Action
The base class for triggerable actions — channel-based firing, completion broadcasting, and action chaining for lightweight behavior sequencing.
The base class for triggerable actions — channel-based firing, completion broadcasting, and action chaining for lightweight behavior sequencing.
Shared enumeration types used across the GS_Play framework — CurveType for easing curve selection and BooleanConditions for condition evaluation.
Data assets for input binding configuration — map key bindings to named events, organized into toggleable groups for advanced runtime input control.
Input interception for UI canvases – captures and redirects input events to prevent gameplay propagation while a UI is focused.
Standalone UI widget components — load screens, pause menus, and other self-contained UI elements that operate outside the page navigation model.
Component that reads input through the active profile and fires named gameplay events, with runtime group toggling and input claiming.
Three reflection helpers — single-include headers for common and asset serialization, and a generic asset handler template for custom asset types.
40+ easing curve functions for smooth animation and interpolation — organized by family with a CurveType enum for data-driven selection.
Spring-damper functions for physically-grounded value interpolation — smooth following, overshoot, and settling for floats, vectors, and quaternions.
Multi-stop gradient types for sampling color, float, and vector values over a normalized range — used by motion tracks and feedback effects.
Utility functions for finding entities in the scene by name — runtime entity lookup without maintaining manual references.
How to work with GS_Play UI widgets — load screens, pause menus, and other standalone UI components.
Angle and orientation math — sector mapping, yaw extraction, quaternion conversion, and hysteresis for directional classification.
The configuration system — input profiles, input readers, and runtime settings management for gameplay and accessibility.
Utility functions for O3DE spline queries — closest point, fraction, and local/world space conversion by entity ID.
Base class and component for physics trigger and collision handling — inherit to create interactive volumes with enter, exit, and hold callbacks.
A collection of utility libraries — easing curves, spring dampers, physics trigger volumes, gradients, and entity helpers.
Weighted random selection — pick a key from a weighted map with probability proportional to each entry’s float weight.
A utility system for triggerable single-purpose actions — fire discrete behaviors from any system without recoding logic for each component.
ClassWizard templates for GS_Core — manager components, save system savers, input readers, and physics trigger volumes.
Pre-built actions included in GS_Core — ready-to-use triggerable behaviors for common game functionality.