Lumberyard Release Notes – Beta 1.22 (December 2019) - 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.

Lumberyard Release Notes – Beta 1.22 (December 2019)

Lumberyard Beta 1.22 adds new features, improvements, and fixes. As we continue to improve Lumberyard, we want to thank everyone in our community whose suggestions help us make a better product every release. Since the initial launch, we’ve overhauled over 50% of the original code base, and we’re still just getting started. Keep sending feedback to our forums as well as For the latest Lumberyard updates, follow us on Twitter, Facebook, and our blog.

Looking to get v1.22 of Amazon Lumberyard, or interested in giving it a spin? Download it here!

Already got it? Share your feedback in the Amazon Lumberyard forums.


Here’s a sampling of the new features found in Lumberyard 1.22.

Visual Studio Support


Visual Studio 2015 support has been deprecated starting with Amazon Lumberyard v1.22. References to Visual Studio 2015 and the VC140 binaries have been removed from the documentation for v1.22, as well. If you are on Visual Studio 2015 or an older version, refer to the archived Amazon Lumberyard documentation for prior versions. The current supported version of Visual Studio is VS 2017 v15.9.2 or later, and the supported VC++ binary version for builds is VC141.

Python Support


In an upcoming release, Amazon Lumberyard will switch to Python 3.7.5. At that time, we will remove older versions of Python from the Lumberyard install.

Editor Performance

We’ve improved the performance of the Lumberyard Editor to make your work in it a bit snappier.

  • Improved the performance of Undo operations for entity manipulation. Translating 25 entities and pressing undo used to take ~15 seconds, and it now takes ~4.5 seconds.

  • Fixed a performance issue that caused the editor to lag every time a slice was selected in the Entity Outliner. Selection of a 10k slice entity hierarchy used to take ~3 seconds and now takes ~200ms.

Asset Pipeline

Asset Bundling Tools and Improvements

Lumberyard’s new asset dependency graph provides the means to determine the set of assets a given asset depends on. By recursively walking the entire dependency graph, we can easily determine the exact set of assets your game needs to run. So when it comes time to release your game, packaging your assets becomes a simple set of steps as opposed to a multi-week development effort. We’ve added some new tools and features to enable this for you and allow you to generate smaller asset bundles for your release builds.

We’ve created a command line tool, AssetBundlerBatch.exe, to more efficiently bundle game assets for release. The following are additional new tools features that also support Asset Bundling:

  • Asset Validation Gem: Use this Gem to run your game exclusively from Asset Bundles.

  • Product Dependency System: Builders now generate product dependencies, including copy jobs. Product dependencies are the backbone of asset bundling and allow the Asset Bundler to evaluate an asset, and determine all other dependent assets.

  • Missing Dependency Scanner: Run AssetProcessorBatch.exe with the /dependencyScanPattern flag to identify potential missing product dependencies.

  • XML Schema System: A framework for defining dependencies for XML files.

  • Asset Tagging System - File Tagging System: This system provides a way to "tag" an asset as a certain type, such as "editor-only", "shader" or "ignore product dependencies." Tags are then used by the Missing Dependency Scanner and other tools.

For more information, see the Asset Bundler documentation. If you’re working through the new Asset Bundler tutorials, download Build_AssetBundler_AuxiliaryContent_PC.bat first.

Delta Catalogs

.pak files (PAKs) now contain smaller versions of AssetCatalog.xml that live within a .pak and describe only the files within that PAK. At run-time when opening a new pak file through CryPak, the system will automatically search for a delta catalog within the PAK and, if found, update the asset registry with the information within that PAK file layered over the old data. (You can add new assets or update old assets.)

AWS Native SDK Version Update

The AWS Native SDK version was updated to 1.7.167.


Linux Users: If your project or a gem depends on the AWS Native SDK on Linux (as the Twitch Gem does) then debug and profile builds require your Linux configuration to have and present on your system. However, release builds link these libraries statically, so no changes are required for release Linux builds of Lumberyard.

Memory Stomp Detection Tool (Overrun Detection)

The Memory Stomp Detection tool provides overrun detection, checking for memory corrupted by reads/writes outside the boundaries of allocated memory.

The primary sign of what might be a memory stomp is a crash with no obvious explanation, frequently in a low-level system or structure (such as an AZStd:: container) or within the memory allocator (but not an out-of-memory error).

To start using it, go to the/dev/{your-game-project-name}/Config/ directory under your Lumberyard installation root and open Game.xml. Change the useOverrunDetection value from false to true. (You may also need to change this setting in /dev/{your-game-project-name}/Config/Launch/Game.xml.) With overrun detection enabled, you can play the game as normal, and if any system reads or writes outside of memory that has been allocated, the game will crash with a callstack at the point of the invalid read/write.

Asset Memory Analyzer

The Asset Memory Analyzer is an experimental feature that gives you a breakdown of all memory allocated by the various assets loaded into the game. Use it to gain insight into what assets are actually loaded at run-time and how each asset contributes to memory use.

To start using it, follow these steps:

  1. Go your your Lumberyard intallation root and open AzCore/Debug/AssetMemoryDriller.h. Ensure that AZ_ANALYZE_ASSET_MEMORY is defined. (Uncomment the code if it is in a comment block.) If you also want to enable analysis for build types other than release ones, open dev/Code/Framework/AzCore/AzCore/Memory/Config.h and uncomment the #define for AZCORE_ENABLE_MEMORY_TRACKING.

  2. Open Game.xml in dev/{your-game-project-name}/Config and set both the enableDrilling and enableAssetMemory fields to true.

  3. If you’ve enabled ImGUI, you can open the analysis window by running AssetMemoryAnalyzer > Open from the Debug menu.

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