Templates
Categories:
All GS_Core extension types are generated through the ClassWizard CLI. The wizard handles UUID generation, cmake file-list registration, and module descriptor injection automatically. Never create these files from scratch.
For usage guides and setup examples, see The Basics: GS_Core.
python ClassWizard.py \
--template <TemplateName> \
--gem <GemPath> \
--name <SymbolName> \
[--input-var key=value ...]
<GemPath> is the full path to your gem root. <SymbolName> becomes ${Name} — the prefix on all generated filenames and class names.
Contents
Manager Component
Template: GS_ManagerComponent
Creates a standard game component with an optional EBus interface header. This is the baseline component pattern for all GS_Play manager-style objects — systems that own state and expose it to other components via a request bus.
Generated files:
Source/${Name}ManagerComponent.h/.cppInclude/${GemName}/${Name}Bus.h(optional — the EBus interface)
CLI:
python ClassWizard.py --template GS_ManagerComponent --gem <GemPath> --name <Name>
# Skip the EBus header if no bus is needed:
python ClassWizard.py --template GS_ManagerComponent --gem <GemPath> --name <Name> \
--input-var skip_interface=true
Input vars:
| Var | Type | Default | Description |
|---|---|---|---|
skip_interface | toggle | false | Omit the ${Name}Bus.h EBus interface header |
Post-generation: None — cmake registration and module descriptor are fully automatic.
See also: GS_Managers — the built-in manager system this component integrates with.
Saver Component
Template: SaverComponent
Creates a component that participates in the save system. Handles serializing and restoring a specific block of game state when the save system broadcasts its save/load events.
Generated files:
Source/${Name}SaverComponent.h/.cpp
CLI:
python ClassWizard.py --template SaverComponent --gem <GemPath> --name <Name>
Post-generation: Implement BuildSaveData() and ProcessLoad() bodies with save record reads/writes via GS_Core::SaveSystemRequestBus. Set GetSubComponentName() to a unique string so save keys do not collide with other savers.
See also: GS_Save / Savers — full extension guide with header and implementation examples.
InputReader Component
Template: GS_InputReaderComponent
Sits on the Controller Entity. Reads raw hardware input events (keyboard, gamepad) and translates them into named input data events broadcast via InputDataNotificationBus. Downstream InputReactor components on the Unit Entity subscribe to those named events.
Generated files:
Source/${Name}InputReaderComponent.h/.cpp
CLI:
python ClassWizard.py --template GS_InputReaderComponent --gem <GemPath> --name <Name>
Post-generation: Bind specific hardware input channels in Activate() and implement event handlers that call InputDataNotificationBus::Broadcast(...). Pair with a corresponding InputReactor on the Unit side.
See also: GS_Unit / Input Data — the full input pipeline overview.
Physics Trigger Component
Template: PhysicsTriggerComponent
Creates a component that wraps a PhysX trigger volume. Responds to TriggerEnter / TriggerExit events to fire game logic when entities enter or leave a physics shape.
Generated files:
Source/${Name}PhysicsTriggerComponent.h/.cpp
CLI:
python ClassWizard.py --template PhysicsTriggerComponent --gem <GemPath> --name <Name>
Post-generation: Implement TriggerEnter / TriggerExit / TriggerHold bodies. Requires a PhysX Shape component on the same entity with Trigger mode enabled. Stack multiple trigger components on one entity for compound logic.
See also: Physics Trigger Volume — full extension guide with header and implementation examples.
See Also
For the full API, component properties, and C++ extension guide:
For all ClassWizard templates across GS_Play gems:
Get GS_Core
GS_Core — Explore this gem on the product page and add it to your project.