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    • Programming
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        • NVIDIA Cloth
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      • Prefabs
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            • Creating a texture atlas
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          • Debugging UI Canvases
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          • Layout Components
            • Layout Components
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        • Implementing New Fonts
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          • Adding New Fonts
          • Creating Font Families
          • Configuring Font Rendering Quality
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        • Animating the UI
          • Animating the UI
          • Scripted Tweener Entity System
            • Scripted Tweener Entity System
            • Tweener Concepts
              • Tweener Concepts
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            • Tweener Parameters
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          • UI Animation Editor
            • UI Animation Editor
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              • Editing Animation Data
              • Node Pane
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    • Scripting
      • Scripting
      • Script Canvas
        • Script Canvas
        • Get Started
          • Get Started
          • Editor Interface
          • Concepts and Terms
        • Editor Reference
          • Editor Reference
          • Editor Shortcuts
          • Nodes
            • Nodes
            • Adding and Connecting Nodes
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            • Selecting Nodes
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            • Organizing Nodes
              • Organizing Nodes
              • Aligning Nodes
              • Adding Comments
              • Grouping Nodes
              • Creating Comment and Group Presets
              • Adding Bookmarks
            • Referencing Entities
          • Variables
            • Variables
            • Arrays
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            • Variable References
          • Functions
          • Text Replacement
        • Creating New Nodes
        • Programmer Guide
          • Programmer Guide
          • Creating Nodes from the Behavior Context
          • Creating Custom Nodes
            • Creating Custom Nodes
            • Dynamic Data Slots
        • Best Practices
        • Debugging
      • Lua
        • Lua
        • Adding Lua Scripts
        • Lua Script Structure
        • Lua Editor
        • Properties Table
        • Using EBuses in Lua
        • Lua Environment
        • Debugging Lua Scripts
        • Debugging with Lua Editor
      • Script Events
        • Script Events
        • Creating Script Events
        • Using Script Events in Script Canvas
        • Using Script Events in Lua
        • Best Practices
    • Networking
      • Networking
      • Packets
      • Auto-packets
      • Network Settings
      • UDP Encryption
    • Visualization
      • Visualization
      • Animation
        • Animation
        • Animation editor
          • Actions
          • Advanced_RinLocomotion Sample
          • Anim Graph Interface
          • Animation Editor Nodes
          • Animation Editor User Interface
          • Blend N Node
          • Blend Two (Legacy) Node
          • Blend Two Additive Node
          • Blend Two Node
          • Blending Poses with Blend Nodes
          • Controller Nodes
          • Creating and Simulating a PhysX Ragdoll
          • Creating and Visualizing Blend Spaces
          • Creating Blend Trees
          • Creating Simulated Objects
          • Customizing EMotionFX Objects
          • Customizing State Machine Routing with Sparse Motion Sets
          • Getting Started with the Animation Editor
          • Motion Sets Interface
          • Motions Interface
          • Pose Subtract Node
          • Retargeting Motions
          • Simple_JackLocomotion Sample
          • Simplify Node Groups with Hub Nodes
          • Using Math Nodes
          • Using Morph Targets to Deform Characters
          • Using Tags with Animation Graphs
        • Character editor
          • Character editor
          • Add Cloth Colliders to actors
          • Animation Editor Components
          • Animation Editor Concepts and Terms
          • Animation Editor File Types
          • Creating Custom Motion Events and Parameters Using C++
          • Creating EventData Types
          • Creating Motion Events
          • MotionEvent Public Member Functions
          • Synchronizing Animation Graphs: Example
        • Referencing External Anim Graphs
        • Setting Up a Simulated Object
        • Setting Up Actor Entities
        • Setting Up Simulated Object Colliders
        • Setting Up the Simulated Object Anim Graph Node
        • Using Actor LODs to Optimize Game Performance
        • Using Debug Mode to Refine the Simulation
        • Using Multiple Skin Attachments
        • Using Parameters to Adjust the Animation During Runtime
      • Cinematics
        • Cinematics
        • Adding a Camera
        • Adding a Director (Scene) Node
        • Adding and Removing Animation Keys on Tracks
        • Adding Component Entities
        • Adding Lighting
        • Animating Characters in Scenes
        • Animating Depth of Field
        • Capturing Image Frames
        • Controlling the Playhead
        • Debugging Cinematic Scenes with Console Variables
        • Moving a Component Entity in a Sequence
        • Moving an Entity in a Scene
        • Populating a Scene
        • Positioning a Camera
        • Setting Sequence Properties
        • Track View Editor Nodes
        • Using Record Mode
        • Using the Track View Editor
          • Using the Track View Editor
          • Adding a Depth of Field Node
          • Color Correction Node
          • Comment Node
          • Component Entities and Component Nodes
          • Console Variable Node
          • Director (Scene) Node
          • Environment Node
          • Event Node
          • Full Screen Effect Nodes
          • Material Node
          • Radial Blur Node
          • Screen Fader Node
          • Shadows Setup Node
          • Track View Editor Toolbars
          • Using Animation Curves
      • Rendering
    • Testing and optimization
      • Testing and optimization
      • Getting Started
      • AzTest
        • AzTest
        • Using AzTest
      • LyTestTools
        • LyTestTools
        • Getting Started with LyTestTools
      • Parallel Tests
      • Profiler
        • Profiler
        • Creating and Using Annotations
        • Using Profiler for VRAM
        • Using the Profiler for CPU Usage
    • Platforms
      • Platforms
      • Windows 10
      • Android
        • Android
        • Generating Android Project
      • Linux
    • Packaging and Release
      • Overview
      • Creating a Project Game Release Layout for Windows
      • Asset Bundler
        • Asset Bundler
        • What is the Open 3D Engine Asset Bundler?
        • Bundling Project Assets for Release
        • Resolving Missing Assets
        • Verifying Bundles
          • Verifying Bundles
          • Using the Asset Validation Gem to Verify Seeds
          • Using Bundle Mode to Test Bundles
        • Using the File Tagging System to Include or Exclude Assets
        • Asset List Comparison Operations
        • Default dependencies for O3DE projects
        • Concepts and Terms
        • CLI Reference
      • Troubleshooting
    • Appendix
      • Glossary
      • CVARs
        • CVARs
        • Debug CVARs
      • Log Files
  • Atom Renderer
    • Atom Renderer
    • What is Atom?
    • Setup
    • Atom Sample Viewer
      • Atom Sample Viewer
      • Debug Menu Samples
      • Graphics Feature Samples
      • RHI Samples
      • RPI Samples
    • Features
      • Features
      • Contrast Adaptive Sharpening
      • Temporal Anti-aliasing
    • Look Development
      • Look Development
      • Materials
        • Materials
        • PBR Materials
        • Creating a StandardPBR Material
        • Material Editor
        • Material File Specification
        • Material Type File Specification
      • Textures
      • Shading
        • Shading
        • Shader File Specification
      • Color Management
      • Material Types and Shaders
    • Developer Guide
      • Developer Guide
      • Frame Rendering
      • Render Pipelines
      • Render Pipeline Interface
        • Render Pipeline Interface
        • Overview
        • RPI System
        • Working with the Scene and Render Pipeline
      • Passes
        • Passes
        • Pass System Overview
        • PassTemplate File Specification
        • Authoring Passes
      • Material System
        • Material System
        • Overview
      • Shader System
        • Shader System
        • AZSL
          • AZSL
          • Shader Variant Options
          • SRG Semantics
          • The Fallback Key
          • Unbounded Arrays in AZSL
        • AZSLc
        • Shader Build Pipeline
      • Render Hardware Interface
        • Render Hardware Interface
        • Overview
        • Frame Scheduler
      • Troubleshooting
    • Glossary
  • Tools UI Developer's Guide
    • Tools UI Developer's Guide
    • Branding Guidelines
    • Control Gallery Tool
    • UI Component Library
      • UI Component Library
      • Breadcrumb Navigation
      • Browse Edit
      • Button
      • Card
      • Checkbox
      • Combobox
      • Context Menu
      • Filtered Search
      • Line Edit
      • Progress Indicators
      • Radio Button
      • Reflected Property Editor
      • Scrollbar
      • Sliders
      • Spinbox
      • Styled Dock
      • Tab
      • Table View
      • Toggle Switch
      • Tree View
    • Component Development Guidelines
    • UI Icon Assets
      • UI Icon Assets
      • Component Icons
      • Entity Outliner Icons
    • UX Patterns
      • Component Card
        • Overview
        • Writing Guidelines
      • Error Handling
        • Overview
        • Types of UI Messages
          • Console Log
          • Dialogs
          • Inline Notifications
          • Log Tables
          • Text Input Validation
          • Toasts
        • Guidelines for Writing Error Messages
  • API Reference
    • API Reference
    • O3DE Framework API reference
    • O3DE Gem API reference
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  • O3DE Documentation /
  • API Reference /
  • O3DE Gem API reference /
  Edit on GitHub

O3DE Gem API reference

  • AWSClientAuth
  • AWSCore
  • AWSGameLift
  • AWSMetrics
  • Achievements
  • AssetValidation
  • Atom
  • AtomContent
  • AtomLyIntegration
  • AtomTressFX
  • AudioEngineWwise
  • AudioSystem
  • BarrierInput
  • Blast
  • Camera
  • CameraFramework
  • CertificateManager
  • CrashReporting
  • CustomAssetExample
  • DebugDraw
  • DevTextures
  • EMotionFX
  • EditorPythonBindings
  • ExpressionEvaluation
  • FastNoise
  • GameState
  • GameStateSamples
  • Gestures
  • GradientSignal
  • GraphCanvas
  • GraphModel
  • HttpRequestor
  • ImGui
  • InAppPurchases
  • LandscapeCanvas
  • LmbrCentral
  • LocalUser
  • LyShine
  • LyShineExamples
  • Maestro
  • MessagePopup
  • Metastream
  • Microphone
  • MotionMatching
  • Multiplayer
  • MultiplayerCompression
  • NvCloth
  • PhysX
  • PhysXDebug
  • Prefab
  • Presence
  • PrimitiveAssets
  • Profiler
  • PythonAssetBuilder
  • QtForPython
  • SaveData
  • SceneLoggingExample
  • SceneProcessing
  • ScriptCanvas
  • ScriptCanvasDeveloper
  • ScriptCanvasPhysics
  • ScriptCanvasTesting
  • ScriptEvents
  • ScriptedEntityTweener
  • SliceFavorites
  • StartingPointCamera
  • StartingPointInput
  • StartingPointMovement
  • SurfaceData
  • Terrain
  • TestAssetBuilder
  • TextureAtlas
  • TickBusOrderViewer
  • Twitch
  • UiBasics
  • Vegetation
  • VideoPlaybackFramework
  • VirtualGamepad
  • WhiteBox

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