This documentation is for a prerelease version of O3DE. Click here to switch to the latest release, or select a version from the dropdown.

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Class Creation Wizard

The Class Creation Wizard generates the boilerplate for a new O3DE C++ class: source files, CMake registration, and module descriptor entries.

You pick a template and fill in the input fields. The wizard outputs the final files.

The Class Creation Wizard window

New to the wizard? Start with Getting Started for a step-by-step walkthrough. Prefer the command line? See CLI Quick Start.

To author your own templates and commands, or to review the wizard’s architecture, see the Class Creation Wizard Developer Guide.

Launching

From the O3DE Editor, select File > New Component.

The New Component entry in the Editor's File menu

Or launch it standalone from your O3DE engine’s Tools/ClassCreationWizard/ directory:

python ClassWizard.py --engine-path "C:\o3de" --project-path "C:\MyProject"

Both --engine-path and --project-path are required. The wizard needs your project path to resolve your build targets correctly.

Templates

Follow the Getting Started guide for a step-by-step walkthrough to create the following components.

TemplateWhat It Creates
Basic ComponentA standard game component.
Level ComponentA component that attaches to the level entity.
System ComponentAn engine-level system component that activates automatically.
LyShine ComponentA UI component for the LyShine (UI 2.0) system.
Data AssetA custom data asset type with its own asset handler. Also known as Generic Asset.
AttimageAn attachment image asset for rendering features.

Your project or gems may add their own templates too – those show up in the same dropdown alongside these.

Going Further

Follow Getting Started to use the GUI, or CLI Quick Start to use the wizard from the command line. To author your own templates and commands, or to understand the architecture of the system, see the Class Creation Wizard Developer Guide.