Legacy Reference


This topic references tools and features that are legacy. If you want to use legacy tools in Lumberyard Editor, disable the CryEntity Removal gem using the Project Configurator or the command line. To learn about the latest features, see the Amazon Lumberyard User Guide.

Brushes are solid objects that cannot be modified or moved dynamically during gameplay, except if they have a break-point specified in the asset file, for example a breakable wooden shack.

Typically brushes are static objects placed in a level. They are one of the cheapest rendered objects as they don't have any of the entity or physics overhead of other objects. A large percentage of the visual objects in your levels will consist of brushes.

Brush Parameter Table

Parameter Description
Geometry This option specifies the geometry that needs to be used for the object.
  • Ship

  • Shield

  • Asteroid

  • Ship

  • Shield

  • Asteroid

OutdoorOnly When set, the object will not be rendered when inside a vis area.
CastShadowMaps When this option is set, the object will cast shadows onto other geometry/terrain/etc.
RainOccluder Set the brush to occlude rain, this works in conjunction with Rain Entity. If your level does contain rain, you should set this wisely, as there is a limit of 512 objects that can occlude at any given time.
SupportSecondVisarea Normally, objects are considered to be in only one vis area. This option allows them to be added to multiple vis areas if their bounding box overlaps them, at the cost of some performance. Without this option, some large objects may not be displayed when viewed through portals in certain situations.
Hideable When this option is set, AI will use this object as a hiding spot, using the specified hide point type.
LodRatio Defines how far from the current camera position, the different Level Of Detail models for the object are used.
ViewDistanceMultiplier Sets the distance from the current view at which the object renders.
NotTriangulate Deprecated
AIRadius Deprecated
NoStaticDecals When this option is set, decals will not project onto the object.
NoAmnbShadowCaster When this option is set, no ambient shadows will be cast.
RecvWind When this option is set, the object will be affected by the level wind.
Occluder Used for the construction of a level occlusion mesh.
DrawLast This function is exposed to give per-object control over alpha-sorting issues. An example can be seen below.


The DrawLast effects in front of glass objects. By enabling DrawLast, Lumberyard knows that any alpha based objects rendered between the player and itself should take ordering priority.

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