The Lua Script Properties Table

The Properties Table configures the Lua Script component’s user interface in Entity Inspector for customizing the behavior of a Lua script. With the Properties Table, you can modify numeric values, select states, and turn flags on and off. The table can even provide a reference to entities that your script can interact with.

The properties inside the Properties Table are exposed to O3DE Editor. Properties outside the Properties Table are private and not displayed in the editor.

The following example is a Properties table for a character controller.

-- Example Properties Table
local CharacterController =
    Properties =
        MoveSpeed = { default = 3.0, description = "How fast the character moves (in meters per second).", suffix = " m/s" },
        RotationSpeed = { default = 360.0, description = "How fast (in degrees per second) the character turns.", suffix = " deg/sec"},
        CameraFollowDistance = {default = 5.0, description = "Distance (in meters) from which camera follows character.", suffix = " m"},
        CameraFollowHeight = {default = 1.0, description = "Height (in meters) from which camera follows character.", suffix = " m"},
        CameraLerpSpeed = {default = 5.0, description = "Coefficient for how tightly camera follows character."},
        Camera = { default = EntityId() },
        InitialState = "Idle",
        DebugStateMachine = false,

The result is the following Properties user interface in the Lua Script component:

Properties in O3DE Editor defined by the Properties table

The type that you provide as the default value determines how the property appears in the Properties user interface. You can further customize the representation of the property in O3DE Editor by specifying additional attributes in a table format. All property types support a description field that appears when you hover the mouse over the property name in O3DE Editor.

Supported types

Properties can have the types described in this section.

Boolean values (True, False)

The following examples are boolean values.

DebugMovement = false,
AllowMovement = { default = true, description = "Allow or restrict movement of the object." },

In O3DE Editor, boolean values are represented by a check box.

Numeric values (integer or floating point numbers)

The following examples are numeric values.

Count = 5,
Velocity = { default = 1.0, suffix = "m/s", description = "Initial velocity of the object." },
Distance = { default = 5.0, min = 2.0, max = 10.0, step = 2.0, suffix = "m", description = "The distance an object can travel (in meters)." },

In O3DE Editor, numeric values are represented by an edit field with increase/decrease arrows. Numeric values can do the following:

  • Provide a custom suffix to indicate units.
  • Set minimum and maximum values.
  • Provide a step value (how much the value increases or decreases when the user clicks the arrows on the right side of the edit field).


The following examples are strings.

DebugPrefix = "d_",
Name = { default = "Default Name", description = "The name of the entity" },
StartingState = { "Idle", description = "Specify the starting state. Valid starting states are Idle and Fidget" },

In O3DE Editor, string values are represented by a text edit box.

Reflected classes

You can use any class that is reflected to both the BehaviorContext and the EditContext as a property. A good example of this is the EntityId type, which references other entities.

-- Entity Examples
ParentEntity = { default = EntityId(), description = "The Entity that this one will follow"},
Target = EntityId()

The editor representation is the default editor for the type reflected. For example, for EntityId, it’s the entity reference picker. For most reflected types, it is a tree of the type’s properties.

-- Additional reflected types
Properties = {
  Vector2 = { Default = Vector2( 1, 2 ), Min = 0, Max = 5, Step = 0.5 },
  Vector3 = { Default = Vector3( 3, 4, 5 ) },
  Vector4 = { Default = Vector4( 6, 7, 8, 9 ) },
  Color = { Default = Color( 100, 200, 100 ) },
  SurfaceTag = { Default = SurfaceTag() }

Reflected types as properties


Properties can contain resizable arrays of any of the types mentioned. To create a simple array, declare the default value as a keyless table of values. For example, the property definitions in the following code produce the properties shown in the image that follows.

local ArrayExample = {
      Properties = {
          ExampleArray = { default = { 1, 2, 3, 4 } }
return ArrayExample

Property array

In Entity Inspector, you can use the green + and red X icons to add and remove entries in real time. You can also use EntityId() to make the array elements entity references.

Grouping properties

The following code example shows how you can use variables within the Properties Table to expose named groupings of properties.

local PropertyGroups = {
	Properties = {
		Movement = {
			TopSpeed = 4,
			Acceleration = 2,
			TurnSpeed = 12,

		Combat = {
			ProjectileDamage = 50,
			RateOfFire = 3,
			AmmoCapacity = 12,
return PropertyGroups

When rendered in the user interface, the property groupings and properties are sorted alphabetically irrespective of their order in the code.

Grouped properties


You can add attributes to a property by placing them alongside the default value in a Properties Table. Attribute keys are not case sensitive. The following common attributes can be added to any property.

Common attributes

DescriptionA string that is the text of the tool tip for the property.
UISpecifies (overrides) the UI handler that the property uses.

The following attributes can be added to properties with numeric representations.

Numeric attributes

SuffixA string that denotes the attribute’s unit of measurement.
MinThe minimum value that the attribute can be set to in the Editor.
MaxThe maximum value that the attribute can be set to in the Editor.
StepThe amount that the attribute’s value will be incremented by when changed in the Editor.

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