Lumberyard
Release Notes

The AWS Documentation website is getting a new look!
Try it now and let us know what you think. Switch to the new look >>

You can return to the original look by selecting English in the language selector above.

Fixes

Lumberyard Beta 1.14 and 1.14.0.1 include the following fixes:

Lumberyard Beta 1.14.0.1

Lumberyard Beta 1.14.0.1 includes the following fixes:

Asset Processor

  • The Asset Processor will again autodetect the number of CPUs to use. Previously, the Asset Processor was set to use a fixed value of 10 cores.

Lumberyard Editor

  • Closing the Login to Amazon Lumberyard window no longer causes the editor to stop working.

Lumberyard Beta 1.14

Lumberyard Beta 1.14 resolves earlier problems. Choose a topic area to learn more about the related fixes.

Animation Editor

The Animation Editor has the following fixes:

  • If you remove all layouts from the Animation Editor, the Anim Graph layout is used by default.

  • Actors are now created if there is bone data but no animation frame.

  • When you hide a slice with an actor entity, the actor now hides properly. You can toggle the visibility control in the Entity Outliner.

  • The editor no longer stops working when you record an animation graph animation.

  • The editor no longer stops working when you exit game mode from the Starter Game level.

  • Changes that you make in the Render Plugin Properties section and on the Color tab are now saved properly. You can access these settings by choosing Edit, Preferences in the Animation Editor.

  • You will no longer see all workspace options in the Reset menu. As expected, only the elements that are currently available in the workspace will show.

  • The editor no longer stops working when you select a graph field in an empty Anim Graph window and then press Backspace.

  • You can now use the Animation Editor for external game projects.

  • The editor no longer stops working when you save a motion set that has an undefined motion.

  • The Advanced_RinLocomotion sample level no longer experiences synchronization issues.

  • The editor no longer stops working when you do the following: load an actor in the Actor Manager, open the Collision Mesh Setup window, right-click the actor, and then choose Add all towards root to selection.

  • The Auto Load Last Workspace setting now works properly. To access this setting, choose File, Open Workspace.

  • The following settings have been removed: Hide Scale Actor Data, Scale Motion Data, Scale Anim Graph Data, and Collision Mesh Setup.

  • The preview window now shows gizmos for all tools— including transform, rotation, and scale— for all camera view types.

  • Rotation gizmos no longer lose focus in the preview window for the Top and Bottom camera view types.

  • You can now select child motion sets as expected.

  • The Actor tab now appears in the .fbx file settings as expected.

  • When you hide an entity in the Entity Outliner, the actor model no longer appears in the viewport.

  • If you add event presets with the same name to the motion event presets configuration file, all presets now appear in the Animation Editor. Previously only the first event preset with the same name would appear.

  • An error message appears if you attempt to play a motion without first opening an actor file.

  • When you save a motion set, the assigned motion set for the animation graph now remains in the Motion Set drop-down menu.

  • The Time View window no longer resizes vertically when you add event tracks.

  • Loading a workspace no longer produces activation errors.

  • When you disable the Draw character setting, the character no longer appears in game mode.

  • The Morph Targets pane no longer erroneously clears when switching between tabs.

  • The Jump and Forage event groups have been removed from the motion set and input for the Simple_JackLocomotion sample level.

  • You can no longer drag animation graphs (.animgraph) from the Asset Browser to the viewport.

  • The Animation Editor floating window no longer displays two title bars.

Asset Browser

The Asset Browser has the following fixes:

  • Typing an event name to edit an inputbindings asset appears correctly.

Asset Processor

Asset Processor has the following fixes:

  • The Job ID no longer appears in Asset Processor.

  • Asset Builder DLLs no longer stop working when more than one builder.dll file has been loaded.

  • The icon in the Asset Processor window now matches the icon in the taskbar.

  • Keyboard input now works correctly for macOS.

  • If the Asset Processor is running and it detects that you are building its DLL files (such as CrySystem.dll, AssetProcessor.exe, builders, or gem DLLs), the Asset Processor will now close automatically. This prevents compilation errors. The Asset Processor will restart when you launch Lumberyard Editor or a game launcher.

Cloud Canvas

Cloud Canvas has the following fixes:

  • The PlayerAccountSample map no longer stops working when you sign in, create a new user, change or forget your password without mapping files on iOS, Android, or macOS devices.

  • TheTexttoSpeechSample level opens correctly in Lumberyard Setup Assistant.

  • In the Dynamic Content Manager, adding files to an existing pak file correctly shows the expected file changes.

  • AWS CloudFormation resources have a timeout property specified.

  • Lumberyard Editor opens correctly when you set the default game project to CloudGemSamples.

Cloud Gem Portal

  • You can now delete old versions of bots, intents, and slots in the Speech Recognition Gem.

  • The Message of the Day gem now correctly displays a message for the time schedule that you specify.

  • You can now add a player name when you create an account in Cloud Gem Portal.

  • Typing special characters for Text to Speech character created invalid names. Special characters can't be used for character names.

  • In the Dynamic Content Manager, adding files to an existing pak file correctly contains the expected files.

Resource Manager

  • File statuses now update automatically.

Component Entity System

The component entity system has the following fixes:

  • AABB and shape math has been fixed for shape components.

  • The Shape component has improved rendering.

  • The mouse wheel is no longer counted twice when editing spin boxes.

  • The SetParent method no longer causes Lumberyard Editor to stop working when you set an entity as a parent.

  • Lumberyard Editor no longer stop working when a Spawner component spawns an entity which spawns a particle.

  • Drop-down menus appear correctly in the Input component.

  • Lumberyard Editor no longer stops working if you enter game mode or AI/Physics with an invalid child entity specified for a Compound Shape component.

  • Opening the asset picker from a component's asset reference property correctly displays the asset's location.

  • Newly created Camera (legacy and component entities) appear correctly in the drop-down menu for the camera ComboBox.

  • Dynamic slices have the correct component dependencies.

  • Lumberyard Editor no longer stops working when an entity with a Spawner component that spawns itself is activated.

  • Changes made to component values for an entity correctly display in both the Pinned Entity Inspector and the Entity Inspector.

  • New tag entries push correctly to nested slice Tag components.

Gems

Gems have the following fixes:

  • The File Importer displays an error message if a .crate file cannot be import.

Geppetto

Geppetto has the following fixes:

  • Geppetto no longer stops working if you create a sequence with an animObject and set a keyframe in the Animation Track, and then click the folder icon.

GitHub Pull Requests

The following fixes are based on GitHub pull requests:

  • Based on the pull request from lucaslg, the power of two '²' character (code 178) has been added. This is used to toggle the console in AZERTY layout to the ignore condition for adding characters to the console.

  • Based on the pull request from Nocturnals, support for Alembic vertex geoscope has been added.

  • Based on the pull request from alex-leleka, shadows no longer shift if total illumination is active and the e_GI console variable is set to 0.

Lua IDE

The Lua IDE and editor have the following fixes:

  • Double-clicking an error in the results now shows the proper line.

  • The Lua IDE no longer provides extraneous information in the logs.

  • Closing the Lua editor no longer ends the Lua IDE process instantly.

  • Lua Editor now opens correctly from Lumberyard Editor.

Lumberyard Editor

Lumberyard Editor has the following fixes:

  • Merged meshes no longer result in missing vegetation or warning messages about exceeding maximum vertices.

  • When exporting and then importing an .xml file from the Time of Day Editor, set calculations are no longer one minute ahead.

  • When you press Ctrl and click the terrain, the terrain texture layer is now selected.

  • When playing back videos, the OnPlaybackFinished event is now triggered as expected.

  • When you create a material in the Material Editor, it now appears in the left navigation pane.

  • Black reflection in the ocean has been fixed. Previously an issue occurred when volumetric fog was enabled and the s_ptexVolumetricFog texture became unbound, but not removed from the s_TexStages array of bound resources.

  • The editor no longer stops working when you set the r_Height and r_Width console variables to 0. You will now see an error log that states the r_Height and r_Width console variables have been set to the nearest valid value.

  • The Clone Object Tool no longer causes the editor to stop working when you enter game mode.

  • Issues with Perforce connected to Lumberyard Editor are fixed.

  • The editor no longer stops working when you click Graphics Settings.

  • The editor no longer stops working if you open a game project that doesn't have the required gems enabled. A message now points you to enable the missing gems in the Project Configurator.

  • You can no longer create multiple custom toolbars with the same name.

  • Icons in the custom toolbar are now highlighted correctly when you pause on them.

  • The New Folder button works correctly when you save a level under a new name or location.

  • Editor buttons display tooltips correctly when you pause on them.

  • Pressing Z to lock on a selected lock entity works correctly.

  • The console window displays the correct string format in the error report.

  • The editor no longer crashes when you push a change to a cascaded slice.

  • The undo feature works correctly with the color picker.

  • Parameter slices are correctly adjusted for default values.

  • The Window taskbar with the auto-hide option enabled is now accessible when the editor is in full screen mode.

  • The editor dialog windows no longer jump to the top-left corner of the screen when you restore the window from a maximum view (even if the window cannot be maximized).

  • Dragging assets from the Asset Browser to the viewport no longer causes an error in the Ebus.h file.

  • The left panes in the editor now display the same size when you start the editor for the first time and when you restore the default layout.

  • Right-clicking an error report and choosing Open in Excel opens correctly.

  • Creating a level automatically loads into the viewport.

  • The editor correctly displays a message that you must close the editor before you can switch projects.

  • The drop-down menu appears correctly when you right-click the title bar.

  • Creating a level no longer causes the editor to stop working if the level name has too many characters.

  • The editor opens correctly if you already have a previous version of Lumberyard's Asset Processor running.

  • Lmbr.exe switches projects correctly when Perforce is not configured.

  • The editor no longer stops working when you undo a check out action on a renamed dialog in Perforce.

  • The Terrain Texture Layers button on the toolbar correctly opens the Terrain Textures Layers Editor.

  • Dragging a file into the viewport and right-clicking correctly displays the Import Asset dialog box.

  • The editor no longer stops working if you create a project with lmbr.exe.

  • The search box in the Entity Outliner no longer clears your selected entity.

  • Entity Outliner filters clear when you load another level.

  • The editor no longer stops working if you attempt to make a change in game mode.

  • The editor no longer stops working after loading a level and then changing levels.

Mannequin

Mannequin has the following fixes:

  • The New ID window displays the correct name when you click New Fragment ID.

Material Editor

The Material Editor has the following fixes:

  • You can right-click a material's parameters and choose Copy All to copy all parameters for the material or choose Copy Section to copy a specific parameter section.

  • Lumberyard Editor no longer stops working when the Realtime Reflection parameter changes for the waterfall_volume.mtl and woodland_canyon_river.mtl files.

Particle Editor

The Particle Editor has the following fixes:

  • Undocked tabs close after you close the Particle Editor.

  • Lumberyard Editor no longer stops working if you attempt to close it while there are unsaved changes in the Particle Editor.

  • Particle textures no longer flicker or render darker if you reopen Lumberyard Editor and the level without first closing the Particle Editor.

  • Lumberyard Editor no longer stops working if you attempt to dock a window to the editor while the Particle Editor is loading.

Project Configurator

The Project Configurator has the following fixes:

  • If you enabled your own gems for your game project, Lumberyard Setup Assistant no longer stops working when you click Advanced Settings.

  • Lyzard.exe no longer stops working when you change the configuration for your game project.

  • crcfix.exe no longer stops working when you create a project.

Rollup Bar

The Rollup Bar has the following fixes:

  • The preview for a .dds file overlay displays correctly.

Scene Settings

The resource compiler no longer stops working when you add or modify a blend shapes modifier.

Scripting

Scripting has the following fixes:

  • The Rotate by Euler node now has the correct transformation and no longer applies scale to an object.

  • Node jittering no longer occurs when you hover over block comments.

  • Rotation has been renamed to Quaternion.

Starter Game

Lumberyard Editor no longer stops working when you switch maps in the Starter Game level.

Track View Editor

The Track View editor has the following fixes:

  • The editor no longer stops working if you delete a node from a component entity sequence and then attempt to change the value of a key in the deleted node.

  • The editor no longer stops working if you press Undo and Redo after moving a pasted key.

  • The editor no longer stops working if you do the following: select the Move and Scale keys, change the time length of a sequence, save the slice overrides, and then undo the changes.

  • The UI Editor viewport is no longer captured in sequence renders.

  • Keyframe values are now updated properly when animated entities are given a new parent.

  • The editor no longer stops working if you delete a sequence while AI/Physics mode is enabled.

  • You can no longer add legacy entities, such as GeomCache, to component entity sequences.

  • You will now see a save prompt after adding a track view event and reloading the level.

  • Warning windows in the Track View editor now have a maximum size.

  • When you use the Render Output tool, the number of frames that are output now matches your settings.

  • When you change a render parameter, the Update button in the Render Output tool becomes active as expected.

  • The Render Output tool now exports the correct frames in a frame range.

  • The Render Output tool now shows a warning if you attempt to create a video and do not have FFMPEG set up properly.

  • The Move and Scale keys now affect even keys on the timeline as expected. Previously only odd keys were moved and scaled.

  • After you select a component node in a sequence, you can select tracks from the Tracks toolbar.

  • You can now change the type of fog volume in the Track View editor.

  • The SequenceAgent component no longer remains on entities after they are removed from a sequence.

  • The frame rate for the track view render output is no longer a fixed value of 60 fps.

  • The brightness level of the Light component with a color track is now the same in both game mode and the preview.

  • The Asset Processor no longer stops working if you animate CAnimEnvironmentNode in the Track View editor.

  • The changes that you make to material nodes in the Track View editor now match the behavior of the nodes that you changed in the Material Editor.

  • When you set a color key in the Track View editor, that color is now properly translated to the track view RGB settings.

  • Track view node effects are no longer active after you delete a node or create a new level.

  • The editor no longer stops working if you enter game mode or switch levels.

  • Sequence data for environment probes is no longer corrupted when saving.

UI Editor

The UI Editor has the following fixes:

  • Flipbook animations now finish at the last sprite.

  • Read-only fields that are not editable appear correctly.

Miscellaneous

Lumberyard has the following miscellaneous fixes:

  • The AZ_EBUS_BEHAVIOR_BINDER_WITH_DOC macro now applies names properly.

  • Asset Processor correctly displays the output on top of other windows.

  • AZStd::vector(size_type) constructor no longer requires the copy construction for type.

  • AssetDatabase no longer sends AssetReady events for assets that have already been spawned.

  • AZStd::list constructor now initializes member variable m_numElements.

  • Slices no longer randomly fail to compile when multiple platforms are being processed at the same time.

  • The Python command general.unload_all_plugins() has been removed.

  • The Resource Compiler no longer stops working when you click Zoom in or Zoom out after opening a non-power-of-two (NPOT) file with the Opacity parameter set.

  • You can modify your materials without needing to delete the .mtl files or the fbx.assetinfo files.