slice, 128 Artificial intelligence (AI) Audio and sound effects, 200–204 enemy AI navigation area, Audio components, 129, 130 creation, 150–155 Audio Transaction Layer (ATL), 35 enemy AI spawn point, creation, 155–158 enemy AI trigger, B creation, 146–150 Beta, 14 Asset Browser window, 23 Bitmap, see Raster image © Jaken Chandler Herman 2019 229 J. C. Herman, Beginning Game Development with Amazon Lumberyard, https://doi.org/10.1007/978-1-4842-5073-0 INDEX C E Camera components, 131 EditMode toolbar, 25–28 Canvas Editor component, 132 hierarchy pane, 206, 208 EMotion FX properties pane, 206 Animation Editor, 33 StartGamePressed, 208 Enemy creation styles, 207 AI navigation area, 150 text element, 207 blue box, 153 tool menu, 206 component, 151 Child and parent drag points, 154 entities, 110, 111 entity creation, 150 Classes, 184–187 initial setup, 151 Command-line object toolbar, 153 interface (CLI), 46, 47 path data, 152 Components polygon prism shape animation group, 123, 124 component, 151 AnimGraph and actor, 124–128 static entities, 155 attachment (see Attachment AI spawn point, 155–158 component) AI trigger, 146 component list, 122, 123 AISpawnGroup, 150 entity Pinned Inspector asset browser tool, 146 window, 122 box shape independent functionality, 121 component, 148 fog (see Fog volume component) EditMode toolbar, 147 particle, 140–142 entities, 147 transform, 142, 143 game view label, 147 wind volume, 137–140 PlayerCharacter, 149 Custom inputs, 187–190 scripting level, 149 characters, 162, 163 entities, 163–165 D exist mode, 145, 146 Dark row shading, 106 patrol waypoints, 158–162 Dynamic-link library (DLL), 17 play game button, 145 230 INDEX Entities and entity outliner creation, 55 child and parent entities, 110, 111 enable/disable method, 49 child entity list, 108 command line, 50–54 DefaultLevelSetup, 105 search bar, 50 delete option, 108 user interface tool, 50 entity selection Gems project, 47 window, 109 Graphical user interface (GUI), 3 filter entities, 109 game objects, 104 H icon indicators and Heightmaps description, 105, 106 brush settings section, 74 Pinned Inspector, 112–115 generation tool, 78 sort menu, 109, 110 importing, 68, 69 wide array options, 107 inner and outside radius, 76 Environment components, 132 monochrome images, 68 eXtensible Markup Language paint option, 72–79 (XML), 53 properties, 72–75 raster image, 67 F Fog volume component, 133 I color properties, 134 Integrated development entity, 133 environment (IDE), 2 fog/gas, 135 gameplay, 135 J, K networking, 136 JavaScript Object physics component, 136 Notation (JSON), 53 properties, 133 transform tools, 134 Functions, 182–184 L Legacy, 44 G Lens flare Gameplay component, 135 ChromaticRing component, 194 Gems components, 191–195 231 INDEX Lens flare (cont.) O extra layer, 195 Object toolbar, 28–30 modification, 193 sunlensflare.xml, 192 XML files, 192 P, Q Logical operators, 174 Pane navigation Loops asset browser (see Asset browser infinite loop, 176 window) for loop, 177–179 engine repeat until loop, 179 beta, 13 types, 176 editor.exe executable file, 16 while loop, 177 error message, 14 Lua scripting, 167 Powershell icon, 15 arrays, 179–182 setup assistant, 14 classes, 184–187 viewport, 18–21 comments, 168, 169 snapping panes, 21, 22 conditionals, 172, 173 Particle component, 140–142 custom inputs, 187–190 Particle manager, 195–200 data types, 170 Patrol Waypoints, 158–162 functions, 182–184 PC build loops, 176–179 autoexec.cfg file, 221 operators, 173–176 editor window, 219, 220 variables, 169–172 executable file, 220, 221 PlayStation, 224–226 M project directory, 221 stand-alone file, 222 Megatextures/megaterrain Xbox, 223, 224 textures, 91–93 Physics component, 136 Modular behavior Pinned inspector, 112–115 trees (MBTs), 122 Project configurator advanced project settings window N input system component, 58 Navigation seeds, 123 system entity tab and Networking components, 136 memory settings Tab, 57 232 INDEX user interface, 56–60 S bare-bones project, 43 Script Canvas command line, 40, 41 on action node, 214 command-line interface, 46, 47 adding to game, 217, 218 creation of new project consume checkbox, 212 default template features, 44 creation, 209 empty template features, 43 decrement visible counter template’s code directory, 46 node, 216 default projects, 48–50 display connection controls gems, 49 property, 213 level files increment visible counter changing levels, 63, 64 node, 213 checkbox, 61 load canvas node, 210 delete, 62 On Graph Start node, 209 folder selection, 60 Pathname input, 211 meters per texel option, 61 tool selection, 209 name input field, 60 Unload Canvas node, 215 selection of Terrain texture Scripting components, 141 dimension, 62 Slices, 105, 114 terrain’s heightmap building blocks, 118 resolution, 61 character player, 117–119 user interface, 59 creation, 114 plugins, 47 instantiation, 116, 117 project creation, 41, 42 message window, 115 switch project option, 48 MyFirstGame directory, 119 user interface of, 41 parent-child relationship, 115 windows information, 39 playerslice_efx.slice file, 117 Project structure, 103, 104 StarterGame directory, 118 transform root option, 116 R Snapping panes, 21, 22 Raster image, 68 Software Development Relational operators, 174 Kit (SDK), 6 Rendering components, 139 Splat map, 84 233 INDEX T layer tasks, 82 left-side menu, 83 Terrain editor, 65 menu list, 86 create professional terrain, 67 organizing texture layers, 82 editors toolbar, 66 pick texture window, 83 heightmaps show preview option, 85 brush settings section, 74 splat maps, 84 generation tool, 78 Time of day editor and Sun import option, 68, 69 trajectory tool, 98–102 inner and outside radius, 76 Time-saving key bindings, 35–37 monochrome images, 68 Transform component, 142, 143 paint option, 72–79 properties, 70–73 raster image, 67 U yellow circle indicates, 73 User interface (UI), 205 megatextures, 91–93 canvas, 206 pop of color, 79 component, 142 texture, 80 MyFirstGame project time of day editor and Sun directory, 205 trajectory tool, 98–102 Script Canvas (see Script Canvas) vegetation, 93–99 StarterGame directory, 205 Texture layers coloration, 80, 81 file explorer, 80 V paint menu option Vegetation editor, 93–99 brush layer, 88, 89 Viewport, 18–21 layer painter editor, 88 Visual Studio, 2–4 layer settings, 90, 91 modification tool, 87 StarterGame Textures W directory, 80 Wind volume component, 137–140 Terrain editor assign material option, 84 editors toolbar, 81 X, Y, Z layer info menu, 84 Xbox, 223, 224 234.