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What it does
Version: 26.05 development 25.10 25.05 24.09 23.10 Search site Contribute Roadmaps To Code GitHub Workflow Validator Errors To Docs Overview Get Started Work with Issues O3DE Docs Structure Git Runbook Style Guide Quick Reference Writing Formatting Formatting Tools Metadata Shortcodes Media Terminology Blog Posts Hugo Templates Component Reference Document To Security To the Official O3DE Remote Repository Versioning Terminology Code of Conduct Get Started Features Key Concepts Supported Platforms System Requirements Setup Installing O3DE for Windows Installing O3DE for Linux Setting up O3DE from GitHub Building for Windows Building for Linux Side-by-side Engines Troubleshooting the Setup Project Creation Creating Projects Using Project Manager Creating Projects Using the CLI Creating Projects on Windows Creating Projects on Linux Workflow Tours Create with O3DE Editor Tour Community Support Release Notes 26.05.0 Release Notes Archive 25.10.2 Release Notes 25.10.1 Release Notes 25.10.0 Release Notes 25.05.1 Release Notes 25.05.0 Release Notes 24.09.2 Release Notes 24.09.1 Release Notes 24.09.0 Release Notes 23.10.3 Release Notes 23.10.2 Release Notes 23.10.1 Release Notes 23.10.0 Release Notes 23.05.0 Release Notes 22.10.0 Release Notes Feature grid 22.05.0 Release Notes Feature grid 2111.2 Release Notes 2111.1 Release Notes 2107.1 Release Notes Tutorials & Examples Tutorials AI 2D Navigation Animation Root Motion Assets Mesh Processing Actor Processing PhysX Assets Entities and Prefabs Entity and Prefab Basics Override a Prefab Spawn and Despawn Environments Create a Level Understanding Frequency Separation Create Terrain from Images Create a Terrain-Ready Level Create Terrain Assets Create Terrain Shape Texture the Terrain Physicalize the Terrain Experiment Further Extend the Editor Create a Custom Tool Gem in C++ Create a Custom Tool Gem in Python Input and Movement Grid-based Movement Lumberyard to O3DE Get the Starter Game project Converting Materials Converting Components Converting Levels Porting Terrains Multiplayer Your First Network Component PhysX Wind Forces PostFX Use PostFX Shape Weight Modifier Remote Repositories Rendering Creating a StandardPBR Material Custom Lighting Material Types and Shaders Vertex Deformation Samples Follow Along Pong Game Protect the moon Templates Prototypes Benchmark Feature Showcase Advanced Robotic Made with O3DE User Guide Editor Customizing Editor Layout Entity Outliner Entity Inspector 3D Viewport Reference Spaces Group Selection Advanced Operations Asset Browser Console Customizing Console Automating Editor Project Configuration Project Manager Adding and Removing Gems Registering Gems Troubleshooting O3DE CLI Reference Build Configure and Build Project and Gem Templates Script-Only 'Quick Start' Projects Build Generated Source Files Engine and Project Distribution O3DE Packages Troubleshooting CMake Settings Reference Action Manager Fundamental Concepts Actions Menus Toolbars Hotkeys Registration Identifiers Sort Keys Visibility Settings Registry Command Line Arguments Script API Console Commands Issue Console Commands Output the Settings Registry Developer Guide API Examples Gem loading and the Settings Registry Settings Registry Chaining Gems Gem Reference Achievements Asset Validation Atom Common Features Atom Content Atom O3DE Integration Atom TressFX Audio System AWS Gems AWS Core Getting Started with AWS Gems Configuring AWS Credentials Deploying the AWS CDK Application Resource Mapping Files Resource Mapping Schema Using the Resource Mapping Tool Scripting Metric Data Collection AWS Client Auth Setting Up Client Auth Using Authentication Providers Scripting Client Auth Using the C++ API AWS GameLift Setup Session Management Session Management Integration Session Management C++ API Session Management Scripting FlexMatch Support FlexMatch Integration FlexMatch C++ API FlexMatch Scripting Advanced Topics Local Testing Build Pac
Capabilities
Available capabilities
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