Release Notes

Improvements and Changes

Updates to Lumberyard systems and functionality include:


  • Audio entities now use Ignore as the default value for the OcclusionObstructionCalculationType.

  • The Wwise LTX installer and SDK have been upgraded to v2015.2_LTX build 5495.


  • Removed the following deprecated and non-functioning UI, nodes, and tracks from Track View:

    • Sequence properties / cut scene 16:9 toggle

    • Screen drops setup node

    • GameCameraInfluence track

    • HDR setup node

    • Facial sequence track

    • Expression track

  • Renamed the following options in the Track View node menu:

    • Add Console Variable renamed to Add Console Variable Node

    • Add Script Variable renamed to Add Script Variable Node

    • Add Material renamed to Add Material Node

    • Add Event renamed to Add Event Node

Cloud Canvas Resource Management

  • Before attempting changes to the AWS stack, Cloud Canvas files that will be written to are now verified as writeable and not read-only.

  • To help improve discoverability, added the ability to list deployments and features from the lmbr_aws command line tool.

  • To help prevent issues with instantiation within AWS, added validation of CloudFormation stack names. Names must be less than 128 characters, begin with a character, and use only alphanumerical characters and hyphens.


  • Updated Lumberyard to use the November 2015 Microsoft Xbox One Development Kit.

  • Updated Lumberyard to use the Sony PlayStation 4 Development Kit version 3.150.

  • Added Visual Studio 2015 solution support for PC, PlayStation 4, and Android.

Flow Graph

  • You are no longer required to instantiate nodes on startup in order to obtain their user-facing names. All Cloud Canvas nodes now route through this system and the UINames data has been moved to Libs\FlowNodes\FlowInitData\CloudCanvasFlowInitInfo.json.


  • Added a batch script (located in the Gems\GameLift\Code\Scripts\BuildGameLiftServer.bat directory) to help automate the steps for packaging your server build.

  • The Multiplayer Project now provides an example of how to use the added batch script (located in the Code\MultiplayerProject\Scripts\BuildGameLiftServer.bat directory).

Maya Lumberyard Tools

  • Updated the icon for the Lumberyard Tools in Maya.

  • Improved workflows in the Proxy Editor (Preview).


  • Added GridMateBus, which is used by GridMate to notify services of system events.

  • Created a base GridMate service interface to be used by all GridMate services.

  • Added a GetChunkByIndex function to the Replica interface.

  • Moved GridMateAllocatorMP out of the GridMate implementation to generalize the interface. You can initialize or destroy it.

  • Exposed the carrier disconnect threshold values through CarrierDesc to allow custom values for packet loss and RTT thresholds.

  • Exposed the ability to turn disconnection detection on or off during a session.

  • Optimized replica header overhead by approximately 50%.

  • Migrated to Amazon GameLift 2.1.0.

  • Re-enabled debug tracing for profile builds.

  • Added GridMate version checking when establishing a connection to another computer.

Twitch ChatPlay

  • Twitch ChatPlay can now be enabled or disabled using the console variable chatPlay_Enabled. If disabled (set to 0), the singleton instances associated with CryAction will not be created and runtime operations will not be possible. You can safely disable Twitch ChatPlay, even if the ChatPlay flow nodes are in active use. In this case, the flow nodes will generate error signals instead of doing Twitch ChatPlay work. Before CryAction is initialized, you must set or unset the Enable flag. Dynamic changes to the enabled state are not supported.

  • Twitch ChatPlay keywords are now treated as regular expressions. This change applies to inputs in C++ and the Flow Graph editor.

    • Matches are not case sensitive or locale dependent.

    • Input strings are not trimmed prior to matching, so whitespaces affect matches.

    • The following keyword pattern can now be used to obtain an exclusive match on its own line: "^foobar$" (results in an exclusive match of "foobar").

    • We recommend using simple expressions and only features supported by the std::regex::basic option (see C++ STL documentation).

  • The Twitch IRC server list for regular chat servers is no longer hardcoded. To ensure the correct IRC server is selected for Twitch channels, the selection logic is now based on the results of a Twitch API query. The endpoint for the Twitch API call is configured using the console variable chatPlay_ServerListEndpoint, with a default value of that can be changed for testing purposes if needed.

  • Modified IChatChannel::KeywordCallback (in the ChatPlay.h file) to include a string parameter for the username that typed the keyword. This change is not backwards compatible with the previous interface, so you must update your code if you access the interface from C++. No change is required if you access the interface from the Flow Graph editor.

UI Editor

  • Improved the font rendering system to better handle different font sizes.

  • Added an Anchor widget for quickly setting anchors to the common values.

  • Improved the Properties pane for a better editing experience.

  • Tooltips are now functional in the Properties pane.

  • When highlighting or moving anchors, distance lines are now drawn to the parent element's rectangle.

  • When editing anchor values in the Properties pane, changing one anchor will now allow you to push the opposite anchor.

  • When running the game in-editor, you can now see your changes to the UI canvas in the game without needing to save the UI canvas first.

  • In the Properties pane for the Transform2D component, Position and Size has been renamed to Offsets.

  • New prefabs now appear in the Prefab menu without requiring a restart of the UI Editor.

  • UI canvases do not remain loaded between levels, by default. You can now use the flow node UI:Canvas:SetKeepLoaded to keep a UI canvas loaded.

  • UI component classes now derive from AZ::Entity. Previously they derived from IUiComponent.

Waf Build System

  • Waf now identifies game projects by reading project information in the project.json file (located in \engine root\game project\).


  • Improved the Save Backup process upon crash.