Release Notes


Lumberyard Beta 1.3 and include the following fixes:

Lumberyard Beta

Lumberyard Beta includes the following fixes:

Lumberyard Editor

  • Fixed two crashes in the editor when:

    • You create a particle in the Particle Editor and select a texture or material from the Asset Browser.

    • You select textures after reopening the Asset Browser.

  • Known issue: Multi-selecting particles is not functional.

Lumberyard Beta 1.3

Lumberyard Beta 1.3 includes the following fixes:

Asset Processor

  • Fixed an issue that prevented the Asset Processor from rebuilding folders that were renamed or moved to the Recycle Bin.

  • Fixed an erroneous message and the comparison function in the Asset Processor that caused jobs with a Crashed status to remain in the GUI.

  • Fixed a timing issue that caused the Asset Processor to communicate a few initial messages, resulting in the editor locking up while waiting.

  • Fixed an issue that prevented the Asset Processor from automatically reprocessing animations with a Crashed status when a skeleton list is added to Geppetto.

  • The game client must now wait for the Asset Processor to communicate that it is ready before the game can listen for messages about changed assets.

  • Increased the path size limit for scanning files changes in the Asset Processor.

Character and Animation

  • Geppetto:

    • Fixed an issue that caused an asterisk to incorrectly display next to assets that had been successfully saved.

    • Fixed an issue that resulted in user-specified playback rate being ignored after pausing and unpausing an animation.

    • Fixed various playback issues that occurred when adding and removing segment animevents.

    • Fixed an issue that caused a window to appear outside of the usable area, freezing the editor.

  • Mannequin:

    • Fixed an issue that caused multiple crashes when using Mannequin with no preview loaded.

    • Moved the clone keys functionality from Shift + click to the right-click menu.

    • The InPlaceMovement debug option now works properly.

    • You can now select zero blend time None clips.

    • Forced joint alignment in the editor so that weapons can attach properly.

    • You can no longer left-click twice for a new clip. Moved the new clip functionality to the right-click menu.

    • The proper variable name now renders for crcstring2.

    • None clip naming is now dynamically changed based on the blend time.

    • Fixed an issue with improper dynamic naming for procedural clips.

    • Added an option to force time warping if the animation was auto-updated.

    • You can now alias procedural clips to help with easier renaming.

    • Updated animFilter to search for procedural layer types.

    • If parameters only show under certain conditions, changing the conditions will now update the GUI.

  • Asset Processor – Fixed an issue that prevented animations from being processed from paths containing whitespace.

  • 3D Studio Max:

    • Fixed various issues with material editing in 3D Studio Max.

    • Fixed an issue that caused animations exported from Max files to contain multiple animation ranges.


  • Fixed an issue in Track View that caused sound keys to play back when the play head was after the key frame.

  • Fixed an issue that prevented screen fade textures from working properly in game launchers.

  • Fixed an issue with boolean tracks that prevented the property value from setting correctly when a sequence was loaded or started in certain cases.

  • Fixed an issue that erroneously allowed an entity's script property tracks to be added multiple times.

  • Fixed an issue that prevented the frame rate button icon from being legible in Light Skin mode.

  • Removed the deprecated Ambient track from Material Nodes in Track View.

Cloud Canvas

  • Fixed an issue that prevented all components required by Cloud Canvas to install when selecting only Run the Lumberyard Editor and tools in the Lumberyard Setup Assistant.


  • Xbox One users should now be on G: and not T:.

  • Fixed an issue with network name resolution on consoles.

Flow Graph

  • Fixed an issue that caused flow graphs to be deleted if you click Undo after deleting a component entity that has flow graphs.

  • Fixed an issue with the output ports being reversed for the Math:EvenOrOdd node. Odd numbers now generate an Odd output activation, and even numbers now generate an Even output activation.

  • Fixed an issue that caused the flow graph node Math:Equals to lose the properties stored on the input pin.

  • Fixed an issue that caused the editor to crash on shutdown when the Flow Graph editor was open.

  • Fixed an issue that caused entity assignments to be cleared when copying and pasting an entity with a flow graph.

  • Fixed an issue that caused multiple game side flow graphs to be created and executed.

  • The Enable Debugging and Disable Debugging context menu options in the Flow Graph editor now work properly.

Lumberyard Editor

  • Fixed an issue with the Audio Resource selector dialog that prevented the filter field from displaying results by expanding folders that contain matches.

  • Fixed an issue that caused the editor's performance to slow down when a large quantity of materials was open in the Material Editor.

  • Fixed an issue that caused the database view window to appear blank and the controls to disappear when pressing the Esc key.

  • The Goto Selection option in the Display menu now works as expected.

  • In the Material Editor, the buttons that appear next to each material name now open the source asset as expected.

  • The editor no longer crashes when:

    • Attempting to clone a game token.

    • Selecting a mesh file.

    • Attempting to input a long name for a new level.

Lumberyard Setup Assistant

  • Fixed an issue with the inline text links not working properly on the Install Software page.


  • Fixed an issue that prevented the Android NDK r11+ from being detected when using Lumberyard Setup Assistant.

  • Fixed an issue with adding a connection in the Asset Processor for VFS with an Android device that prevented the connection from establishing properly.

  • Fixed an issue that prevented Android from deploying if Lumberyard is in a directory with spaces in the name.

  • Fixed various compiler issues for Clang 7.3.

  • Fixed an issue that prevented VFS mode functions from working properly for iOS.

  • Fixed an issue that prevented Mac xcode projects from generating if there were spaces in the directory names.

  • The Asset Processor now works properly on Mac computers with shared cache folders.


  • Fixed an issue that caused the client to crash when using the console command mpstop.

  • Fixed several issues that caused the game to crash when using the quit command on PlayStation 4 or Xbox One

  • Fixed an issue that prevented GridMate from shutting down when changing maps.

Particle Editor

  • The TIFF button now opens the correct texture file.

  • You can now rename particles by clicking Edit, Rename in the menu bar.

  • You can now use size attributes finer than 0.01.

  • Removed a non-existent feature that the Particle Editor plugin references.

  • The editor no longer crashes when a particle library is added to a level but not saved in the Particle Editor.

  • Fixed an issue that impacted Lumberyard Editor performance when the LOD Generator was open.

  • Fixed an issue in the SpecularBRDF() where glancing view angles returned NaN (not a number) errors, causing screen tiles to intermittently render black.

Sample Projects and Levels

  • Fixed an issue with the Camera Sample level running on PlayStation 4 that prevented the controller from moving a character's position or view.

  • Fixed an issue that caused text artifacts to remain onscreen after text transitions in the Camera Sample and Don't Die levels.

  • Fixed an issue with the Camera Sample level that prevented the dynamic fly-by camera angle from functioning correctly when the Cycle balloon cameras button is used.


  • If you delete a slice, any slices that depend on it will no longer fail to load.

  • If you select multiple component entities and modify one axis, all entities will now align on that modified axis. All other axes remain unchanged.

  • When creating a slice in a level with other entities, an erroneous prompt about other referenced entities no longer displays.

  • When creating a new instance of a slice, all entities are now unselected to ensure only slice entities are selected after the instance is created.

  • Fixed bookkeeping of ID maps during slice instantiation, if a dependent slice asset changes significantly (e.g. entities added or removed).

  • Fixed an ID remap issue that caused new entities pushed to an existing slice to remap to the wrong entity ID in the target asset.

  • Fixed an issue with copying and pasting slices that created ghost copies of some components on all instances of the slice.

  • Removed redundant and unnecessary updates to PreemptiveUndoCache, which was costly for slice reference captures.

Twitch ChatPlay

  • Updated the Twitch ChatPlay default Group Server list to reflect Twitch's recent API changes.

  • Fixed a false positive runaway thread issue with CrySimpleManagedThread.

UI Editor

  • Fixed an issue that caused the UI Editor to become unresponsive after loading 20+ UI canvas files.

  • Fixed an issue that prevented the undo/redo functionality from working properly for changes made to an element's visibility using the eye icon.

  • Fixed an issue that caused the default canvas size to display zoomed out on open.


  • Gmock headers are no longer included in a Visual Studio solution, which resolves the issue of Visual Studio not detecting gmock macros and includes.

  • Streamlined the game compilation process by adding the compilegame tag to the SDKs that are required to compile game code.

  • Fixed an issue that prevented CryAction from unloading properly when closing EmptyTemplate, causing a shutdown crash.

  • Fixed an issue with CryName that caused a memory stomp.

  • Fixed an issue that prevented empty Lua script tables from being instantiated and unique table instances from being created.

  • Fixed an issue that prevented AZStd::shared_ptr from compiling in 32-bit mode for the Gem Registry.

  • Fixed an issue that caused a race condition crash when loading more than one .cgf file on map load. You can now open multiple files concurrently using ICryPak::FGetCachedFileData.

  • The Navigation component now applies the path found in Profile builds.

  • The Lua Debugger can now connect to dedicated servers.

  • Prefab ID maps are now maintained properly during reloading, particularly when the data patch is null.

  • If an asset handler fails for any reason, the object stream no longer hangs on loading while waiting for the task job.

  • Fixed an issue with using IDH to synchronize containers that occurred in the element removal case.

  • Fixed an issue with unhandled pointer-to-pointer case in IDH compare and copy logic.

  • Various updates for AZ::Outcome include fixing copying issues when using AZ::Outcome, updating azcore.natvix to reflect changes in AZ::Outcome, and ensuring the underlying OutcomeStorage class is copied correctly.

  • Removed clamping from Rotation in the Transform component, and set the range in spin boxes to -float_max to +float_max.

  • Fixed an issue with m_editDataOverrides logic that prevented pointers-to-pointers from resolving before invoking user callbacks, resulting in a crash. Because the components container acts as the parent, pointers-to-pointers must be resolved when building a hierarchy from the entity level.

  • Fixed an issue with assets in a data patch stream being stored as text but interpreted by the Asset Serializer as binary, causing asserts during load.

  • FrameworkTests.exe can now test code from the AzToolsFramework.lib.

  • Ed_keepEditorAlive now works from .cfg files.

  • The default error dump size for a dedicated server is now adjusted to ensure the error dump is included in the log file.

  • The editor no longer crashes when you attempt to grab an AI human in-game that has an incorrect grab type specified in the entity properties.

  • Dragging items such as Simple Animation from the component palette to the viewport now works properly.

  • The Lua Script component now displays the properties as expected.

  • Fixed an issue with right-clicking a highlighted (not selected) object and selecting New Slice that resulted in an empty slice. The object no longer loses its highlighted status when the context menu is generated and the object is selected. The select/highlight list functionality is now captured when the context menu is created.

  • Remove Component Mesh now removes the Mesh component from multiple selected entities.

  • Component entity properties can no longer be edited when AI/Physics is enabled.

  • Added the PNG file rule, which allows .png files in the editor folder to be copied.

  • The Resource Compiler's source control functionality now works properly.

  • Fixed support for the PVRTexTool.

  • Fixed an issue with checking the active window that caused the main window to slow down.

  • Removed an include from the interface declaration that forced all editor plugins to use MFC. Editor plugins now have the option to use MFC or not.

  • Python 2.7.8 no longer appears as a required third-party SDK if you select Run your game project or Run the Lumberyard Editor and tools.

  • The Python script window now displays folders as expected.

  • When using the Samples Project, clicking OK in the New Lua Entity dialog box now works properly.

  • Editing the Vec3 values in game tokens now works properly.

  • The assert dialog box now shows the relevant part of the file path text, by default.

  • An error dialog now appears if a level fails to save. Previously a message displayed in the log window as a warning.

  • Minimaps now save to the correct folder.

  • Multiple in-flight pCachedFileData is now supported. Each request creates a cached file data and places it in a lock-protected data structure.

  • The Remote Console now connects to the specified port number to listen for game commands.

  • Game project names are no longer required to be a minimum number of seven characters. Game projects that are less than seven characters long will now build as expected.