IN THIS ARTICLE
To support multiple native build toolchains, Open 3D Engine (O3DE) uses the CMake build tools . While most configurable build systems make it difficult to work cross-platform, CMake is intentionally designed to take generic configuration files and generate toolchain-specific project files, and then perform native builds.
cd <project-directory> cmake -B build/windows -S . -G "Visual Studio 16" -DLY_3RDPARTY_PATH=<absolute-path-to-packages> cmake --build build/windows --target <ProjectName>.GameLauncher Editor --config profile -- -m
Visual Studio 16as the generator for Visual Studio 2019, and
Visual Studio 17for Visual Studio 2022. For a complete list of common generators for each supported platform, refer to Configuring projects.
cd <project-directory> cmake -B build/linux -S . -G "Ninja Multi-Config" -DLY_3RDPARTY_PATH=<absolute-path-to-packages> cmake --build build/linux --target <ProjectName>.GameLauncher Editor --config profile
Builds created with these commands are located in the
Refer to Configure and Build for a list of other build configurations.
O3DE requires CMake 3.22.0 or higher.
|Configure and Build||The full details on how to configure and build O3DE core, Gems, and projects.|
|Build Generated Source Files||Learn how to use the AzAutoGen automation tool to generate source files when building a target.|
|Engine and Project Distribution||Instructions on how to separate engine developer and project developer workflows, by creating fixed binaries to distribute to project teams.|
|O3DE Packages||Learn about the O3DE package system that’s used to ship binaries along with your Gem or project.|
|Troubleshooting||How to debug and troubleshoot CMake and build problems.|
|CMake Settings Reference||Reference for user-configurable CMake settings specific to O3DE.|
|Windows Support||Prerequisites for building on Windows 10.|
|Linux Support||Prerequisites for building on Linux.|