Known Issues - 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.

Known Issues

Lumberyard Beta 1.28 has the following known issues:

Visual Studio 2019 MSVC Compatibility with Lumberyard Beta 1.28

If you are using Visual Studio 2019 version 16.8, 16.8.1, or 16.8.2, read this!

Under unknown circumstances, Visual Studio 2019 versions 16.8, 16.8.1 and 16.8.2 (latest tested) might produce the Visual C++ (MSVC) linker error: LNK1000: Internal error during CImplib::EmitImportThunk.

Subsequent incremental builds might not generate this error. To track the state of this issue, please refer to Visual Studio issue 1179268 in the Visual Studio Developer Community.

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 won’t load in Lumberyard. You won’t receive an error message; however, to prevent this issue don’t 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.


The AI subsystem currently has the following known issues:

  • Reported in Lumberyard Beta 1.28: Adding any Component from the AI category to an Entity results in the following error being displayed in the Console:

    [Error] (Editor) - Unable to find navigation radius data for agent type ''

    Additionally, the Agent Type dropdown in the Navigation, Navigation Seed, and Navigation Area Components does not contain any objects.


Android has the following known issues:

  • Reported in Lumberyard Beta 1.27: The resource compiler job to build APK expansion files is missing from the distribution. To workaround this issue, manually download this job file and place it in the dev/Code/Tools/RC/Config/rc folder of your Lumberyard installation to enable OBB support in the Lumberyard build system.

    • Note: The OBB builder job doesn’t use the asset management system introducedin Lumberyard Beta 1.21. If you don’t want to distribute everything in the cache as part of the OBB, you must manually manage the contents of the OBB file, including re-aligning with zipalign and doing any necessary codesigning or checksums.

  • 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 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 that the installation directory doesn’t contain a period (.) character.

  • Lumberyard applications don’t 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.

  • Developers who are using an Apple Mac: When Android development is enabled, running lmbr_waf configure will fail due to an SSL certificate verification issue. You can work around this issue by changing the following lines at the top of dev/Tools/build/waf-1.7.13/lmbrwaflib/

                  android ssl known issue w1

    To this:

                  android ssl known issue w2

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 (EMFX)

The Animation Editor has the following known issues:

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

  • 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 might 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.

  • Render output from the Track View 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 or click the Evenly Distribute button.

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

  • In a remote desktop session, opening an .fbx file in the Animation Editor causes Lumberyard Editor to stop working. This is due to a known issue with OpenGL and RDP. You can work around this issue by using NVidia’s Remote Desktop Acceleration for OpenGL.

  • For simulated objects, there might be visual jittering or instability in the Animation Editor or during gameplay mode.

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 don’t 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.

  • 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.

  • 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.

  • When loading into the SinglePlayer sample for the first time you may see graphical artifacts as shaders are compiled.

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

  • Reported in Lumberyard Beta 1.25: The Asset Processor may fail to load because the Image Processing gem has a dependency on the Visual Studio 2013 redistributable binaries. If the VS 2013 redistributable is not found on your machine, the Asset Processor will not load. To workaround this issue, install the Visual Studio 2013 Redistributable package.

  • Reported in Lumberyard Beta 1.27: With the XML schema system, if your product dependencies cross scan folder boundaries, they might not be properly emitted.

  • Reported in Lumberyard Beta 1.27: surfacetypemateriallibrary.physmaterial is not listed as a product dependency for default.physxconfiguration and project.physicsconfiguration and will not be included in a release bundle by default. To work around this, surfacetypemateriallibrary.physmaterial must be added as a seed file when building a bundle.

  • Reported in Lumberyard Beta 1.27: Font .xml files are not properly listed as product dependencies of the related .ttf file and will not be included in a release bundle by default. To work around this, any used font files must have their corresponding .xml file added as a seed file when building a bundle.


The audio system has the following known issues:

  • Sound obstruction doesn’t run when you toggle AI/Physics mode.

  • The file cache manager hasn’t been ported to the new allocators.

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 might 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.

  • When you right-click to create an entity, the new entity appears at the top of the Entity Outliner. This occurs if you don’t right-click an existing entity to initiate duplication.

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

Console Variables


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.

    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 aren’t automatically converted to component entities. To work around this issue, you can manually recreate the sequences in the Track View.

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

Assets for the Dedicated Server must be processed using a version of asset processor that lives in one of the folders from a non server build:

  • Use the precompiled, profile version of Asset Processor. You can find Asset Processor in the Bin64vc141 or Bin64vc142 directory.


  • Build the profile version of your game and Asset Processor (lmbr_waf build_win_x64_vs2019_profile -p all):

  • Then, Prebuild the assets for your dedicated server so that Asset Processor isn’t required with the following steps:

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

    2. Edit the bootstrap.cfg file to set [code]`wait_for_connect`to 0.

    3. Launch your dedicated server. Note that Asset Processor won’t launch because the assets were prebuilt.


  • The "ReadOnly" attribute will not properly propagate from parents to children in the Reflected Property Editor.

  • Introduced in Lumberyard Beta 1.25: The Visual Studio 2017 version of the Editor fails to find the Project Configurator as it expects the VC141 version of it, instead of the VC142 (Visual Studio 2019) version which ships with Lumberyard 1.25. You can work around this issue by manually launching ProjectConfigurator.exe from the bin\VC142 folder under your Lumberyard installation root directory.

  • Reported in Lumberyard Beta 1.27: The following error in the console can be ignored, or mostly fixed by updating the code as recommended and recompiling Lumberyard.

    ` [Error] (Serialize) - Programmer error: Classes deriving from AZ::Component are not declaring their base class to SerializeContext. This will cause unexpected behavior such as components shifting around, or duplicating themselves. `

    ` Affected components: - ScriptEventEditorSystemComponent {8BAD5292-56C3-4657-99F2-515A2BDE23C1} - ScriptEventReferencesComponent {D0F440AC-32D4-49EC-8B93-860B188266A6} - LyShineLoadScreenComponent {AE8DA868-1069-48FF-8ED7-AC28829366BB} `

    + ` Reflection code should look something like this: serializeContext→Class<MyComponent, AZ::Component, …​ (other base classes, if any) …​>() Make sure the Reflect function is called for all base classes as well. `

    + Note: ScriptEventReferencesComponent is a deprecated component, so it’s safe to ignore the error.

Other known issues:

  • Entity scale does not work well on entities that have an actor component and legacy Cry physics controller. The PhysX character controller works fine with actor components, though.

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 aren’t 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.

Game Mode Functionality

*The game mode (Ctrl+G) functionality doesn’t 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 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, don’t use the EditorCore library with gems.

  • If you place only an I_CAF in a gem, you can’t 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 aren’t fully functional and will continue to evolve. They should not yet be used.

Gloss Maps

Using gloss maps on imported Substances doesn’t 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 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 doesn’t 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 isn’t 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 don’t 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.

  • Introduced in Lumberyard Beta 1.27: Spawning a Lightningstrike.slice in the Game Mode results in a crash


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

  • GridMate/Online

  • GridMate/Storage

  • GridMate/Achievements

  • GridMate/Leaderboards


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 fewer 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 doesn’t include spaces.


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 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

Unified cross-platform client and server launcher projects have been added in Lumberyard version 1.22. In a future release, these projects will replace the existing platform-specific launcher projects.

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 isn’t 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.


If you attempt to launch a Linux dedicated server from the MultiplayerSample_pc_Paks_Dedicated directory, the server won’t 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.


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.

You can’t 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).


    If the SetupAssistantUserPreferences.ini file doesn’t 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:

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

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 doesn’t 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 doesn’t have submaterials for any mesh that requires the Waterfall shader.

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

  • Certain tool windows in Lumberyard Editor have panes inside them that can’t be docked (for example, the Particle Editor, UI Editor, and Track View). 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 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 won’t 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 aren’t 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 window.

  • Hot keys might 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 inverted camera view doesn’t work properly in the Camera_Sample map.

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

  • Your game project might 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 can’t exceed the designated length. If you exceed the length limit, you will receive a notification.

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

  • Lumberyard Setup Assistant doesn’t 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 doesn’t 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 can’t 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 doesn’t initialize properly if you open on macOS 10.12. This is a result of updated Gatekeeper behavior. To work around this issue, do one of the following:

    • (Recommended) Move to a new location and then move it back to the original location. This allows 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.


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 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 doesn’t 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 isn’t 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: –0—/ build_darwin_x64_profile -p all

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.

    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.

                        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 won’t 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 that 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 don’t 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 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 won’t 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\\dev\Tools\maya\script`Add the following to the PYTHONPATH variable, using a semicolon to separate paths: [path];E:\Amazon\Lumberyard\\dev\Tools\maya\script`


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.


  • Introduced in Lumberyard Beta 1.27: The supplied pre-compiled plug-ins support Houdini 18.0 only.

  • Introduced in Lumberyard Beta 1.27: Some Houdini installations might create the Houdini user directory at C:\Users\user_name\houdini18.0\ rather than in the Documents directory. If Houdini does not load the NVIDIA Blast tools, check to see if Houdini has created a user directory at C:\Users\user_name\houdini18.0\. If the directory exists and contains Houdini files such as dso.cache, move the above files to C:\Users\user_name\houdini18.0\ and add C:\Users\user_name\houdini18.0\ to the Windows PATH environment variable.

  • Introduced in Lumberyard Beta 1.27: The number of chunks generated by Fracture Hierarchy grows exponentially. Setting the Fracture levels and Fractures per level too high can generate assets that are too large to load and simulate with NVIDIA Blast. For fine control over multiple fracture levels, use multiple Fracture Single SOPs.

  • Introduced in Lumberyard Beta 1.27: Once you have manually edited a .fbx asset for NVIDIA Blast in FBX Settings, a .assetinfo file is created for the .fbx asset. The .assetinfo file prevents the mesh assets from being processed automatically by Python Asset Builder. Any further changes made to the source .fbx file, such as adding or removing fracture levels or chunks, must be manually edited in FBX Settings.

  • Introduced in Lumberyard Beta 1.27: Passive forces like gravity can have a cumulative damage effect on a NVIDIA Blast assets causing destruction to trigger when no obvious external force or collider has acted on the asset, particularly with large objects. To mitigate this, be sure to create .blast materials for your NVIDIA Blast assets and set the Health and Damage Thresholds appropriately for the asset.


  • Cloth Debug Visualization will not show when running from Launchers.

  • Cloth does not support LOD meshes.

  • Cloth does not support scaled transforms.

  • Cloth does not collide with Actor cloth colliders in the Lumberyard Editor’s Preview Mode. However, cloth does collide with Actor cloth colliders in Game Mode.

  • Lumberyard’s debug display system is always rendered with a 1 frame delay. The cloth mesh component compensates for this by sending draw calls with the previous frame data while the Cloth Debug Display draws the current data. This workaround suffices when the entity is not moving. However, when an actor has an animation that moves the root bone, the cloth colliders are delayed in the debug display. On top of that, if the animation graph uses the root bone to move the entity (motion extraction joint), then both the cloth debug mesh and the colliders are delayed in debug display.

Particle Editor

The Particle Editor has the following known issues:

  • The following keyboard shortcuts don’t 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 don’t work as well.

  • The Particle component doesn’t 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 don’t respect emitter strength curves related to emitter lifetime.

  • GPU particles aren’t supported on Android or iOS.

  • The following attributes aren’t 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 don’t 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.

  • 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 don’t 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.

  • Introduced in Lumberyard 1.27: A crash occurs when starting the Lumberyard Editor after compiling without CryPhysics (by setting the ENABLE_CRY_PHYSICS macro to False). This is a known issue with loading DLLs in the plugin folder. To resolve this, delete the bin62vc141/EditorsPlugin folder.


The PhysX system has the following known issues:

  • It may be possible for the PhysX Character Controller to climb slopes or steps higher than expected if the Step Height value is set to 0, or if the Maximum Slope Angle is set to a small value (for example,15 degrees or less).

  • There is currently no mechanism to automatically disable collisions between a PhysX Character Controller and a PhysX Ragdoll belonging to the same character, which will cause simulated characters to behave unexpectedly. Collisions can be prevented using the collision filtering settings for the controller and the ragdoll nodes.

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

  • Introduced in Lumberyard Beta 1.24: If the PhysX collider and the mesh are the same size, you will observe jittering during rendering. This behavior is expected.

  • Introduced in Lumberyard Beta 1.24: 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.

  • Introduced in Lumberyard Beta 1.24: Colliders intersecting the terrain may result in unexpected behaviour, For example, a object may rocket into space, jitter, or slow down performance. If you need to intersect a collider with the terrain, try using a small value for the collider size. Such scenarios may be mitigated by clearing the Persistent Contact Manifold checkbox in the Global Configuration > PhysX Configuration window. Likewise, colliders with really high speed may pass through thin colliders like Terrain.

  • Introduced in Lumberyard Beta 1.24: Functional and rendering issues, such as jittering, occur if you apply impulse to parent-child entities that have PhysX Rigid Body components.

  • When there is more than one PhysX Ragdoll component in your level, increasing the Position Iteration Count and Velocity Iteration Count parameters of one ragdoll affects the other ragdolls.

  • Introduced in Lumberyard Beta 1.23: Modifying the World Transform of entities with non-kinematic PhysX Rigid Body Components at game-time (with scripts) is not supported and may result in unexpected behavior.

  • Introduced in Lumberyard Beta 1.24: The existing cases of using RayCast and ShapeCast must be evaluated to see where the hits from the inside of collision mesh are desired. In those cases, the Physics::HitFlags::MeshBothSides flag needs to be added to RayCastRequest::m_hitFlags or ShapeCastRequest::m_hitFlags. Note: This only applies to triangle meshes. Primitives and Convex meshes are considered to be solid and will give the hit from the inside if ray starting position is inside the shape (the distance will be 0 in this case).

  • Introduced in Lumberyard Beta 1.24: If the PhysX TGS solver is enabled, ragdolls with high position or velocity iteration counts can become unstable. Note that PhysX internally groups together nearby bodies for simulation and uses the highest iteration counts of any object in the grouping, so ragdolls with high iteration counts may affect other nearby ragdolls.

  • V-HACD Mesh Decomposition:

    • Introduced in Lumberyard Beta 1.24: Mesh decomposition is only available if the export type is selected as Convex or Primitive.

    • Introduced in Lumberyard Beta 1.24: The actual results achieved by the decomposition depend mostly on the V-HACD library and are out of our control.

  • Importing from FBX:

    • Introduced in Lumberyard Beta 1.24: Almost any FBX mesh will be exportable, but the accuracy of the result will depend on how close the mesh is to one of the supported primitives.

    • Introduced in Lumberyard Beta 1.24: Lumberyard will attempt to fix one primitive for each node selected for export. It will not recognize multiple primitive shapes contained within the same node.

    • Introduced in Lumberyard Beta 1.24: The algorithm considers only the vertices of the mesh, not edges/faces. Apart from some edge cases, this is usually sufficient, but the user may need to configure the export parameters correctly before a desirable result is obtained.

    • Introduced in Lumberyard Beta 1.24: The algorithm is subject to mathematical restrictions and does not work well if the mesh has extreme proportions or sizes. Likewise, a vertex cloud that predominantly occupies a lower dimension subspace (plane, line or point) will not work well.

    • Introduced in Lumberyard Beta 1.24: Non-uniform scaling of automatically fitted primitive colliders can have unintuitive behavior and is not recommended.

  • PhysX parameter changes in the PhysX Configuration window may only take effect when the editor is restarted.

  • Introduced in Lumberyard Beta 1.26: Using multiple ragdolls with pose moves may result in poor performance.

  • Introduced in Lumberyard Beta 1.26: Entity transforms would not be updated correctly for ragdolls if physics is disabled on the character controller.

PhysX Terrain

PhysX Terrain has the following known issues:

  • Introduced in Lumberyard Beta 1.24: For historical reasons the PhysX Terrain component can be added to the level via the Entity Inspector, which is not ideal. The reason it is not ideal is because this component should not be instantiated more than once in the whole level.

    For the sake of compatibility with existing customers and previously created Slices, this is left as-is.In the future and for new projects, please use the Level Inspector to add the PhysX Terrain component to the level. Always add the Legacy Terrain level component before adding the PhysX Terrain component.

  • Introduced in Lumberyard Beta 1.26: The PhysX Terrain component must be added alongside the Legacy Terrain component to work properly.

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 aren’t 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 won’t 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.


SamplesProject has the following known issues:

  • In the SamplesProject, Example 7 in the Trigger_Sample map doesn’t work. The door trigger doesn’t open as expected.

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

Script Canvas

Script Canvas has the following known issues:

  • (Script Canvas Functions only) Using a Destroy Game Entity node in a Function Graph A, exposing the In pin, and using the function A within a new graph that supplies A with a node parameter value set to self leads to a crash.

  • Changing the type of a Script Event Method Parameter when it has a Variable set as its reference in a Script may result in a crash. As a workaround, avoid using variable references on Script Event handlers, or convert to value prior to changing the Script Event parameter type.

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

  • Although multiple outbound execution connections are supported, Script Canvas doesn’t 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.

  • 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.

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

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

  • 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 aren’t 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 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, don’t 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.

Starter Game 2.0

Starter Game 2.0 has the following known issues:

  • Starter Game does not run on Android and iOS at this time.

  • Lumberyard Installer adds the previous Starter Game levels to the registry.

  • In some cases, the enemies do not react to the player when colliding into them from behind.

  • Navigation Areas will still display after users disable the Show Navigation Areas option.

  • Objects with physics behavior have no collision audio such as boxes and crates.

  • Vegetation does not touch bend in response to the player or AI enemies running through them.

  • The player can leave the map boundaries at this time as not all invisible map colliders have been set up.

  • The Quit button in the main menu for Starter Game does not function properly.

  • The health bar in the player HUD is extended slightly out of the bounds of the UI box.

  • Walking on roads spawns grass particles instead of dirt particles.

  • The AA gun model clips through the catwalk models at different points as it spins around.

  • The AA gun model slice model pieces are not aligned when dropped into a level.

  • Valena’s running animation can stutter when changing movement directions suddenly

  • Some of the ivy models placed in the world are currently floating in the air and not visually attached to something.

  • Sometimes the weapon will fire backwards when the player is shooting while the gun is pointed down at Valena’s side.

  • The menu settings to invert the controls does not work at this time.

  • The menu settings to adjust sound volumes does not work at this time.

  • Some portions of the inside of the ship play grass instead of metal audio cues, accompanied by grass particles.

  • Valena can be moved prior to leaving the title screen in Game Mode.

  • The player can stand and walk on steeper surfaces than most people normally could.

  • Rapid firing can result in some shots not occurring or pointing off in odd directions.

  • Audio from SinglePlayer level does not stop after a level is changed out in the StarterGameLauncher.exe.

  • There are some cases where the AI does not respond to the player at all.

  • Sometimes Valena does not respond to switching between walking and running states while moving.

  • Sometimes after Valena jumps the falling animation will linger after landing. This appears to occur more commonly when running and jumping simultaneously.

  • Valena’s flashlight light projection can pierce through some object meshes that should prevent light from pushing through.

  • Valena’s flashlight does not turn on in caves at this time.

  • We have made note of a few terrain holes outside of the expected play area.

  • Currently, if you create a release build of Starter Game 2.0 with bundled assets, it will crash when loading the initial level.

  • The Tank_Interior material generates a shader error in the console.

  • There are warnings for various .exportsettings source files from the restructuring of Starter Game assets being placed into gems that appear when following the Build and bundle assets for release in Lumberyard tutorial.

  • There are a number of errors and warnings displayed in Asset Processor when running Starter Game but are not specific to the Starter Game project.

  • We made some adjustments to the player camera that result in it not centering behind the player right away. We’re still looking for the right balance of smoothing.

  • There is a serialization warning that is generated from the ControllableCharacter.scriptcanvas file but does not impact any functionality or gameplay.

  • There is a drop in performance (ie framerate) while the rockfall is spawning early in the level.

  • After the rockfall happens, sometimes boulders can appear to be floating above the ground or other boulders.

  • Some of the vegetation LODs pop in instead of doing a smooth transition or fade in.

  • Valena is capable of scaling broken rocket boosters through repeated jumping. She’s supposed to be human so we should probably take away her super jumping abilities.

  • There have been reports of stray grass triangles (polygons) on a certain part of the dirt road. No need to be alarmed, they’re just jarring to look at.

  • The player camera has the ability to move through the ship interior’s walls.

  • Sometimes Valena can get stuck on top of certain rocks causing the player to soft lock in that spot.

  • The AI would benefit from having their weapon accuracy adjusted. Seems like they’re missing too often.

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 and 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 has the following known issues:

  • The Update button in the Render Output dialog box doesn’t 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 don’t 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 won’t trigger.

  • Trigger areas aren’t triggered when a stationary entity is inside the area on game start.

  • Moving trigger areas can’t interact with stationary entities.

UI Canvases

UI Canvases have the following known issues:

  • When the LyShineExamples gem is enabled, references to the following files in the \dev\Gems\LyShineExamples\Assets\UI\Canvases\LyShineExamples\ directory are invalid:

    • Animation\SequenceStates.uicanvas

    • Comp\Fader\RttDirectFade.uicanvas

    • Comp\Mask\AlphaMask.uicanvas

    • Comp\Mask\ChildMaskElement.uicanvas

    • Comp\Mask\NestedMasks.uicanvas

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 doesn’t 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.

  • In some cases, the list of valid configured platforms might become invalid. When that happens and you run the lmbr_waf configure command, you might get the following error message:

    [WARN] Unable to initialize platform ( [ERROR] 3rd Party settings file is invalid (Missing SDKs/target/win_x64_vs2017)). Disabling platform.

    To work around this issue and continue building your project:

    1. Navigate to the BinTemp directory.

    2. Delete the valid_configuration_platforms.json file.

    3. Renter the following command.

      lmbr_waf configure

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 don’t set environment variables for these programs; instead you should use the settings in configuration files for these programs.


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 doesn’t 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 can’t 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 "{path-to-lumberyard-root}\dev\Editor\Scripts\"

  • 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.


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

  • The GameplayNotificationBus isn’t supported in Lua 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.

  • 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.