Lumberyard
Release Notes

Known Issues

Lumberyard Beta 1.18 has the following known issues. Choose a topic area to learn more.

3D Studio Max Tools and Plugin

The 3D Studio Max tools and plugin have the following known issues:

  • When using the 3ds Max plugin, you might receive a runtime error if you have an object selected with the CrySkin modifier and you right-click to dismiss the menu.

  • Lumberyard Editor must be running when you use the Create Material function in the 3ds Max plugin.

  • Absolute paths are saved in .mtl files that are created using the material editing tools in 3ds Max.

  • Rotations that are applied on the root bone of a skeleton will not load in Lumberyard. You will not receive an error message; however, to prevent this issue do not apply rotations to the root bone of a skeleton in 3ds Max.

  • To ensure 3ds Max exports correctly, you must save your .max file before changing the Custom Export Path field.

Android

Android has the following known issues:

  • You may experience low memory or out-of-memory issues if your game project includes numerous gems, and you attempt to run a debug build of your app on older devices with less than 3 GB of onboard RAM. To prevent this issue, you can disable gems that aren't required for your project. You can also create monolithic debug builds by editing the waf_branch_spec.py file to change line 166 from android_release to android. This file is located in the lumberyard_version\dev directory.

  • An issue with the Lumberyard folder name can cause Android release builds to fail and prevent the APK from launching properly. To prevent this issue, ensure the installation directory does not contain a period (.) character.

  • The Cloud Canvas speech recognition feature records corrupted audio files on the following devices: Nexus 7 II (Android: 6.0.1) and Huawei P9 Lite, Model: VNS-L21 (Android: 6.0).

  • Lumberyard applications do not run properly on the Asus ZenFone 3 Max.

  • You may receive the following build error message: "Task in 'javac' was not executed for some reason." This occurs if the generated output files exceed the maximum path length for the host platform. To work around this issue, use a shorter path for your project or Lumberyard installation.

Android Studio

When you open an Android Studio project on Windows, you may receive a warning about CMake modules exceeding the maximum file path length. Because the Waf build system handles native builds, you can safely ignore these warnings.

Animation Editor

The Animation Editor has the following known issues:

  • If your .fbx file contains only skeletons and bones, an .actor file will not be created. To create an .actor file, you must include a skinned mesh and corresponding skeletons and bones in your .fbx file.

  • Skin attachments do not follow actors that have animations.

  • If you generate actors using 3ds Max, part of the skinned mesh may displace from the original position, although corresponding meshes are skinned. To work around this issue, use 3ds Max to add all bones to the skin modifier and then export a new .fbx file to your Lumberyard project.

  • Asset Processor may not process assets properly if there are multiple bind poses in the .fbx files. To work around this issue, use your DCC tool to delete all bind poses except one and then export the .fbx files again.

  • If you choose File, Save Selected Actors while multiple actors are open, all actors will close except the most recently opened actor. Changes made to the actors will also be lost.

  • Ragdoll requires a continuous chain of joints. For example, if you have a bipedal ragdoll setup with hip and shoulder joints, you must add all in-between joints to ensure acceptable behavior. If you do not add the in-between joints, such as spine joints, the ragdoll will produce undesired behavior.

  • Render output from the Track View editor is affected if an actor in the frames has Simple Motion and Anim Graph components and is controlled by the Animation Editor. The animation playback in the render output video appears faster than normal and is multiplied based on the FPS output of the video. To work around this issue, you can use external video capture software to record the animation playback when you run your sequences.

  • After you launch a server instance and a client instance of a game, the client can use controls to change the animation of a character.

  • Weight triggers for the Blend N node are automatically set to zero. You must manually change the weight trigger.

  • The editor stops working if you right-click in the navigation pane and cut a node that's in a pasted reference node, and then paste the node into the animation graph window.

  • If an animation graph is referenced in another animation graph, the edited animation graph may disappear from the navigation pane when you save your changes. The editor also stops working if you click the parent node in the animation graph after you save your changes.

  • The editor stops working if you use special characters, such as " or %, for the motion ID in a motion set.

  • If a motion set is referenced in a reference node, the original motion set will be duplicated when you save your changes. The editor stops working if you remove the duplicate motion set and save your changes.

Area Objects and Triggers

You can use area objects to create three dimensional zones in a level that are then used to trigger events. If a player is detected within the trigger volume of an area object, the trigger is activated. Area triggers that use the AreaSolid object type as the trigger detection volume do not work properly. You can use the Shape object type instead.

Asset Builder API

ProcessJobRequest m_sourceFile contains the [output] parameter that is specified in the assetprocessorplatformconfig.ini file for a given watch folder. If a full path to the asset is required for the Asset Builder, you can use m_fullPath from ProcessJobRequest instead.

Asset Pipeline

The Asset Pipeline has the following known issues:

  • If you switch branches, you must restart Asset Processor.

  • Only asset types that have an implementation in the engine can live reload.

  • When using the asset importer, an access violation may occur when attempting to save.

  • Occasionally a .caf file might fail to move or copy from the source folder to the destination folder. To resolve this issue, rebuild by using the AssetProcessorBatch.exe file.

  • Searching for multiple space-delimited keywords in the Asset Browser exponentially degrades performance as the number of search terms increases.

  • An issue may prevent you from launching the editor after deleting the cache while Asset Processor is running. To work around this issue, restart Asset Processor and then relaunch the editor.

  • The pre-compiled version of Asset Processor that's included in the Bin64vs120.Dedicated directory in the Lumberyard package does not initialize properly. To work around this issue, you must build the profile version of Asset Processor for the dedicated server.

  • Asset Processor may fail to rebuild dynamic slices when a component definition changes in the code. This is a result of the component not being found in the dynamic slice file. The component could have been inherited or is different in the compiled gameplay slice.

  • If you enter game mode before Asset Processor finishes processing the .fbx files for your level, the animations and motions may not activate. To work around this issue, wait for Asset Processor to finish processing the .fbx files that contain actors and motions and begin processing texture files. You can then launch the game or Lumberyard Editor.

  • You cannot rename a folder while Asset Processor is processing the files in that folder.

  • You may notice an increase in processing time for .fbx files. This is caused by both the Asset Builder SDK and the RC compiler compiling the .fbx asset files.

  • When loading the getting-started-completed-level or Camera_Sample level, you may experience graphical artifacts and see error messages in the Console pane. To work around this issue, allow Asset Processor to finish processing assets.

  • Asset Processor may freeze if you run Xcode for Mac and then run Asset Processor in profile mode.

  • While processing assets, an issue occurs on the AMD Ryzen CPU configuration that may cause the computer to become unresponsive.

Audio

The audio system has the following known issues:

  • Sound obstruction does not run when you toggle AI/Physics mode.

  • The file cache manager has not been ported to the new allocators.

  • An Audio Controls Editor pop-up dialog box erroneously displays in the upper left corner.

  • The editor stops working if AudioPreloadComponent::Deactivate loads more than one preload. To work around this issue, ensure AudioPreloadComponent::Deactivate loads only one preload.

  • The editor stops working if you add multiple objects that have an audio effect and then trigger all objects simultaneously. The editor also stops working if the audio effects for multiple objects collide.

Audiokinetic Wwise and Wwise LTX

Audiokinetic Wwise and Wwise LTX have the following known issues:

  • The following issues are known when installing Wwise LTX:

    • An installation error may result in the following message: "Microsoft Visual C++ 2008: Failed to execute the package: Fatal error during installation."

      To resolve this issue, do any of the following:

      • Click Try Again for the installer to attempt to install the package again.

      • Click Cancel. Run the vc2008redist_x86.exe and vc2008redist_x64.exe installers (located in dev/Bin64/Redistributables/WwiseLTX/v2015.2_LTX_build_5495/), and then run the installer again.

      • Click Cancel. Turn off any antivirus software that is running on your computer, and then run the installer again.

    • An access denied error may occur when using the Extract option in the Wwise LTX setup. To resolve this issue, manually run the installer (located in dev/Bin64/Redistributables/WwiseLTX/v2015.2_LTX_build_5495/Wwise_v2015.2_LTX_Setup.exe) as Administrator.

  • Lumberyard now supports Wwise 2016.1.1. If you attempt to use Wwise 2014 or Wwise 2015 with Lumberyard, you will encounter linker errors. To continue using an earlier version of Wwise, you can use the workaround described in the wscript_wwise2015.readme.txt file (located in the lumberyard_version\dev\Code\CryEngine\CrySoundSystem\implementations\CryAudioImplWwise directory).

  • Video playback is not yet capable of rendering audio. To work around this issue, use Wwise to play your video's audio separately.

  • Reloading the Audio Controls Editor after creating new controls without saving (thereby discarding your changes) can prevent the Wwise controls from returning to the unassigned state. If you discard your changes using this method, we recommend that you restart the Audio Controls Editor to prevent further issues.

Audio Components EBus

The following audio components EBus have been renamed for consistency across components:

  • AudioTriggerComponentRequestsBus renamed to AudioTriggerComponentRequestBus

  • AudioTriggerComponentNotificationsBus renamed to AudioTriggerComponentNotificationBus

  • AudioRtpcComponentRequestsBus renamed to AudioRtpcComponentRequestBus

  • AudioSwitchComponentRequestsBus renamed to AudioSwitchComponentRequestBus

  • AudioEnvironmentComponentRequestsBus renamed to AudioEnvironmentComponentRequestBus

  • AudioProxyComponentRequestsBus renamed to AudioProxyComponentRequestBus

If you use the old EBus names in Lua or native C++, you must update your code to use the new EBus names. This applies if you manipulate or call into the audio components from code.

Audio Proxy Component

The Audio Proxy component is meant to be a silent partner component for other audio components. All audio components depend on the Audio Proxy component. In order to use this component, you must manually add it to a new component entity.

Cloud Canvas

Cloud Canvas has the following known issues:

  • Pressing Ctrl+F in the Cloud Canvas Resource Manager opens the Editor Unfreeze All window rather than the expected Search window. To open the Search window, click Edit, Search.

  • If you upload Cloud Canvas resources and then attempt to run your game in Lumberyard Editor, the game fails to run and gives the error MissingAuthenticationTokenException. This is caused by a bug in which the resource map does not update when you create a new Cloud Canvas stack or change resources.

  • A related issue occurs when you use the Cloud Canvas Resource Manager to add a resource. Adding the resource succeeds, but the resource mapping silently fails. When you run the game in Lumberyard Editor, the resource is not available.

    To resolve this issue, do the following:

    1. Perform the resource update.

    2. Close and then restart Lumberyard Editor.

    3. Reload the level.

    4. Run the game.

    This issue also affects the standalone Samples Project launcher (located at dev\Bin64\SamplesProjectLauncher.exe). After updating your resources, but before running your game, run the following command to create the required resource mapping file so the game can run in the launcher: lmbr_aws update-mappings --release

  • You may see a log error that says, "Resource Management based Cognito-Identity pools configured as [pool name] has to support anonymous identities" when you attempt to do the following:

    1. Create a new project stack.

    2. Create a deployment.

    3. Press Ctrl+G to run the game from the editor.

    To work around this issue, restart the editor or click Upload Resources in the Cloud Canvas Resource Manager and wait for the operation to complete. Ctrl+G should work correctly.

  • Projects with AWS resources managed by the Cloud Canvas Resource Manager and created using previous versions of Lumberyard must be modified to work with Lumberyard 1.7. For information about the required modifications, see Migrating Lumberyard Projects – Lumberyard 1.7.

  • The Cloud Canvas Resource Manager contains a preview of AWS API Gateway support (we call this feature Service APIs). The APIs that you create using this feature are publicly accessible. Future versions of the Cloud Canvas Resource Manager will allow the use of IAM roles to restrict access to these APIs.

  • The dynamic content manager UI appears blank with a non-functional drop-down menu in the following instances:

    • If there isn't a project stack or deployment.

    • If the game project doesn't use the CloudGemDynamicContent gem, but the gem is enabled in the solution.

  • Stacks created with a previous version of the Cloud Canvas Resource Manager are not backward compatible. You must create new stacks.

  • We disabled one method for login authentication due to security issues. This method stored the authentication token in a console variable. If you are still using this feature, you can re-enable it using #define AUTH_TOKEN_CVAR_ENABLED. Be aware of security risks, for example the console variable content being dumped into a crash dump.

  • The Cloud Canvas speech recognition feature records corrupted audio files on the following devices: Nexus 7 II (Android: 6.0.1) and Huawei P9 Lite, Model: VNS-L21 (Android: 6.0).

  • If you attempt to create or update a Cloud Canvas deployment stack that contains numerous cloud gems or resource groups, the deployment transaction may not succeed. To work around this issue, do the following:

    1. Disable the deployment groups.

    2. Create or update your deployment stack.

    3. Once the deployment transactions are finished, enable the preferred cloud gem or resource group for your deployment stack.

    4. Update your deployment stack.

    5. Repeat steps 3 and 4 until you have added all preferred cloud gems or resource groups for your deployment stack.

  • You may see an error message when you set or clear the default profile in a command line window.

  • You may see a false Connected status after attempting to subscribe a nonexistent channel, being disconnected by the web communicator, and attempting to connect again.

  • The Dynamic Content Manager does not refresh properly when the deployment changes. This can result in warnings appearing next to files in the package.

  • When you create an in-game survey, the Export to CSV feature creates a text file rather than a CSV file.

  • Files remain in the AWS Console when you delete a deployment in the Resource Manager and then delete the project stack in the CLI.

  • Project stack deletion errors can occur if you delete a deployment with Cloud Canvas resource manager, exit Lumberyard Editor, and then enter the lmbr_aws project delete command. To resolve this, run the Cloud Canvas Cleanup Tool to remove the orphaned resources that remain after the failed project stack deletion.

  • When you launch the Cloud Gem Samples app on an iOS device using Xcode, the client does not connect to the Open SSL.

  • You may receive an error message when you use the download function to download data from an S3 bucket, if the S3 bucket contains data that is stored in folders.

  • When you choose Add resource, Lambda function and expand the Runtime list, you will erroneously see the Nodejs runtime option. This is not a valid option and will prevent the Lambda from creating successfully.

  • The Resource Manager displays encoded content of the .zip files that are stored in the AWSLambdaLanguageDemo gem.

  • If you insert a minimum value that is greater than the maximum value in the Add Leaderboard window, you will see an incorrect error message.

  • In the Credentials Manager, after you perform multiple profile creation and deletion operations, the profile list does not update correctly, and already deleted profiles may still be present on the profile list.

Cloud Gems

Cloud gems have the following known issues:

  • Cloud Gems are now built using versioning to prevent future breaking changes. Cloud Gem versioning also allows dependencies on different versions of other gems, such as the Cloud Gem Framework. In order to use this new functionality, you must follow the steps outlined in the Lumberyard 1.10 migration section of the Amazon Lumberyard User Guide.

  • Creating your deployment may not succeed if you select and deploy all Cloud Gems. To work around this issue, do the following:

    1. In the Cloud Canvas Resource Manager, disable all resource groups until you have only one or two resource groups with a DynamoDB table.

    2. Create your deployment.

    3. Enable one or two resource groups with a DynamoDB table.

    4. Update your deployment.

    5. Repeat steps 3 and 4 until you have enabled the preferred resource groups for your deployment.

Defect Reporter Cloud Gem

  • DxDiag is not captured correctly on Windows 7.

  • When you type a string in the search field and press Enter, a drop-down list appears with the number of displayed search results.

  • If you delete a report that is generated in the Defect Reporter Sample level, the related screenshots and logs are not deleted from the Cache directory.

  • When you create a heatmap with a name that has spaces or symbols, the heatmap is created, but deletion of the heatmap fails with an "Unable to delete heatmap" message.

  • The REST Explorer tab of the Defect Reporter Cloud Gem Portal fails to load properly with the following errors:

    • Failed to get project keys. The received error was 'Status: 500, Message:Service Error: An internal service error has occurred.'

    • Failed to get the field mappings. The received error was 'Status: 500, Message:Service Error. An internal service error has occurred.'

Dynamic Content Cloud Gem

  • When you create two different manifests that have package files with the same name, the following occurs:

    • The second .pak file overwrites the first .pak file.

    • In the Overview tab of the Cloud Gem Portal, the first .pak file no longer appears in the first manifest.

In-Game Survey Cloud Gem

  • The following pathVERB combinations in the REST Explorer tab fail with an error:

    • /active/surveys/{survey_id}/answers/{submission_id}PUT

    • /active/surveys/{survey_id}/player_submission/{submission_id}GET

    • /surveys/{survey_id}/questions/(question_id)PUT

    • /surveys/{survey_id}/questions/(question_id)DELETE

    • /surveys/{survey_id}/questions/{question_id}/statusPUT

  • The following path / VERB combinations in the REST Explorer tab have the issues noted:

    • /surveys/{survey_id}/activation_periodPUT

      The activation_start_time and activation_end_time parameters are required to complete the operation even though the UI indicates that they are optional.

    • /surveys/{survey_id}/questionsPOST

      When you add a predefined question, a new question is created with no answers to choose from even when the list of answers was provided.

Leaderboard Cloud Gem

  • The following pathVERB combinations in the REST Explorer tab have the issues noted:

    • /score/{stat}/{user}DELETE

      The operation fails.

    • /scorePOST

      The value parameter accepts a dot for decimal notation and an e for scientific notation, but these symbols are ignored when a number is passed into the score. Instead, the value returned is the integer part of the value passed. For example, 1e+2 is returned as 1.

    • /scorePOST

      When the Player Account gem is enabled within the same deployment stack, the operation fails.

Metrics Cloud Gem

  • The Metrics cloud gem is supported only in regions where First-In-First-Out (FIFO) is supported. For more information, see Amazon SQS FIFO Queues.

Player Account Cloud Gem

  • The following pathVERB combinations in the REST Explorer tab have the issues noted:

    • /admin/accountSearchGET

      The operation fails with the error status 0 if it is run with the CognitoIdentityId or Email parameters.

    • /admin/accountsPOST

      The AccountBlacklist parameter always returns true even after it is set to false.

    • /admin/accounts/{AccountId}PUT

      The AccountBlacklist parameter always returns true even if after it is set to false.

    • /ban/playerbanDELETE

      The operation fails with the error status 400.

Speech Recognition Cloud Gem

  • This gem is in preview and may have breaking changes in future releases.

  • You cannot use the Cloud Gem Portal to delete Amazon Lex bots, intents, and slot types. Use the Amazon Lex console instead.

  • Do the following if you want to update a published bot:

    • Use a bot description file in the Cloud Gem Portal and provide the version numbers of the bots, intents, and slot types.

    • Include only bot modifications and new or modified intents with appropriately incremented version numbers. This is required for the update to complete successfully.

    • Alternatively, use the Amazon Lex console to update the published bot.

  • Session attributes are not currently passed through the PostContent or PostText functions.

  • The AWS_lmbr test cleanup scripts do not currently clean up Lex bots, intents, or slot types. A future version of the gem will use the prefixes to clean up Amazon Lex bots, intents, and slot types. However, as shared resources, they will not be deleted if the bots are published or the intents and slot types are in use by any bot or intent.

  • The Microphone gem currently supports Windows only. This limits the use of the Voice Recorder System component to Windows. Future versions of Lumberyard will add microphone support on other operating systems.

  • Amazon Lex is accessible worldwide except from the following AWS region: US East (N. Virginia). For more information about supported regions, see AWS Region Table.

Text-to-Speech Cloud Gem

  • This gem uses a custom Amazon Polly resource that requires a handler in the project stack. This does not apply if you create a new stack. Do the following to add this gem to an existing stack:

    1. Enable the Text-to-Speech Cloud Gem.

    2. Restart Lumberyard Editor.

    3. Update the project stack.

    4. Update the deployment stack.

  • If you type an ampersand (&), lesser than (<), or quotation mark (") in the Input Text field, you will see a line of code returned in the Caption field. This occurs in game mode in the Text-to-Speech Sample level.

  • The following pathVERB combinations in the REST Explorer tab have the issues noted:

    • /speechlibDELETE

      Operation fails with the error status 400.

    • /tts/exportPOST

      The operation reports does not report errors if the entries parameter contains an empty set of double quotation marks ("").

    • /tts/generatedpackage/{key}DELETE

      The operation reports success as long as any string is passed into they key parameter.

    • /tts/runtimecachePOST

      Setting the Boolean parameter enabled to false does not change the enabled status to disabled.

    • /tts/runtimecapabilitiesPOST

      Setting the Boolean parameter enabled to false does not change the enabled status to disabled.

Gem User Login: Default

  • This gem is no longer useful and will be deprecated in a future release. Previously release builds required end users to log in for configuration settings like action maps. We have implemented the user login feature to enable quick testing and verification of release builds.

Cloud Gem Portal

The Cloud Gem Portal has the following known issues:

  • Basic user permissions require S3 PUT, S3 GET, AWS CloudFormation DescribeStack, and Amazon Cognito read. You can use the following AWS IAM built-in policies for basic users: AmazonS3FullAccess, AWSCloudFormationReadOnlyAccess, and AmazonCognitoReadOnly.

  • If you access the Cloud Gem Portal in Firefox, you cannot use the x icon to remove an intent from a bot. No error message displays in the console.

  • You must specify a default deployment in order for the Cloud Gem Portal to properly display gems.

  • If you remove a player name in the Edit Player Account window, you will not be able to save changes to the player account.

  • Adding a message with more than 170 characters can corrupt the layout in the Message of the Day section. This impedes your ability to access the Edit and Delete options for all message tiles.

  • Cloud gems will not display in the Cloud Gem Portal if your project stack name contains two or more dashes between the alphanumeric characters. In addition, the project stack name will not display correctly. For example, a project stack name of xx---xx--- will appear as xx--xx.

Component Entity System

The component entity system has the following known issues:

  • If you select a layer in the Entity Outliner while the translation tool is active, the coordinates/transform area in the bottom toolbar becomes available to manually enter values. This is erroneous behavior and may create issues.

  • You may notice the following when you save changes to entities on a specific layer:

    • The camera position is saved to the level file, which results in files being written to disk.

    • If a C++ change results in the serialization data for an entity to update, the automated upgrade will be seen as a change to save to disk. To work around this issue, you can do the following:

      • Re-save the relevant entities after modifying components in C++. This allows you to verify that the changes behave as expected.

      • Adjust your layers workflow to right-click and save individual layers.

      • Confirm with your team that you can check your layers into source control. This can help separate user change from automated changes.

Console Variables

You cannot edit text-based fields in the Console Variables window. To work around this issue, manually specify the console variable name and the value: VARIABLE_NAME = new value. For more information, see Configuring Console Variables in Configuration Files in the Amazon Lumberyard User Guide.

CryEngineNonRCModule

CryEngineNonRCModule has been removed. If you are upgrading your projects from Lumberyard 1.4 or earlier, you must update all references of CryEngineNonRCModule to CryEngineModule in your wscript files.

CryEntity

CryEntities have the following known issues:

  • Lumberyard Editor may freeze if you attempt to use excessively high values for legacy CryEntity parameters, such as road width.

  • You must use legacy tools to use the Designer Tool, create roads and rivers, and add other legacy CryEntities. The legacy tools are disabled by default for new projects.

    To enable legacy tools

    1. Use the Project Configurator to disable the CryEntity Removal gem for your project. For more information, see CryEntity Removal Gem in the Amazon Lumberyard User Guide.

    2. In Lumberyard Editor, choose Edit, Editor Settings, Global Preferences.

    3. In the Preferences window, under General Settings, select Enable Legacy UI.

    4. Click OK.

  • When you convert your legacy entities, the Static parameter for the Transform component is disabled by default. This may impact references to the entity. For more information, see Converting Entities with the Legacy Converter.

  • Legacy objects in Track View sequences are not automatically converted to component entities. To work around this issue, you can manually recreate the sequences in the Track View editor.

Data Types

The .cga and .anm data types are deprecated.

Decal Component

The Decal component's visual representation has been updated to follow the entity's transform position. Now when you use a Decal component and move the object in-game, the location of the decal is updated. This update may introduce performance issues when several decals in the game frequently update their position.

Dedicated Server

The Asset Processor executable located in the Bin64vc120.dedicated and Bin64vc140.dedicated directories does not work properly. To work around this issue, do one of the following:

  • Use the pre-compiled, profile version of Asset Processor. You can find Asset Processor in the Bin64vc120 or Bin64vc140 directory.

  • Build the profile version of your game and Asset Processor:

    1. Build the profile version of your game and tools at least once.

    2. Launch Asset Processor from your build location.

    3. Launch your dedicated server.

  • Pre-build the assets for your dedicated server so that Asset Processor isn't required:

    1. Build the profile version of your game and tools at least once. Alternately, you can use the pre-compiled version of Asset Processor.

    2. Launch the Asset Processor executable (or batch version) from your build location.

    3. Edit the bootstrap.cfg file to set wait_for_connect to 0.

    4. Launch your dedicated server. Asset Processor will not launch because the assets were prebuilt.

DirectX 12

You may receive the following warning when you use lmbr_waf configure --win-build-renderer=DX12: "win_build_renderer == DX12 but machine can't compile for DX12, reverting to DX11." You can safely ignore this warning, which references the configuration for Android and Visual Studio 2013. DirectX 12 will configure correctly for the Visual Studio 2015 Windows build.

Environment Probe Resources

Lumberyard 1.16 introduced changes to the algorithm for compiling environment probe resources that results in sharper reflections. A future version of Lumberyard will revert these changes. To work around this issue in the meantime, follow the steps below.

To resolve environment probe reflection issues

  1. Set up your development environment to compile Lumberyard Editor and tools. For information, see Running Lumberyard Setup Assistant.

  2. Open the CCubeMapProcessor.cpp file in your preferred text editor. You can find this file in the lumberyard_version/dev/Code/Tools/RC/ResourceCompilerImage/Filtering/CubeMapGen-1.4-Source/ directory.

  3. On line 1580, rename roughnessSquared to roughness.

    float32 cosTheta = sqrtf((1 - vXi[1]) / ( 1 + ((roughness * roughness) - 1) * vXi[1]));
  4. Save and close the file.

  5. In a command prompt, enter the following to compile the RC module:

    lmbr_waf build_win_x64_vs2017_profile -p all --targets=ResourceCompilerImage
  6. Do the following to recompile your environment probe cubemaps:

    1. Delete your lumberyard_version/dev/Cache/ directory.

    2. Run the Asset Processor.

      Note

      This action will recompile all assets.

FBX Settings

FBX settings have the following known issues:

  • Adding a physics proxy rule to or removing one from a mesh group may cause .cgf assets to display incorrectly or prevent .cgf assets from rendering. To work around this issue, close and reopen Lumberyard Editor.

  • Errors that are generated by Asset Processor are not displayed in the FBX Settings on occasion. To view these errors, open Asset Processor from the Windows tray and double-click the failed job.

  • If source control is enabled and you change a file, it will be marked for add/edit in Perforce. Subsequent changes to the file will fail due to an error in the source control library. To work around this issue, revert changes before making any new changes, or check in changes before making any new changes. This allows you to make changes to previously changed files that have not been checked in.

  • After you change the settings for an .fbx file, the referenced materials are incorrectly reported as broken until the material is updated. This occurs the first time you change the file's settings.

  • The FBX Settings tool stops working if you dock the window to the editor while the Select nodes window is open.

Flow Graph

The Flow Graph system has the following known issues:

  • The Game:Stop node does not trigger on exit from game mode as expected. If you use the Game:Stop node to clean up flow graph activities that use ongoing resources, these activities may remain active.

  • The Material:EntityMaterialParams node does not apply changes made to the material parameters for an entity.

  • The Material:MaterialParams node does not allow any parameters to be selected.

  • From the context menu Add Node, UIe, the sub menu is empty. To work around this issue, use the Components pane in the Flow Graph editor to add the UIe nodes.

Game Mode Functionality

The game mode (Ctrl+G) functionality does not work as expected after creating a new level. To resolve this issue, you can save the new level immediately after creation and then reopen the level from the File menu in Lumberyard Editor.

Game Projects

The following issues impact the creation of external game project directories:

  • A linker error exists that prevents external game projects from building successfully.

  • The external_manifest.txt file that is required for you to create an external game project directory is missing.

Until fixes are available, please continue to use the existing project creation workflow. For more information, see Creating and Launching Game Projects in the Amazon Lumberyard User Guide.

Gems

Gems have the following known issues:

  • When creating a new gem using the Project Configurator, a malformed file prevents tests from being built when using a test build configuration. To resolve this issue, modify the gem_name_test.waf_files file to use the name gem_name_tests.waf_files. For example, a new gem called MyGem with a file name mygem_test.waf_files would now be mygem_tests.waf_files.

  • An error message displays when creating a new gem and building the unit test configuration. To resolve this issue, edit the GemName_tests.waf_files files (located in the dev\Gems\GemName\Code directory) to replace auto with none. This allows you to compile the test profile spec for your gems.

  • If a gem attempts to use the EditorCore library as part of its build, the resource compiler may crash when attempting to build slices. To prevent this issue, do not use the EditorCore library with gems.

  • If you place only an I_CAF in a gem, you cannot add your own .animsettings file. The .animsettings file must reside in the gem with the I_CAF.

  • Lumberyard 1.11 includes preliminary changes that will enable gems to interface with the renderer in limited ways. These changes to export rendering APIs are not fully functional and will continue to evolve. They should not yet be used.

  • The Boids gem is deprecated as of Lumberyard 1.13 and will be removed in a future release.

Geppetto

The Geppetto system has the following known issues:

  • The Copy Path and Show in Explorer options in the context menu do not work correctly.

  • The Clean Compiled Animations option in the File menu does not work correctly. You can resolve this issue by navigating to the cache folder in the root engine directory and deleting the folder that contains the .caf files under the current development OS and game project. This action forces a recompile of all animations.

  • The Color Hue slider in the Animation Event Presets panel does not appear to slide in the UI; however, the value is updated in the Color Hue text field and in the viewport.

  • Skeletons exported from 3ds Max that have non-zero rotation values on the root joint, bone, or dummy are not supported.

  • Warnings may display if you switch between characters while animations are playing.

  • Creating new character files (.cdf) incorrectly produces an error and prevents the mesh from drawing. To work around this issue, load a different .cdf file and the new .cdf file will then load properly.

  • CGAs appear in the file browser if they are present in the asset tree; however, you should not use these files because the .cga file format is deprecated.

  • The side-by-side compression viewer compression is temporarily disabled.

  • The Clean Compiled Animations functionality is not working.

  • A workflow to create an .animevents file for a new character does not yet exist. You must create this file manually and add it to source control.

  • If multiple clips in a bspace use the same parametric value, a repeating error window will be displayed. You can resolve this issue by closing and reopening the editor.

  • If you create a new .chr file immediately after opening an existing .chr file, Lumberyard Editor may become unresponsive and fail. To prevent failure and potential data loss, be sure to save all changes and restart the editor before creating new .chr files.

Gloss Maps

Using gloss maps on imported Substances does not properly configure the gloss map. To work around this issue, if you plan to use a gloss map in the alpha channel of your Substance's normal map, manually export the normal map, and then connect it to your material like you normally would, but without using the Substance Editor to connect the normal map.

Graphics

Graphics have the following known issues:

  • A crash occurs if you use Null renderer with game launchers (r_driver=NULL) and content that contains GPU particles.

  • To enable Order Independent Transparency (OIT), you must recompile with Windows 10 SDK installed on a Windows 10 Operating System and use a GPU that supports RasterizerOrderedViews, such as NVIDIA Maxwell or newer.

  • The Mesh component does not voxelize into the SVOTI Global Illumination buffer in order to contribute to lighting.

  • When you use the Normals preset, you may see the following message: "The Normalmap_lowQ preset is not available in RC Open Image." You should continue to use the Normals preset for normal maps without smoothness in the alpha.

  • The following PortalRequestBus and VisAreaRequestBus nodes do not work:

    • GetIgnoreSkyColor

    • SetIgnoreGI

    • GetIgnoreGI

    • GetIgnoreSkyColor

    • SetIgnoreSkyColor

    • GetSkyOnly

    • SetSkyOnly

  • If you have a newer NVIDIA driver, Lumberyard Editor may crash when you enable order-independent transparency by setting r_AlphaBlendLayerCount to 1 in the Console window.

  • Order-independent transparency (OIT) is disabled on NVIDIA hardware for Lumberyard 1.15. An issue with the display driver is being addressed.

  • Rendering components, such as decals, are saved twice when you export a level.

  • The renderer is limited to a maximum of 65536 camera-visible render objects for applications that use the Infinite Ocean component. Exceeding this threshold may result in flickering and other undesirable rendering artifacts.

GridMate

The following services will be deprecated and replaced with gems in a future release:

  • GridMate/Online

  • GridMate/Storage

  • GridMate/Achievements

  • GridMate/Leaderboards

Heightmap File

Lumberyard 1.12 is missing a heightmap file that you may need to complete the getting started tutorials and videos. You can download the FTUE_heightmap_Test.tif file here and save to your /1.12.0.0/dev/StarterGame/Textures/Heightmaps directory.

High DPI Display Support

High DPI display support has the following known issues:

  • Lumberyard now supports high DPI displays. Most elements in Lumberyard Editor will render at a reasonable size; however, some elements may still render too small. For example, some elements of the Rollup Bar render too small on high DPI displays.

  • Lumberyard supports whole number scale factors only. If the DPI is set to 1.5, the value will be rounded to 2. This will display most elements 0.5 times larger than expected.

  • When using Lumberyard Editor on a high DPI display, the mouse input for a UI canvas does not work properly. To work around this issue, close the editor, lower the resolution (for example, 1920 x 1080), and then restart the editor.

Incredibuild

When attempting to build Lumberyard with Incredibuild, builds running in parallel may occasionally fail due to missing moc files. You can retry the build or modify the profile.xml file (located in the \Code\Tools\waf-1.7.3 directory) to set AllowRemote to false for the moc tool:

<Tool Filename="moc" AllowIntercept="false" AllowRemote="false" AllowPredictedBatch="true" DeriveCaptionFrom="lastparam"/>

Installation Paths

Installation paths have the following known issues:

  • An installation path that exceeds 54 characters may result in an error message or installation hang when installing third-party SDKs. To work around this issue, use the default Lumberyard installation path or ensure your installation path is 54 characters or less.

  • An installation path that meets or exceeds 64 characters will cause building Lumberyard to fail. To work around this issue, you can rename the package so that the path to \dev is less than 64 characters.

  • Running the lmbr_waf command on a path that includes spaces may result in errors and a build failure. To work around this issue, ensure that your installation path does not include spaces.

iOS

iOS has the following known issues:

  • It is possible that, when deploying a debug build with a Virtual File System (VFS) configuration for iOS, the engine can take up to 20 minutes to initialize.

    • For debug builds, we recommend using a standard asset deployment.

    • For a VFS workflow, we recommend using it with profile builds until the issue is resolved.

  • You may experience issues with GPU particles rendering properly on iOS devices, causing the screen to freeze. To work around this issue, restart your iOS device.

  • You must enable the legacy build system when you build with Xcode 10.1 and each time you generate a new Xcode project. This ensures that the generated app can install successfully. To enable the legacy build system in Xcode, choose File, Project Settings. Under Shared Project Settings, select Legacy Build System.

  • You must use a shader compiler server on your macOS computer when you create shader .pak files for release builds. Using the macOS version of the shader compiler server, generate shaders and then use the lmbr_pak_shaders.sh script to create the .pak files. Save the .pak files in the dev\Build\ directory.

  • To generate asset .pak files on your macOS computer, do the following:

    1. Use the Asset Processor to generate your assets.

    2. Run the following command in the dev\ directory:

      BinMac64/rc/rc /job=./BinMac64/rc/RCJob_Generic_MakePaks.xml /p=ios /game=samplesproject /trg=./Cache/SamplesProject/ios_paks

Launcher Projects

The projects in the \dev\Code\Launcher directory will be deprecated and replaced in a future release.

Lens Flare Elements

Lens flare elements have the following known issues:

  • Copying a lens flare element from one library and pasting it into another library produces scale and visibility issues for the copied lens flare elements. To work around this issue, copy the XML code from the source library into the target library—however, the issue persists when adding new flares and elements thereafter.

  • When you create a new texture and assign it to a lens flare, the rendered texture may appear blurry or low resolution. This is noticeable in the Lens Flare Editor and in gameplay mode. To work around this issue, you must set the LensOptics setting for lens flare textures. Navigate to the directory where your texture is saved, right-click the texture, and select RC Open Image. In the image dialog box, under Preset, select LensOptics from the drop-down list. Click OK.

  • Lumberyard Editor stops working if you use the Count slider for the Multi Ghost property in the Lens Flare Editor. To work around this issue, manually enter the specified number.

Linux

If you attempt to launch a Linux dedicated server from the MultiplayerSample_pc_Paks_Dedicated directory, the server will not launch due to an issue on Linux that prevents AWS_CPP_SDK_ALL from copying. To work around this issue, you can copy the Linux libaws* and libcurl.a AWS Native SDK libraries (located in the 3rdParty directory) to the appropriate BinLinux directory.

Lmbr.exe

If you use Lmbr.exe to create projects from the command line, you must capitalize the drive letter in the path. For example, C:\MyProject.

Lumberyard Editor

Lumberyard Editor has the following known issues:

  • The editor fails to start when building in debug/profile with the editor and plugins configuration. You can build using the all configuration instead.

  • The editor stops responding on exit if the system clock is inaccurate.

  • The LOD Generation system does not work correctly and generates objects with distorted textures.

  • When using a system with an AMD graphics card, certain dynamic Global Illumination features are disabled by default, which disables indirect sun bounces. Enabling the e_svoTI_GsmShiftBack console variable causes the system to crash.

  • Using the Waterfall shader as a submaterial may cause the renderer to crash. You can resolve this issue by using a material that does not have submaterials for any mesh that requires the Waterfall shader.

  • When dialog boxes are docked together and then undocked, some dialog boxes do not appear in the foreground, despite being the active window.

  • Certain tool windows in Lumberyard Editorhave panes inside them that can't be docked (for example, the Particle Editor, UI Editor, and Track View editor). When you undock the internal panes of these tools and then move the parent pane, the internal panes disappear. To make the internal panes for UI Editor and Track View editor visible again, close and reopen the parent tool. To make the internal panes for Particle Editor visible again, restart Lumberyard Editor.

  • If you attempt to generate a level without terrain, the Generate Terrain button in the Terrain menu will not function.

  • Lumberyard Editor stops working if you attempt to load a new level or close the editor while the Sun Trajectory Tool is calculating. To work around this issue, wait for the tool to finish calculating before loading a new level or closing the editor. You can view the progress bar below the viewport.

  • When active, the Use light probes option disables Total Illumination diffuse and specular GI lighting contribution.

  • The CPU particles SimplePhysics and RigidBody collision types are not functional.

  • The Dynamic 2D-Map texture type may cause a crash when added as a texture on certain shaders. Dynamic 2D-Map is a deprecated texture type. The LYShine UI system and 2D texture type replace Dynamic 2D-Map.

  • If you use merged mesh vegetation, you must re-export the level for the vegetation to appear in a launcher.

  • You might experience gimbal lock if you attempt to position a component entity camera after selecting Be this camera in the Entity Inspector and enabling record mode in the Track View editor window.

  • Hot keys may not work properly. To resolve this issue, you can restore default key bindings. In Lumberyard Editor, choose Edit, Editor Settings, Keyboard Customization, Customize Keyboard. In the Customize Keyboard window, click Restore Defaults.

  • The editor stops working when you attempt to load the Bistro map. This issue occurs if you use OpenGL on Windows.

  • The inverted camera view does not work properly in the Camera_Sample map.

  • The editor stops working if you set the r_Height console variable to 0.

  • Your game project may not compile successfully or function correctly if you name the new game project the same name as an enabled gem when creating the project.

Lumberyard Installation

The Lumberyard installation has the following known issues:

  • Google Chrome version 64.0.3282.119 (Official Build) (64-bit) blocks the download for the Lumberyard Installer executable file. To fix this issue, update Google Chrome to the latest version and then download the installer.

  • The Windows Defender SmartScreen filter may trigger a warning when you attempt to run the Lumberyard Installer. To proceed with the installation, confirm that the executable file is safe.

Lumberyard Setup Assistant

Lumberyard Setup Assistant has the following known issues:

  • Installation paths for the 3rdParty directory cannot exceed the designated length. If you exceed the length limit, you will receive a notification.

  • The 3rdParty directory cannot be changed while software is being downloaded. You can cancel the download or wait for it to complete.

  • Lumberyard Setup Assistant might fail to run if msvcr140.dll is not present. You can resolve this issue by installing the Visual C++ Redistributable Packages for Visual Studio 2015.

  • Lumberyard Setup Assistant does not properly detect Python 3.x during the setup process. This can cause Lumberyard Editor to crash during startup due to an environment variable set by Python 3.x. To work around this issue, the Python 3.x home directory environment variable must be removed.

  • If you follow the onscreen installation instructions, Lumberyard Setup Assistant does not properly detect Android NDK, Revision 11 or later. To resolve this issue, manually locate any of the subdirectories for ndkpath/build. For example, you can use any subdirectory of the build directory, such as ndkpath/build/awk.

  • You cannot download SDKs using the SetupAssistantBatch.exe file. To work around this issue, you can use the following command instead: lmbr thirdpartysdks setup.

  • The progress percentage may change if you cancel a download.

  • Lumberyard Setup Assistant lists Clang as an optional third-party SDK; however, the MultiplayerProject_LinuxPacker.bat file fails without this SDK. To work around this issue, do one of the following:

    • Install Clang from Lumberyard Setup Assistant.

    • Edit the MultiplayerProject_LinuxPacker.bat file to delete: Clang\3.7\linux_x64 ^ (line 64).

  • After a completed installation of the FBX SDK, you may see a Windows dialog box asking if the SDK was installed correctly.

  • Lumberyard Setup Assistant for Mac erroneously reports a third-party path limit warning.

  • The Lumberyard Setup Assistant does not initialize properly if you open SetupAssistant.app on macOS 10.12. This is a result of updated Gatekeeper behavior. To work around this issue, do one of the following:

    • (Recommended) Move SetupAssistant.app to a new location and then move it back to the original location. This allows SetupAssistant.app to initialize properly. The Lumberyard Setup Assistant must be the only file in the move operation.

    • Run the Lumberyard Setup Assistant using the executable. Follow these steps each time you want to run the Lumberyard Setup Assistant:

      1. In the directory where you installed Lumberyard, right-click SetupAssistant and choose Show Package Content.

      2. Navigate to Contents, MacOS, SetupAssistant.

      3. Run SetupAssistant.exe.

  • The installation link for RC Shell Commands is disabled on the Install plugins page if you select the following compile options on the Get started page and then immediately attempt to install the RC Shell Commands plugin:

    • Compile the game code

    • Compile the engine and asset pipeline

    • Compile the Lumberyard Editor and tools

    To work around this issue, close and then reopen the Lumberyard Setup Assistant.

  • You may experience compiling issues if you do the following in the Lumberyard Setup Assistant:

    1. Enable Compile the game code.

    2. Enable Compile the Lumberyard Editor and tools.

    3. Disable Compile the engine and asset pipeline.

    To work around this issue, you must enable all three compile options.

Lmbr.exe

You cannot download third-party SDKs using the lmbr thirdpartysdk setups command in the Lmbr.exe command line tool. To work around this issue, use the Lumberyard Setup Assistant to download third-party SDKs.

Alternatively, you can do the following:

  1. Use a text editor to open the SetupAssistantUserPreferences.ini file (located in the /lumberyard_version/dev directory).

    Note

    If the SetupAssistantUserPreferences.ini file does not exist in the /dev directory, run the Lumberyard Setup Assistant or Lumberyard Setup Assistant Batch file to generate the file.

  2. Edit the file to include the following:

    [Downloader] manifest_source_url=https://df0vy3vd107il.cloudfront.net/1.12.0.0
  3. Save and close the file.

  4. In the Lmbr.exe command line tool, run the following command to download third-party SDKs:

    lmbr thirdpartysdks setup

Lmbr_test.cmd Tool

The lmbr_test.cmd tool uses a Python SDK location that may not work if you use a new version of Lumberyard. To resolve this issue, you can edit lmbr_test.cmd to use the following values:

  • Change SET SDKS_DIR=%CMD_DIR%\Code\SDKs to SET SDKS_DIR=%CMD_DIR%\Tools

  • Change SET PYTHON=%PYTHON_DIR\x64\python.exe to SET PYTHON=%PYTHON_DIR\python.cmd

Lyzard.exe

Existing projects may crash the Lyzard.exe application. This is a result of the gem modules that are described in the app descriptor for the game project not being in the correct order based on dependencies. To fix this issue, you must enable gems for your project, which forces the Project Configurator to update the app descriptors for the project. You can do this in the Project Configurator by choosing Enable Gems for your project, enabling a gem, choosing Save, disabling the gem, and then choosing Save.

macOS

macOS has the following known issues:

  • Do not use spaces when you set the whitelist field in the config.ini file for the CrySCompileServer. This prevents validation of the IP address from working.

  • You must install third-party SDKs in the 3rdParty directory.

  • Starter Game, FeatureTests, SamplesProject, and MultiplayerSample are the only projects currently supported and must be run using Xcode.

  • The frost effect does not render properly.

  • Az Code Generator parsing lacks STL support.

  • When you use the Lmbr command line tool to create a game project, the required app bundle is not created. The app bundle is created when you do the following:

    1. Add the game project to the enabled_game_projects line in the user_settings.options file. You can find this file in the _WAF_ directory.

    2. Link the launcher. For example, you can use the following command: ./lmbr_waf.sh build_darwin_x64_profile -p all

Mannequin

The Mannequin system has the following known issues:

  • The Transition Editor does not currently save changes.

  • The Mannequin Editor appears very small when you open it for the first time.

Material Browser

The material browser has the following known issues:

  • When Asset Processor processes an .fbx file, Lumberyard automatically generates a default material file (.mtl) in the cache folder. The default material file appears under the .fbx file in the material browser hierarchy. If you edit the default material file in the Material Editor, the file is overwritten. A source file replaces the default material file in the project folder and the .fbx and .mtl files disappear from the material browser hierarchy.

    To make the material file reappear in the material browser hierarchy

    1. In the Material Editor, in the material browser hierarchy, navigate to the .fbx file for which you want to edit the material.

    2. In the preview pane, select the .mtl file.

    3. Under Material Settings, for Shader, select the shader that you want to modify.

    4. Modify the shader settings to your preferred settings. You'll notice the .mtl file disappears from the Material Editor.

    5. In Lumberyard Editor, in the Asset Browser, navigate to the .fbx file.

    6. Right-click the .fbx file and select Edit Settings.

    7. In the FBX Settings window, under Material, select the Remove unused materials check box and then click Update. In the File progress window, click OK.

    8. In the FBX Settings window, under Material, clear the Remove unused materials check box and then click Update. In the File progress window, click OK.

    9. Verify that your .mtl file appears in the Material Editor material browser hierarchy.

  • The search by submaterial option is case-sensitive.

  • The refresh button has been removed. The material browser is dynamic and updates as material files are added to or removed from the project.

  • The following options will not select the material of the current object until the Material Editor processes the material in the background:

    • Get properties from the selected object button

    • Material picker/eyedropper button

    • Mtl: button in the Rollup Bar

    These buttons will function a few seconds after opening the Material Editor for a project with several thousand materials.

Material Editor

The Material Editor has the following known issues:

  • The Material Editor item tree displays a verbose path when you create a new material. You can resolve this issue by refreshing the item tree.

  • An issue exists with changing Vertex Deformation values. Currently the Material Editor allows you to change the following values in the Parameters group: Level, Amplitude, Phase, and Frequency. Because the parameter type value is set to None instead of Sin, this can create confusion when you modify values. To work around this issue, ensure the parameter type value is set to Sin. This will allow the Level, Amplitude, Phase, and Frequency values to save properly.

  • Lumberyard Editor stops working if you attempt to open a new level while the Large Material Preview window is open. To work around this issue, close the Large Material Preview window before you open a new level.

  • When you select multiple materials, you can only merge the materials. You may have unintended results if you edit parameters or use functions other than merging.

  • Clouds do not render if they use materials with the Common.Cloud object or the VolumeObject shader. To work around this issue, you can use volumetric clouds.

Maya

Maya has the following known issues:

  • In the Maya Lumberyard Tool, the UDP editing tool breaks if changes are made to the LY_MAYA_SCRIPT_PATH. To customize tools, you should add your own environment variable rather than changing this package variable.

  • In the Maya Exporter, if an MTL file is marked as read-only, the Export Materials button will not export the material group again. Instead, a message will display that says, "0 material file(s) written." To prevent the message from displaying, you can manually check out MTL files before exporting again.

  • An issue with the Maya 2015 plugin may result in an import error message stating that there is no module named mayaAnimUtilities. To work around this issue, you can add the path from the Maya.env line to the PYTHONPATH variable in the system environment variables.

    For example, if this is your path from the Maya.env line: LY_PYTHONPATH=E:\Amazon\Lumberyard\1.6.0.0\dev\Tools\maya\script

    Add the following to the PYTHONPATH variable, using a semicolon to separate paths: ;E:\Amazon\Lumberyard\1.6.0.0\dev\Tools\maya\script

Mobile

Do not use spaces when you set the whitelist field in the config.ini file for the CrySCompileServer. This prevents validation of the IP address from working.

Multiplayer Sample

The Multiplayer Sample launcher (MultiplayerSampleLauncher.exe) stops working if you execute:

  • The mpjoin command twice from the Console. The issue occurs after the client disconnects from and then rejoins the host.

  • The map MultiplayerSample command from the Console. The issue occurs if you previously started and then disconnected the host on another map.

Particle Editor

The Particle Editor has the following known issues:

  • The following keyboard shortcuts do not work properly:

    • Rename (Ctrl+R)

    • Open in New Tab (Ctrl+O)

    • Copy (Ctrl+C)

    • Paste (Ctrl+V)

    • Export Library (Ctrl+Shift+E)

    The Directory shortcuts in the Import window do not work as well.

  • The Particle component does not support modifying the following attributes on GPU emitters: color tint; count scale; speed scale; global size; particle size x, y, and random; and lifetime strength.

  • The GPU particles framebuffer collision may have unexpected results at certain viewing angles.

  • When in a level, GPU particles move at approximately twice the speed of GPU.

  • GPU particles do not respect emitter strength curves related to emitter lifetime.

  • GPU particles are not supported on Android or iOS.

  • The following attributes are not functional with the Beam emitter:

    • Relative Particle Movement

    • Orient To Velocity

    • Particle Life Time

    • Octagonal Shape

    • Size Y

    • Stretch

    • Tail Length

    • Collision (all parameters)

  • Lumberyard Editor stops working if you reorder libraries in the Particle Editor while a level is loading.

  • All of the Attach Types (Bounding Box, Physics, and Render) that are used to emit particles from geometry behave the same way.

  • The preview and viewport rendering do not match when you create a CPU particle with a Trail shape and apply Diffuse Lighting.

  • The Jump to First and Jump to Last options incorrectly follow the creation order rather than the list order.

  • When you enter the @ character in the search field, the search results include all libraries and particles. However, the @ character is invalid and should not return any results.

  • The editor stops working if you use Windows File Explorer to edit a particle library name that is listed in the Particle Editor Libraries pane. To work around this issue, use the Particle Editor to make any changes to the libraries.

Perforce Source Control

Perforce source control has the following known issues:

  • Some editor UIs will interact with your Perforce server. If the connection to your server is poor or you are experiencing other connection issues, the editor UI may briefly hitch during the connection attempt.

  • If Perforce is disabled and not configured and you attempt to delete a global flow graph module, an issue exists that causes the Flow Graph editor to display checkout dialog boxes. Although Perforce is disabled and not configured, you must click Yes and check out the file in order to delete it.

  • RequestEdit incorrectly reports success as false for the following statuses:

    • CheckedOutByOther

    • CheckedOutByYou

    • MarkedForAdd

    This issue can also occur when you change the editor to offline mode.

Physics (Legacy)

The legacy physics system has the following known issues:

  • If a physics proxy rule is removed from a mesh group, you must do one of the following to remove the physics proxy material:

    • Use the FBX Settings to create the existing .mtl file again.

    • Use the Material Editor to edit the existing .mtl file.

  • Physics meshes do not live reload properly for .cgf files when a change occurs on disk. To work around this issue, you can manually reload by clicking Tools, Reload Scripts, Reload All Scripts in Lumberyard Editor.

  • If you switch between mass and density on a Physics component, you must enter and exit game mode or enable AI/Physics mode for the change to take effect.

PhysX

The PhysX system has the following known issues:

  • The PhysX system and the legacy physics system are not yet at feature parity. Use the legacy physics system for features such as AI navigation mesh, force and wind volume, water buoyancy, cloth, vehicles, and vegetation bending.

  • Most features are not yet exposed to the scripting system.

  • The PhysX Collider component is limited to one collision shape. This means you can add only one shape component per entity. The PhysX Collider component does not use shapes from child entities.

  • The PhysX Character Controller component must be on the same entity as the Actor component in order to work with the Animation Editor.

  • The following PhysX Character Controller features do not work properly: up direction, maximum slope angle, and step height.

  • If you need ragdoll functionality, use the legacy physics controller with the PhysX Ragdoll component.

  • Joint limits may be exceeded in the ragdoll because of interactions with animated movements.

  • To save changes to the PhysX Terrain component, you must save and export the terrain.

  • For objects to collide with the terrain, you must add the PhysX Terrain component to any entity.

  • Colliders intersecting the terrain may result in unexpected behavior. If you need to intersect a collider with the terrain, use a small value for the collider size. You must also clear the Persistent Contact Manifold check box on the Global Configuration tab in the PhysX Configuration window.

  • If the PhysX collider and the mesh are the same size, you will observe jittering during rendering. This behavior is expected.

  • The Trigger Area component does not work with the PhysX system. You can enable trigger area detection of an object by selecting the Trigger Area check box in the PhysX Collider component. This will prevent the object from colliding with another object. To set collision properties for an entity, add another PhysX Collider component.

  • Functional and rendering issues, such as jittering, occur if you apply impulse to parent-child entities that have PhysX Rigid Body components. To work around this issue, use joints.

  • The following occurs if you select the Static check box in the Transform component for an entity that also has a PhysX Rigid Body component:

    • The rigid body behaves statically in the PhysX system.

    • A warning appears about the incompatibility of the PhysX Rigid Body component and the static transform option.

  • You may experience issues, such as spawning dynamic slices at the origin, if you attempt to use PhysX components with slices. This is caused by a dependency on the Transform component.

  • Avoid using non-uniform scaling on entities that have PhysX components. To work around this issue, do the following:

    1. Create a child entity under the entity with the PhysX components.

    2. On the child entity, add the Mesh component.

    3. Ensure the Transform component uses non-uniform scaling.

    4. Update the PhysX Collider dimensions as needed.

    5. Update the center of mass so that it is the center of the object.

Project Configurator

The Project Configurator has the following known issues:

  • You may receive an error message the first time that you attempt to set a default project in the Project Configurator. To work around this issue, set the default project again. The second attempt will succeed.

  • New projects are not created successfully if you specify a single C++ keyword for the project name. This includes the following C++ keywords: if, while, break, new, and virtual. To work around this issue, avoid using C++ keywords for the project name.

  • A project's launcher will not work properly if you set the worker threads setting to 1 for the Job Manager component. To work around this issue, use values 0 or 2 to 16.

Resource Compiler

Resource Compiler may occasionally crash when processing textures, such as cubemaps. Lumberyard Editor will automatically resolve this issue by recompiling the affected asset.

SamplesProject

SamplesProject has the following known issues:

  • In the SamplesProject, Example 7 in the Trigger_Sample map does not work. The door trigger does not open as expected.

  • The SamplesProjectLauncher.exe remains running in the Task Manager after quitting.

Script Canvas

Script Canvas has the following known issues:

  • You can unhide nodes that were not tested. To do so, in Script Canvas, choose Edit, Settings, Global Preferences. In the Global Preferences window, select Show nodes excluded from preview.

  • Although multiple outbound execution connections are supported, Script Canvas does not currently have a way to control node execution. To prevent ambiguity during order execution, when execution order is important, you can use a Sequencer node or you can create graphs sequentially.

  • The node library may change in future releases to streamline and simplify graph logic.

  • Script Canvas for Lumberyard 1.11 does not include debugging tools.

  • The editor can hang if you enter an excessively long string in the Node Palette search bar.

  • When you copy and paste a variable node, the node is renamed on the graph but not in the Node Outliner.

  • You cannot edit the property fields for certain Script Canvas parameters.

  • Script Canvas for Lumberyard 1.11 does not support the following:

    • Data sets/arrays

    • Global variables

    • Exposing variables to the Script Canvas component from a graph

  • Entity references to slice entities use the instance entity ID and not the asset entity ID. Only specific slice instance entities are accessible during Script Canvas execution.

  • There is no visual feedback of error conditions in graphs. If a graph isn't working as expected, you can check the Lumberyard Editor Console pane for warnings or errors that must be fixed.

  • The Node Inspector is hidden by default due to several issues with node and slot names, and multiselection. To use advanced functionality on the event nodes, you can choose View, Node Inspector in Script Canvas.

  • Visual positioning of elements within a node may shift when you pause on and off the node.

  • To reset an entity reference on a node, you must right-click twice on the property field for the entity reference.

  • When you select and move multiple nodes, the comments are not moved.

  • Some variables may display a default value of <Invalid ToString Method>.

  • You cannot associate error handlers with any node. You can associate error handlers with error nodes or the entire graph.

  • Certain execution paths in graphs that are extremely long, involve loops that execute for several iterations, or involve many resource heavy nodes may cause a stack overflow or prevent memory allocation for the next execution. To work around this issue, add a Delay node before the re-entrant execution or loop.

  • Extremely large graphs are not currently supported.

  • Cloud Canvas nodes are not yet functional in Script Canvas. If you use Cloud Canvas, you can use Lua or Flow Graph for scripting.

  • If an entity within a slice instance references a Script Canvas graph, only entities within the slice instance are referenced properly.

  • Entity ID references that are created from a slice instance entity can only reference to that slice instance entity. Other entities from the slice instance are not detected. To reference a different slice instance entity, you must create an entity ID reference.

  • If you directly reference UI entities in a Script Canvas graph, the time UI entities are modified when you are in game mode in Lumberyard Editor.

  • If an entity that's connected to a Script Canvas graph becomes a slice, all references to entities in that graph are broken. To work around this issue, use variables that are exposed to the entity's Script Canvas component instead of entities in the graph.

Slices

Slices have the following known issues:

  • Changes that you make to a slice instance may impact the order of any child elements that are added to the slice instance.

  • When you push to a slice, do not attempt to push a new entity and a reference to that entity. If you do, a warning appears and the Entity Inspector shows the entity reference as removed. To work around this issue, right-click the parameter in the Entity Inspector and select Reset value.

  • Slices aren't updating to visually reflect the slice overrides that were saved on different hierarchy levels. If you restart Lumberyard Editor, the slices revert to their previous state.

  • Slice roots don't display the entity status text properly.

  • The save overrides functionality doesn't work on the top slice root.

  • The revert functionality doesn't work on the top slice root.

  • Non-slice entities that have slice entity children will show that they have an override.

  • When you right-click to create an entity, the new entity appears at the top of the Entity Inspector. This occurs if you do not right-click an existing entity to initiate duplication.

  • The Stick duplicate to cursor feature does not work properly. If you select this check box and then right-click an entity to duplicate it, the duplicated entity will not stick.

  • You cannot re-add a layer that you delete from a level. To work around this issue, do the following:

    1. Back up the layer that you want to recover.

    2. In your level, create a new layer with the same name.

    3. Save the level. This will overwrite the existing layer.

    4. Close Lumberyard Editor.

    5. Recover the layer that you backed up in step 1.

    6. Load your level.

Starter Game

Starter Game has the following known issues:

  • Lumberyard Editor intermittently crashes when repeatedly entering or exiting gameplay.

  • When shooting the laser in gameplay mode, you may see a Replace Me texture on one side of the laser beam. The Replace Me texture displays until you shoot again. To work around this issue, restart the game session.

  • Starter Game may stop working if order-independent transparency (OIT) is enabled in Lumberyard Editor.

  • The interaction windows do not specify which key you must press to continue.

  • The rocket jump does not produce a sound effect.

  • The drone stutters when the player moves.

  • The player can move but not run while shooting.

  • The player's feet slide along the ground when the player fires its weapon and the camera rotates.

  • Lumberyard Editor stops working if you attempt to switch between several Getting Started Guide maps.

  • You may experience occasional flickering of display helpers when the player moves the camera.

  • The editor stops working if you attempt to enable alpha blend layers by setting the r_AlphaBlendLayerCount console variable to 1.

  • The editor stops working if you repeatedly press the left mouse button after a projectile spawns in game mode.

  • An incorrect collision allows the player to leave the map boundaries.

  • Warning messages may appear in the Console pane if you mute or unmute audio, change the window focus, or the player falls from a certain height and lands.

  • The level has a rock object without collision applied to it. This allows the player to move through the rock.

  • If you press any button while the title screen loads, the heads-up display (HUD) appears during the opening cut scene.

  • The game may stall for a few seconds when entering areas with enemies or bases.

  • The Jack character does not render properly if you launch the StarterGameLauncher app without Xcode.

  • The HUD does not correctly update if communication arrays are accessed in the wrong order.

  • Footstep audio for certain surfaces is missing.

  • Interaction buttons do not appear in the interaction prompts.

  • The player becomes stuck in a falling animation after attempting to climb a rocky blockade or being trapped between two crates.

  • If you run the game from the StarterGameLauncher app, the player cannot run while shooting.

  • The debug camera may not work properly.

  • The player can erroneously navigate out of a designed area that is near the passage blocked by collapsed rocks.

  • Certain sound effects are missing for the Jack character.

  • The player erroneously takes two steps forward when landing.

  • The player has noticeable jittering when walking or running.

  • The player's movement speed increases when firing the laser.

  • Enemies may shake violently when attempting to aim at a player.

  • When instantiated into a level, the building_sml_p, building_lrg_p, and prop_diorama_04 assets appear below the terrain.

  • If you right-click and choose to instantiate a slice, the slice does not appear at that location. This applies to the following slices: gun, Interior_auto_doors, and CommsArray_jumpUpgrade.

  • The Jack character does not render properly in the opening cinematic scene when you launch the StarterGameLauncher app from the release directory.

  • The player cannot interact with computer boxes in the cave areas of the level.

  • The player cannot move at the beginning of a level until pressing the spacebar to jump.

  • The player's movement stutters when aiming or moving backwards.

  • Weapon projectiles are not visible when a weapon is fired.

  • Certain variables are not refreshed when playing the Starter Game level for the second time.

  • Certain assets may not load properly. This can cause the objects to flicker.

  • Vegetation textures may appear black when a map loads, if these textures are processed by Asset Processor while the map is loading. To work around this issue, restart Lumberyard Editor.

  • The order-independent transparency (OIT) demonstration cave is temporarily disabled. The teleporter now jumps to the next available cave.

Static Mesh Component

The Affects Navmesh check box for the Static Mesh component does not affect nav mesh generation.

Substance Editor

Lumberyard Editor may become unresponsive and shut down if you attempt to delete or reimport Substance .sbsar files that were created in Lumberyard 6.0 or earlier.

Terrain Texture Data

Projects that are created in Lumberyard 1.9 and earlier store and interpret terrain texture data as BGR format. In Lumberyard 1.10, terrain texture data was erroneously updated to store and interpret as RGB format. As a result of this change, any terrain created in Lumberyard 1.9 and earlier was stored as BGR but interpreted as RGB. The red and blue channels were swapped.

The fix for this issue has the following impact:

  • Any terrain created in Lumberyard 1.10 is stored as RGB and interpreted as BGR.

  • Any terrain created in Lumberyard 1.9 and earlier is stored and interpreted as BGR.

Because the default terrain texture is grayscale, this issue affects only terrain modified with color data in Lumberyard 1.10. To fix this issue, you can export the megatexture, swap red and blue using a paint program, and reimport the megatexture.

Terrain Texture Dimensions

When you create a level, the second step prompts you to select texture dimensions in the Generate Terrain Texture dialog box. Selecting any of the values has no visible consequence; the native dimensions that are stored in the default terrain will remain 1024 x 1024.

You can do the following to modify the terrain texture dimensions:

  • Increase the number of terrain texture tiles by refining them.

  • Set the resolution of each tile.

For example, you can update the 2K terrain in your level to use 16K of terrain color resolution:

  1. After you create a new level, choose Game, Terrain, Refine Terrain Texture Tiles.

  2. In the confirmation dialog boxes, click Yes and then click OK.

  3. Repeat steps 1-2.

  4. Choose Game, Terrain, Export/Import Megaterrain Texture.

  5. In the Export/Import Megaterrain window, do the following:

    1. Select all tiles by clicking the top left corner of the tiles pane and dragging to the bottom right corner.

    2. Click Change tile resolution.

    3. For the resolution, select 2048x2048.

    4. Click OK.

    5. Click Close.

Track View

The Track View editor has the following known issues:

  • The Update button in the Render Output dialog box does not work.

  • When you animate an AnimObject (legacy) or Simple Animation component, you must set the animation key's end time to any value other than zero. This allows the Blend Gap on the animation key to work properly.

  • To use character animation in track view sequences, you must enable the LegacyCryAnimation gem. This gem is disabled by default.

  • You may see undesired animation data if you allow automatic creation of root nodes when creating slices that contain a sequence entity. To work around this issue, manually group the entities under a single root entity. Then you can create the slice.

  • The editor stops working if you attempt to change the sequence time length while the Move and Scale keys are selected, save your changes to the slice, and then undo your changes.

  • The editor stops working if you create a Component Entity Sequence, add a node to the sequence, add a key to the track, delete the node that contains the key, and then attempt to edit a key value in the Key pane.

  • The editor stops working if you press the Undo and Redo buttons multiple times after copying, pasting, and moving the keys in an event track.

  • Animations do not play correctly if you set BlendIn and BlendOut values on .fbx files that have a Simple Motion track, and attempt to move the track needle forward and backwards through the animation keyframes.

Trigger Area Component

The Trigger Area component has the following known issues:

  • In AI/Physics mode, the Trigger Area component is triggered by the editor's flying camera.

  • The target entities and associated actions section of the Trigger Area component is being deprecated. We recommend that you use Lua instead.

  • If you have a trigger area and a moving entity enters the area, an event fires. If you have a stationary entity and a moving trigger area envelops the entity, an event will not trigger.

  • Trigger areas are not triggered when a stationary entity is inside the area on game start.

  • Moving trigger areas cannot interact with stationary entities.

Twitch ChatPlay and Twitch JoinIn

Twitch ChatPlay is no longer compatible with Lumberyard version 1.5 or earlier. To work around this issue, you can do one of the following:

  • Upgrade to Lumberyard version 1.6.

  • Merge the changes made to Twitch ChatPlay and the TwitchAPI in Lumberyard version 1.6 into your existing projects.

Virtual Reality

The virtual reality system has the following known issues:

  • Lumberyard's VR features are not functional if you are using the OSVR HDK headset on a Windows 7 PC with an NVIDIA graphics card.

  • Tracking performance on an Oculus device varies between level loads.

  • If you enable the OSVR gem, the NullVR gem will not initialize in a timely manner and the VR Preview button will appear disabled in the editor.

  • An issue with the Starting Point Input gem may cause an error when you start Lumberyard Editor. To work around this issue, do the following:

    1. Start the Project Configurator.

    2. In the Project Configurator, choose Enable Gems for VirtualRealityProject.

    3. On the Gems page, select Script Canvas and then click Save.

    4. Rebuild your project by doing the following:

      1. In a command line window, change the directory to \lumberyard_version\dev. Type lmbr_waf configure to configure Lumberyard correctly.

      2. Build the game project. For more information, see Game Builds in the Amazon Lumberyard User Guide.

  • The TV Room level does not display video when prompted to play.

  • The Xylophone level has incorrect audio hooks, which impacts the sound.

  • The Islands level experiences some jitter on the teleportation markers.

Visual Studio Support

Visual studio support has the following known issues:

  • Lumberyard supports Microsoft Visual Studio 2015 Update 3 or later. By default, the Visual Studio 2015 installation does not include C++ as an installed language. In order to build, you must select C++, its child options, and MFC during the Visual Studio 2015 installation. To verify your current installation, click Control Panel, Programs and Features, Microsoft Visual Studio 2015. Next, select Modify to view or add C++ and MFC support.

  • If you have Visual Studio 2015 installed and want to install the Autodesk FBX SDK, you must install the Visual Studio 2015 version of Autodesk.

  • An application binary interface (ABI) incompatibility exists between Visual Studio 2017 version 15.6.6 and version 15.7.4. This may cause incompatibility issues with prepackaged .dll files in Lumberyard. To work around this issue, update Visual Studio 2017 to version 15.7.4 or newer.

Waf Build System

The Waf build system has the following known issues:

  • If you attempt to build an existing project with the new Waf build system code base, projects that use the function Path in the wscript files may encounter Waf build errors. To resolve this issue, update the wscript files to use bld.Path instead.

  • Waf does not run properly if Python and Lumberyard are installed on separate drives. Windows prevents generating relative paths to paths on separate drives. To run Waf properly, ensure that Python and Lumberyard are installed on the same drive.

Windows Environment Variables

If you set Windows environment variables (user or system), those values will override the settings in configuration files for programs such as Perforce, Autodesk Maya, and Lumberyard. This may cause issues when using these programs. We recommend that you do not set environment variables for these programs; instead you should use the settings in configuration files for these programs.

Miscellaneous

The following are miscellaneous known issues:

  • The OnSpawned() method for SpawnerComponentNotificationBus passes a C++ container to Lua, which causes an error.

  • Shutting down CrySimpleManagedThread objects produces a false positive "runaway thread" error for dyad and httprequestmanager.

  • Occlusion/obstruction might only work for SoundObstructionType MultiRays. Setting audio entities to use SingleRay does not work correctly to draw an occlusion ray.

  • The Pendula Row simulations may experience unpredictable behavior when loaded into the runtime.

  • If a camera is placed at 0,0,0 on a map, nothing in the scene will render while the camera is the active view. This includes the level, debug text, UI, and dev console. There is currently no workaround if you encounter a black screen.

  • You cannot use a single name for multiple levels that are located in different project subfolders. Doing so will prevent these levels from launching properly in the game launcher executable.

  • You must re-export all levels before they will run in a game executable. Lumberyard includes a Python script that automates this process for game projects that have several levels. You can run the script from a command line window at your development root folder: Bin64\Editor.exe /BatchMode /runpython "drive letter and Lumberyard path\dev\Editor\Scripts\export_all_levels.py"

  • Executing the following command fails to create a deployment with an alternate stack name:

    lmbr_aws create-deployment --stack-name AlternateStack --deployment TestDeployment --confirm-aws-usage

  • The ProjectOnStaticObjects projection type for decals was removed, which impacts content that was created using Lumberyard 1.4 or earlier. Content that contains decals may have altered values for the projection type, thus changing the expected projection behavior. For example, ProjectOnStaticObjects may have been changed to ProjectOnTerrain. To work around this issue, you can run the following script to update the content that is affected by this change:

    Decal Projection Python Script (zip file)

    For more information, see Static Decal Projection Issue Fix in the Game Dev Forum.

    Note

    The script does not differentiate between affected decals (created using Lumberyard 1.4 or earlier) and unaffected decals (created using Lumberyard 1.5 or later), so it should not be used on mixed source levels.

  • The GameplayNotificationBus is not supported in Lua and Flow Graph for float, Vector3, string, and EntityId.

  • If a Lua script is assigned to multiple entities, Lumberyard may report an error when the Lua asset is first loaded in game mode (Ctrl+G). To work around this issue, enter game mode again.

  • In the Lua Editor, methods that are exposed to Lua from notification EBuses are not displayed in the Classes Reference section. The methods from request EBuses are displayed.

  • Material hotloading on entity overrides is not functional.

  • Non-debug builds stop working if you pass methods that have more than 13 arguments. To work around this issue, specify fewer arguments.

  • The Lyzard.exe file stops working when you switch projects.

  • The IPlatformOS interface will be deprecated and replaced with gems in a future release.

  • The ILocalizationManager interface will be deprecated and replaced with a gem in a future release.