Fixes - Lumberyard Release Notes

Open 3D Engine (O3DE), the successor to Lumberyard, is now available in Developer Preview. Download O3DE or visit the AWS Game Tech blog to learn more.

Fixes

Lumberyard Beta 1.19 resolves earlier problems. Choose a topic area to learn more about the related fixes.

PhysX

The PhysX system has the following fixes:

  • The editor no longer stops working when you click the Asset Editor icon to add a PhysX material in the PhysX Collider component.

  • The Asset Editor now correctly shows the option to create a PhysX material.

  • The editor no longer stops working when you drag an FBX file that has a convex collision into the viewport.

  • The editor no longer stops working when you spawn an entity using PhysX nodes in the Script Canvas editor.

  • A static slice no longer automatically spawns when a dynamic PhysX component is spawned.

  • The editor no longer stops working when you add a second PhysX Terrain component to your level.

  • The editor no longer stops working if you add a PhysX Terrain component to a level that is 32 km x 32 km or larger.

  • The editor no longer crashes when you enter gameplay mode for the second time while the PhysX Visual Debugger is running.

  • The PhysX::SystemRequestsBus is no longer called from background threads.

  • Adding a Mesh Collider component to an entity no longer adds a static Mesh component to the entity.

  • The serializer no longer displays error messages when children of the ShapeConfiguration can’t be read from disk.

  • In the Entity Inspector, the PhysX Collider component no longer appears out of focus when you change its properties.

  • You can no longer create PhysX materials with the same name in the Asset Editor.

Script Canvas

Script Canvas has the following fixes:

  • Fixed an issue with the divide by zero error in Division mode.

  • Slots with default values now display the correct value type. You can now edit the values in the node.

  • Added general node splicing improvements.

  • Added a fix for infinite BatchConversion.

  • The error message for the unit test OSAllocator is corrected.

  • Node groups no longer enable edit mode on container nodes when you pause on them.

  • Added user feedback for bad data insert.

  • The m_refCount no longer stops working when running in debug mode.

  • Added Get Name to the sequence bus.

  • Exposed the category grouping.

  • Improved entry flow for container Wizard Invalid Type.

  • Fixed error messages for Connection Reflection.

  • Fixed an issue with the Script Canvas command-line widget.

  • Fixed an issue where deleted elements weren’t properly removed from Save Data.

  • Variable references no longer disappear when you save your script.

  • Fixed an issue for unnecessary EntityId remapping and an issue when associative containers and slice pushing.

  • Improved the minimum panel size improvements.

  • Added sorted control to graph variables.

  • Added improvements to the interaction with node group frames.

  • Added improvements to the variable usage highlight and finding instances of elements in use.

  • Fixed an issue for Bad Latent Execution Flow warnings.

  • Fixed an issue for font settings not applying correctly when loading the graph.

  • Fixed an issue for multiple mouse button interactions.

  • Fixed an issue for the ExtractProperty and ForEach not working correctly with undo actions.

Miscellaneous

Lumberyard has the following miscellaneous fixes:

  • The rinActor.mtl no longer disappears when you drag a slice into a newly created level or load the Advanced_RinLocomotion level.

  • The Environment Probe component now works correctly while you’re running the game in the editor.