Release Notes


Lumberyard Beta 1.15 resolves earlier problems. Choose a topic area to learn more about the related fixes.


The Navigation Area component no longer destroys and recreates navigation areas while the level is loading.

Android Studio

Android Studio has the following fixes:

  • Assets are now deployed properly from the Android Studio solution to the Android device.

  • Android Studio builds now use the same Java version as standalone Waf builds.

Animation Editor

The Animation Editor has the following fixes:

  • If all layouts are removed, the Animation Editor uses the AnimGraph layout as the default.

  • You can now create actors from bone data only and without an animation frame.

  • When you toggle the visibility control for a slice on an actor entity in the Entity Outliner, the actor no longer renders in the viewport.

  • Lumberyard Editor no longer stops working when you attempt to record an Animation Graph animation for 10 minutes or longer.

  • The changes that you make in the following locations are now saved:

    • Edit, Preferences, General, Render plugin properties

    • Edit, Preferences, General, Select Color

  • The File, Reset option now selects the appropriate options based on the elements in the workspace.

  • Lumberyard Editor no longer stops working when you select an empty Anim Graph window without an animation graph file loaded, and then press the Backspace key.

  • You can now use Animation Editor with external game projects.

  • Lumberyard Editor no longer stops working when you save motion sets that contain undefined motions.

  • The animation graph simulation in the Advanced_RinLocomotion sample level now synchronizes correctly.

  • Lumberyard Editor no longer stops working when you add all meshes in the Collision Mesh Setup window. To add all meshes, follow these steps:

    1. In the Animation Editor, in the Actor Manager pane, click the folder icon.

    2. In the Pick EMotion FX Actor window, select your actor file and then click OK.

    3. In the Actor Manager pane, under Actor Properties, click the setup button for Collision Mesh Setup.

    4. In the Collision Mesh Setup window, right-click an actor list item and then select Add all towards root to selection.

  • The Auto Load Last Workspace option now opens the previously used workspace.

  • The following options were removed because they are not supported in Lumberyard: Hide Scale Actor Data, Scale Motion Data, Scale Anim Graph Data, and Collision Mesh Setup.

  • You can now use the Transform, Rotation, and Scale tools in all camera view types (front, back, left, and right).

  • You can now use the Rotation tool and its gizmos in the preview window and in the top and bottom camera view type.

  • You can now select child motion sets from the AnimGraph component.

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

  • The Setup Phonemes feature has been removed. You cannot add a phoneme to a phoneme set.

  • When you create multiple event presets, you must specify unique names for each event preset.

  • If you attempt to play a motion without an actor file open, you will now see an error with more information.

  • When you add a motion to a motion set and then save, the Motion Set drop-down list now shows the saved motion set.

  • The Time View window no longer expands indefinitely when you add event tracks.

  • You will no longer see erroneous messages about activation when you load a workspace.

  • When you clear (disable) the Draw character check box for an Actor component in the Entity Inspector, the character no longer appears in game mode.

  • The Morph Targets pane no longer clears when you switch panes.

  • You must enable the CryLegacyAnimation gem to use the Ragdoll component and other legacy CryAnimation components.

  • The Jump and Forage motions are no longer included in the motion set for the Simple_JackLocomotion level.

  • You can no longer erroneously drag .animgraph assets to the viewport.

  • Animation Editor windows no longer have a double border.

Asset Browser

Geometry data is no longer missing when you use the Export Selected Objects option.

Asset Processor

Asset Processor has the following fixes:

  • Asset Processor can now process slices that contain an Infinite Ocean component.

  • The Actor tab now shows in the .fbx settings after Asset Processor processes an .fbx file.

  • Asset Processor can now process the rinActor.fbx file.

  • Asset Processor no longer attempts to rebuild assets multiple times.

  • Error messages no longer appear when Asset Processor restarts and gems start loading.

  • The i_caf files now compile properly.

Cloud Canvas

Cloud Canvas has the following fixes:

  • The documentation link in the lmbr_aws output has been updated to the correct URL.

  • You can now use the Clear Content and Delete Pak buttons to clear a file of dynamic content.

  • The Text-to-Speech map and gem now work in all supported regions.

  • You will no longer see an error when you create or delete a deployment stack.

  • The process to create project stacks now begins immediately in the Cloud Canvas Resource Manager.

  • The Cloud Canvas Resource Manager no longer stops working when you attempt to add multiple AWS resources such as a DynamoDB table, Lambda function, Amazon S3 bucket, Amazon SNS topic, or Amazon SQS queue.

  • The Cloud Gem Portal now works as expected when you create deployments with different resource groups. Previously the dashboard and Cloud Gems would not load.

  • Messages in the Cloud Gem Portal now remain active for up to 12 hours after the end date, relative to the player's time zone.

Component Entity System

The component entity system has the following fixes:

  • When adjusting the width, the Entity Inspector is now resized consistently.

  • The Delete keyboard shortcut now works in the Entity Outliner.

  • The rotation of the original object is now maintained when you press the Alt key while using the Align to Object option. If you want to change the rotation of the original object to match the target, you can use the Align to Object option without pressing the Alt key.

  • The context menu options now work properly when you right-click a component in the Entity Inspector.

  • You can now create dynamic slices from an entity that has a Camera component.

  • Entities are no longer spawned at inaccurate positions.

  • The Transform component can now handle transform jitter.

  • You can no longer add or edit Flow Graph components unless you enable legacy tools. For more information, see CryEntity Removal Gem in the Amazon Lumberyard User Guide.

  • When converted to the component entity system, the legacy physical brush now retains physics information.

  • Lumberyard Editor no longer stops working if a Netbinding component cannot be found.


The graphics system has the following fixes:

  • You can now make an opaque material be transparent at runtime.

  • The r_MeasureOverdraw console variable now works properly for the overdraw debug render mode.

  • You can now use the r_WaterReflections console variable to toggle water reflections.

  • Divide-by-zero no longer stops working when you use supersampling and set the renderer width or height to 0.


Error messages no longer appear when you execute available commands.

Lumberyard Editor

Lumberyard Editor has the following fixes:

  • The deprecated Cover parameter has been removed from the Generation window in the Terrain Editor.

  • Lumberyard Editor no longer stops working when you double-click Assign Splat Map in the Terrain Texture Layers tool and a layer is not selected.

  • The vegetation system now uses LOD 4 and LOD 5 correctly. Previously the vegetation system used LOD 0 and LOD 1, which impacted performance.

  • Lumberyard Editor no longer stops working if you use the r_ShowRenderTarget console variable to view a temporary render target, and then exit game mode.

  • Lumberyard Editor no longer stops working when you update vertex and index buffers.

  • Lumberyard Editor no longer stops working when you write to a constant buffer and attempt to map a sub-resource.

  • Lumberyard Editor no longer stops working when you delete the unnamed macro in the Configure ToolBox Macros window. To configure your macros, choose Game, Debugging, Configure ToolBox Macros.

  • The Entity Outliner is no longer in preview mode. The Preview label has been removed from the title bar.

  • The Select Current Layer button no longer appears in the editor toolbar. To use this option, you must enable the CryLegacy gem.

  • Lumberyard Editor no longer stops working when you set the r_Stats console variable to 1.

  • You can now use AzQtComponents to explicitly set the Windows SDK version to use. This will reduce compiler issues for certain projects.

  • The news feed in the Welcome to Lumberyard window no longer interferes with the ability to close the window.

  • Lumberyard Editor no longer stops working when you exit game mode on the StarterGame map.

  • The Console log no longer erroneously reports hardware changes.

  • Lumberyard Editor no longer stops working when you repeatedly press the Esc key to close the Legacy Entities Detected window. This issue occurred when opening the Fur_Technical_Sample and Advanced_RinLocomotion levels.

  • New projects are no longer missing the file, which is located in the /lumberyard_version/dev/Engine/EngineAssets/Textures directory.

  • The Ctrl+Z keyboard shortcut now works properly.

  • You can now reset the viewport to the default view.

  • Lumberyard Editor no longer stops working when you exit the Select Color window for the color picker tool.

  • Error messages no longer appear when you load a level that is missing assets from the Welcome to Lumberyard window.

  • Keyboard shortcuts now work as expected. Previously they did not work in the editor if the UI Editor or Script Canvas editor were open. They also did not work in the Material Editor.

  • The Console window now shows more detailed error messages for missing scripts.

  • The editor title bar no longer shows the level name after you close a level.

Lumberyard Setup Assistant

The Lumberyard Setup Assistant has the following fixes:

  • The MBCS MFC Library for Visual Studio 2015 is no longer required to use Lumberyard.

  • You can click Install all on the Install required SDKs tab to download and install all required SDKs.


macOS has the following fixes:

  • Lumberyard Editor no longer stops working when you change the layout to one that has more than one viewport.

  • All Animation Editor tools and windows on macOS now work as expected.


Orientation changes that are based on sensor data now work correctly on Android and iOS devices.


The networking system has the following fixes:

  • GridMate packets are now stamped with the time that the change occurred.

  • Amazon GameLift now accepts eight clients as expected.

  • Multiple clients can now connect to a MultiplayerSample host (dedicated server or launcher) and play the game without any issues.

  • The MultiplayerSampleLauncher_Server.exe no longer stops working when you enter the mpdisconnect command in the server launcher while two or more clients are connected.

  • GridMember::OnKick no longer stops working if a kick message is received when the host has already closed the session.

  • The client can now find and connect to a server, even if no default value is provided.

  • The LightningArcComponentNotificationBus now notifies only the entity that had an effect triggered.

Script Canvas

Script Canvas has the following fixes:

  • The source pin text for the following nodes is now corrected: Get Forward, Get Right, and Get Up.

  • The Script Canvas editor no longer stops working when you quickly move the pointer between editable property fields.

  • The On Graph Start node now executes the On Entity Activated node.

  • The backtracing system in Lua has been updated to prevent system tick events from being sent during startup. Previously the tickbus would start ticking early. If a UI element, such as a dialog box, popped up then the half-initialized systems would begin to receive tick events.

  • You will no longer see an error when you use the same Script Canvas reference to spawn multiple entities.

  • A default value is now selected for Script Canvas variables that have drop-down lists.

  • Lumberyard Editor no longer stops working when you use the Cloud Canvas Get nodes.

  • The door now closes correctly in the ScriptCanvas_Basic_Sample level.

  • The Open Recent list now includes Script Canvas graphs that were opened from a Script Canvas component.

  • You can now batch convert folders with assets other than .scriptcanvas files.

  • Levels now remain stable even when a particle effect reference in Lua is triggered before a level is unloaded.

  • The console now shows a message if a Set Variable node does not have a data connection.

  • When you right-click a Script Canvas node and choose Delete Node, the node information is now removed from the Node Inspector.

  • The Script Canvas editor no longer stops working when you save your graph.

  • The AZ_EBUS_BEHAVIOR_BINDER_WITH_DOC macro now applies pin labels to a node.

  • The Get and Set nodes now have property fields that you can edit.

  • The Set nodes now pass their values and elements as output on the right side of the node.

  • Lumberyard Editor no longer stops working when you edit the vector, entity ID, or quaternion values for Script Canvas nodes.

  • The Node Inspector no longer shows two collapsible titles for the node information.

  • The View menu now shows the visible status of the Variable Manager.

  • If you attempt to edit a Lua file that is not checked out, you will now be prompted to check out the file before you can edit.

  • The Script Canvas editor no longer stops working after using it for hours.

  • Math nodes are now grouped together in the Node Palette.

  • Lumberyard Editor no longer stops working when you add or undo numerous comment nodes.

  • Lua assets are now checked out properly from Perforce.

Starter Game

The Starter Game level has the following fixes:

  • Legacy designer objects have been converted to Lumberyard entities.

  • You can now run the Starter Game level on macOS with XCode in debug mode.

  • The Starter Game level no longer stops working when you perform tight turns, such as motion turns or tight weaving turns.

  • The legacy animation tools are enabled by default.

  • Lumberyard Editor no longer stops working when you exit game mode after seeing the Mission: Failed screen.

UI Editor

The UI Editor has the following fixes:

  • The character spacing units for the UiText component has been corrected to 1/1000 of ems, where 1 em is equal to font size. This fix affects any UiText component that uses the Character Spacing setting.

  • When UiSpawnerComponent::OnEntityContextSliceInstantiated is executed, you will now receive a notification for each slice that is spawned.

  • The UI slider now rounds to the next step as expected.

  • You can now load levels that have UI canvases that render to texture. The CreateDepthSurface method has been updated to use the correct thread for render context. The FX_CreateDepthSurface member has also been removed.


Lumberyard has the following miscellaneous fixes:

  • Memory leaks were fixed for the terrain_node_compile.cpp and terrain_sector.h files.

  • The export_all_levels Python script now works.

  • The resource compiler no longer stops working when you add or modify the Blend Shapes Modifier.

  • Deserializing a vector now clears previous elements.

  • You can now build win_x64_vs2017_profile and win_x64_vs2015_profile_test as expected.

  • The lmbr_create.log file is now created after you build an external game project.

  • The AssetCatalog::GetDirectProductDependencies test now returns the correct dependencies for the queried product only.

  • When you add an external layer from the Layers tab in the Rollup Bar, a devassets folder no longer appears erroneously in the dev directory.

  • Clicking the x button in the dedicated server window now shuts down the engine cleanly.