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GS_Options

The configuration system — input profiles, input readers, and runtime settings management for gameplay and accessibility.

Overview

The Options system is the central pillar for handling background systemic configuration. At its simplest, it lets you set up user-facing options like volume, graphics settings, subtitles, and other standard configurable settings. Beyond that, it manages development-side functionality — language settings, current input device type, and other runtime-aware systems — providing that data to hook components throughout the game.

Currently, the Options system’s primary feature is the Input Profile system, which replaces O3DE’s raw input binding files with a more flexible, group-based approach that supports runtime rebinding and per-group enable/disable toggling.

Architecture

GS_OptionsManagerComponent (singleton, spawned by Game Manager)
  ├── Holds the active GS_InputProfile data asset
  ├── GS_InputProfile (data asset, created in Asset Editor)
  │     Contains InputBindingGroups
  │       Each group contains EventInputMappings
  │         Each mapping: eventName + bindings + deadzone + processUpdate
  └── GS_InputReaderComponent (on any entity)
        Reads input from the active profile
        Fires events based on matched bindings
        Can enable/disable input groups at runtime

Components

ComponentPurposeDocumentation
GS_OptionsManagerComponentSingleton manager. Holds the active Input Profile and provides it to Input Readers.Options Manager
GS_InputProfileData asset defining input groups, event mappings, and key bindings. Created in the Asset Editor.Input Profiles
GS_InputReaderComponentReads input through the active profile and fires gameplay events. Can be extended for specialized input handling.Input Options

Quick Start

  1. Create an Options Manager prefab with the GS_OptionsManagerComponent.
  2. Create a GS_InputProfile data asset in the Asset Editor.
  3. Add input groups and event mappings to the profile.
  4. Assign the Input Profile to the Options Manager.
  5. Add the Options Manager .spawnable to the Game Manager’s Startup Managers list.
  6. Attach GS_InputReaderComponents to entities that need to process input.

See Also

1 - Options Manager

The singleton options controller — holds the active Input Profile and provides runtime configuration data to game systems.

Image showing the Options Manager component, as seen in the Entity Inspector.

Overview

The Options Manager is the central anchor of the Options system. It holds the active Input Profile data asset and provides it to Input Readers and other game systems that need runtime configuration data.

As a Manager, it is spawned by the Game Manager and participates in the standard two-stage initialization lifecycle.

How It Works

  1. The Options Manager initializes during the Game Manager’s startup sequence.
  2. It loads the configured Input Profile data asset.
  3. Input Readers across the game query the Options Manager for the active profile via OptionsManagerIncomingEventBus.
  4. The Options Manager responds to standby events — pausing and resuming input processing when the game enters or exits standby mode.

Setup

Image showing the Manager wrapper entity set as Editor-Only inside Prefab Edit Mode.

  1. Create an entity. Attach the GS_OptionsManagerComponent to it.
  2. Assign your Input Profile data asset.
  3. Turn the entity into a prefab.
  4. Enter prefab edit mode. Set the wrapper entity (parent) to Editor Only. Save.
  5. Delete the Options Manager entity from the level.
  6. In the Game Manager prefab, add the Options Manager .spawnable to the Startup Managers list.

Inspector Properties

PropertyTypeDefaultDescription
Input ProfileAZ::Data::Asset<GS_InputProfile>NoneThe active Input Profile data asset. Input Readers across the game will use this profile for event-to-binding mappings.

API Reference

Request Bus: OptionsManagerIncomingEventBus

Singleton bus — call via Broadcast.

MethodParametersReturnsDescription
GetActiveInputProfileAZ::Data::Asset<GS_InputProfile>Returns the currently active Input Profile data asset. Called by Input Readers on activation.

Lifecycle Events (from GameManagerOutgoingEventBus)

EventDescription
OnStartupCompleteThe Options Manager is fully ready. Input Readers can now query for the active profile.
OnEnterStandbyPause input processing.
OnExitStandbyResume input processing.

Usage Examples

Getting the Active Input Profile

#include <GS_Core/GS_CoreBus.h>

AZ::Data::Asset<GS_Core::GS_InputProfile> profile;
GS_Core::OptionsManagerIncomingEventBus::BroadcastResult(
    profile,
    &GS_Core::OptionsManagerIncomingEventBus::Events::GetActiveInputProfile
);

if (profile.IsReady())
{
    // Use the profile to look up bindings, check group states, etc.
}

Extending the Options Manager

Extend the Options Manager when you need additional runtime settings (graphics quality, audio levels, accessibility), custom options persistence, or platform-specific configuration.

Header (.h)

#pragma once
#include <Source/OptionsSystem/GS_OptionsManagerComponent.h>

namespace MyProject
{
    class MyOptionsManagerComponent
        : public GS_Core::GS_OptionsManagerComponent
    {
    public:
        AZ_COMPONENT_DECL(MyOptionsManagerComponent);

        static void Reflect(AZ::ReflectContext* context);

    protected:
        void OnStartupComplete() override;

    private:
        float m_masterVolume = 1.0f;
        int m_graphicsQuality = 2; // 0=Low, 1=Med, 2=High
    };
}

Implementation (.cpp)

#include "MyOptionsManagerComponent.h"
#include <AzCore/Serialization/SerializeContext.h>

namespace MyProject
{
    AZ_COMPONENT_IMPL(MyOptionsManagerComponent, "MyOptionsManagerComponent", "{YOUR-UUID-HERE}",
        GS_Core::GS_OptionsManagerComponent);

    void MyOptionsManagerComponent::Reflect(AZ::ReflectContext* context)
    {
        if (auto serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
        {
            serializeContext->Class<MyOptionsManagerComponent, GS_Core::GS_OptionsManagerComponent>()
                ->Version(0)
                ->Field("MasterVolume", &MyOptionsManagerComponent::m_masterVolume)
                ->Field("GraphicsQuality", &MyOptionsManagerComponent::m_graphicsQuality);

            if (AZ::EditContext* editContext = serializeContext->GetEditContext())
            {
                editContext->Class<MyOptionsManagerComponent>(
                    "My Options Manager", "Extended options with audio and graphics settings")
                    ->ClassElement(AZ::Edit::ClassElements::EditorData, "")
                        ->Attribute(AZ::Edit::Attributes::Category, "MyProject")
                        ->Attribute(AZ::Edit::Attributes::AppearsInAddComponentMenu, AZ_CRC_CE("Game"))
                    ->DataElement(AZ::Edit::UIHandlers::Slider,
                        &MyOptionsManagerComponent::m_masterVolume, "Master Volume", "Global audio volume")
                        ->Attribute(AZ::Edit::Attributes::Min, 0.0f)
                        ->Attribute(AZ::Edit::Attributes::Max, 1.0f)
                    ->DataElement(AZ::Edit::UIHandlers::ComboBox,
                        &MyOptionsManagerComponent::m_graphicsQuality, "Graphics Quality", "Rendering quality preset");
            }
        }
    }

    void MyOptionsManagerComponent::OnStartupComplete()
    {
        // Apply saved options on startup
        // ... load from save system and apply settings ...

        GS_OptionsManagerComponent::OnStartupComplete();
    }
}

Module Registration

m_descriptors.insert(m_descriptors.end(), {
    MyProject::MyOptionsManagerComponent::CreateDescriptor(),
});

See Also

2 - GS_InputOptions

The input subsystem — Input Profiles for grouped event-to-binding mappings and Input Readers for processing input in gameplay.

Overview

Input Options is the input subsystem within the Options system. It provides two core pieces:

  • Input Profiles — Data assets that map input bindings to named events, organized into toggleable groups. These replace O3DE’s raw input binding files with a more flexible system that supports runtime rebinding and per-group enable/disable toggling.
  • Input Readers — Components that read input through the active profile and fire gameplay events. They can be extended for specialized input handling (player controllers, UI navigation, etc.).

Architecture

GS_OptionsManagerComponent
  └── Active GS_InputProfile (data asset)
        ├── InputBindingGroup: "Movement"
        │     ├── EventInputMapping: "MoveForward" → [keyboard_key_alphanumeric_W]
        │     ├── EventInputMapping: "MoveBack"    → [keyboard_key_alphanumeric_S]
        │     └── EventInputMapping: "Sprint"      → [keyboard_key_modifier_shift_l]
        ├── InputBindingGroup: "Combat"
        │     ├── EventInputMapping: "Attack"   → [mouse_button_left]
        │     └── EventInputMapping: "Block"    → [mouse_button_right]
        └── InputBindingGroup: "UI"
              ├── EventInputMapping: "Confirm"  → [keyboard_key_alphanumeric_E]
              └── EventInputMapping: "Cancel"   → [keyboard_key_navigation_escape]

GS_InputReaderComponent (on player entity, UI entity, etc.)
  ├── Queries OptionsManager for active profile
  ├── Listens for raw O3DE input events
  ├── Matches bindings → fires named events
  └── EnableInputGroup / DisableInputGroup for runtime control

Components

ComponentPurposeDocumentation
GS_InputProfileData asset defining input groups, event mappings, and key bindings.Input Profiles
GS_InputReaderComponentReads input through the active profile and fires gameplay events.See below

Input Reader

The Input Reader component sits on any entity that needs to process input. It queries the Options Manager for the active Input Profile, then listens for raw O3DE input events and matches them against the profile’s bindings to fire named gameplay events.

Key Features

  • Group toggling — Enable or disable entire input groups at runtime. For example, disable “Combat” inputs during a dialogue sequence, or disable “Movement” inputs during a cutscene.
  • Claim input — The ClaimAllInput flag causes the reader to absorb matched input events, preventing them from reaching other readers. Useful for layered input (e.g., UI absorbs input before gameplay).
  • Extensible — Extend the Input Reader for specialized input handling. GS_Play uses this internally for player controller input and UI navigation input.

API: InputReaderIncomingEventBus

Entity-addressed bus — call via Event(entityId, ...).

MethodParametersReturnsDescription
EnableInputGroupconst AZStd::string& groupNamevoidEnables a named input group for this reader. Events in this group will fire on matched input.
DisableInputGroupconst AZStd::string& groupNamevoidDisables a named input group. Events in this group will be ignored until re-enabled.
IsGroupDisabledconst AZStd::string& groupNameboolReturns true if the named group is currently disabled.

Usage Example

#include <GS_Core/GS_CoreBus.h>

// Disable combat inputs during dialogue
GS_Core::InputReaderIncomingEventBus::Event(
    playerEntityId,
    &GS_Core::InputReaderIncomingEventBus::Events::DisableInputGroup,
    AZStd::string("Combat")
);

// Re-enable when dialogue ends
GS_Core::InputReaderIncomingEventBus::Event(
    playerEntityId,
    &GS_Core::InputReaderIncomingEventBus::Events::EnableInputGroup,
    AZStd::string("Combat")
);

Setup

  1. Create a GS_InputProfile data asset in the Asset Editor.
  2. Add input groups and event mappings to the profile.
  3. Assign the profile to the Options Manager.
  4. Attach a GS_InputReaderComponent to any entity that needs to process input.
  5. The Input Reader automatically queries the Options Manager for the active profile on activation.

See Also

2.1 - Input Profiles

Data assets for input binding configuration — map key bindings to named events, organized into toggleable groups for advanced runtime input control.

Image showing the InputProfile data asset, as seen in the Asset Editor.

Overview

Input Profiles are data assets that map key bindings to named events, organized into groups that can be enabled and disabled at runtime. They replace O3DE’s raw input binding files with a more flexible system that supports runtime rebinding, per-group toggling, and options menu customization.

How It Works

An Input Profile contains a list of InputBindingGroups. Each group contains EventInputMappings that define the relationship between a named event, its key bindings, and processing options.

Data Structure

GS_InputProfile
  └── InputBindingGroups[]
        ├── groupName: "Movement"
        └── eventMappings[]
              ├── EventInputMapping
              │     ├── eventName: "MoveForward"
              │     ├── inputBindings: ["keyboard_key_alphanumeric_W"]
              │     ├── deadzone: 0.0
              │     └── processUpdate: true
              └── EventInputMapping
                    ├── eventName: "Jump"
                    ├── inputBindings: ["keyboard_key_alphanumeric_Space"]
                    ├── deadzone: 0.0
                    └── processUpdate: false

EventInputMapping

FieldTypeDescription
eventNameAZStd::stringThe name used to fire this event in gameplay through Input Readers. This is the identifier your gameplay code listens for.
inputBindingsAZStd::vector<AZStd::string>One or more raw O3DE input binding names (e.g., keyboard_key_alphanumeric_W, mouse_button_left, gamepad_button_a). Multiple bindings allow the same event to fire from different input sources.
deadzonefloatDead zone threshold for analog inputs (joysticks, triggers). Values below this threshold are treated as zero. Set to 0.0 for digital inputs (keys, buttons).
processUpdateboolWhen true, the event fires continuously while the input is held. When false, the event fires only on initial press and release. Use true for movement and camera input; false for discrete actions like jumping or interacting.

TypeId: {61421EC2-7B99-4EF2-9C56-2A7F41ED3474}

InputBindingGroup

FieldTypeDescription
groupNameAZStd::stringName of the group (e.g., “Movement”, “Combat”, “UI”). Used by Input Readers to enable/disable groups at runtime.
eventMappingsAZStd::vector<EventInputMapping>The event mappings belonging to this group.

TypeId: {37E880D1-9AB4-4E10-9C3C-020B5C32F75B}


Creating and Using an Input Profile

For initial startup instructions refer to the Core Set Up Guide.

  1. In the Asset Editor, open the New menu and select GS_InputProfile. This creates a blank Input Profile.
  2. Add Input Groups — Create groups that cluster related input events (e.g., “Movement”, “Combat”, “UI”). Groups can be toggled on/off at runtime by Input Readers.
  3. Add Event Mappings — Within each group, add EventInputMappings. Set the Event Name to the identifier your gameplay code will listen for.
  4. Set Bindings — Add the raw O3DE input bindings that should trigger each event. These are standard O3DE raw mapping names.
  5. Configure Deadzone — For gamepad joystick or trigger inputs, set an appropriate deadzone value (e.g., 0.15). Leave at 0.0 for keyboard and mouse inputs.
  6. Set Process Update — Enable for continuous input (movement, camera look). Disable for discrete actions (jump, interact, attack).
  7. Assign to Options Manager — Add the profile to the Options Manager’s Input Profile property.

API Reference

These methods are available on the GS_InputProfile data asset class for runtime binding queries and modifications.

MethodParametersReturnsDescription
GetMappingFromBindingconst AZStd::string& binding, const AZStd::string& groupName = ""const EventInputMapping*Looks up the event mapping associated with a raw binding. Optionally restrict the search to a specific group. Returns nullptr if not found.
GetGroupNameFromBindingconst AZStd::string& bindingconst AZStd::string*Returns the group name that contains the given binding. Returns nullptr if not found.
HasBindingconst AZStd::string& bindingboolReturns true if the binding exists anywhere in the profile.
ReplaceEventInputBindingconst AZStd::string& eventName, const AZStd::string& newBindingboolReplaces the existing binding for the named event with a new one. For runtime rebinding in options menus. Returns true on success.
AddEventInputBindingconst AZStd::string& eventName, const AZStd::string& newBindingboolAdds an additional binding to the named event. Returns true on success.
RemoveEventBindingconst AZStd::string& eventName, const AZStd::string& bindingToRemoveboolRemoves a specific binding from the named event. Returns true on success.

Usage Examples

Runtime Rebinding (Options Menu)

#include <GS_Core/GS_CoreBus.h>

// Get the active input profile
AZ::Data::Asset<GS_Core::GS_InputProfile> profile;
GS_Core::OptionsManagerIncomingEventBus::BroadcastResult(
    profile,
    &GS_Core::OptionsManagerIncomingEventBus::Events::GetActiveInputProfile
);

if (profile.IsReady())
{
    // Rebind the "Jump" event from Space to E
    profile.Get()->ReplaceEventInputBinding(
        "Jump",
        "keyboard_key_alphanumeric_E"
    );

    // Add an alternative binding (gamepad A button)
    profile.Get()->AddEventInputBinding(
        "Jump",
        "gamepad_button_a"
    );
}

Checking if a Binding Exists

if (profile.IsReady() && profile.Get()->HasBinding("keyboard_key_alphanumeric_W"))
{
    // This binding is mapped to an event in the profile
}

See Also