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

The following issues are known in Lumberyard Beta 1.5:

  • If you use Windows 8 or later on a high-dpi monitor, Lumberyard has high-dpi scaling issues that interfere with the usability of the layout and user interface. Selecting Disable display scaling on high DPI settings in the editor.exe properties window will not fix the issue.

    To resolve this issue, do one of the following:

    • (Recommended) Set your monitor to a resolution that is not high DPI. On your desktop, right-click and select Screen resolution. In the Screen Resolution dialog box, select 1920 x 1080 from the Resolution drop-down list. Click OK.

    • Keep your current resolution and view the Lumberyard user interface smaller on the screen. Go to Control Panel, Appearance and Personalization. Under Display, click Make text and other items larger or smaller. In the Change the size of all items window, move the slider scale to the smallest setting to prevent the OS from scaling up. Click Apply. Log out of your Windows account and then log back in.

  • Installation paths that contain spaces are not supported. If you install Lumberyard in a path with spaces in the folder name, Lumberyard Editor and the Waf build system will not work properly.

  • 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.

  • The following issues are known for the Lumberyard Setup Assistant:

    • The Lumberyard Setup Assistant might fail to run if msvcr120.dll is not present. You can resolve this issue by installing the Visual C++ Redistributable Packages for Visual Studio 2013.

    • The Lumberyard Setup Assistant does not properly detect Python 3.x during the setup process. This issue does not impact compiling or using Lumberyard Editor.

    • If you follow the onscreen installation instructions, the 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.

  • When running Lumberyard Editor, you must have access to the 3rdParty\Python and 3rdParty\AWS\AWSPythonSDK directories. Lumberyard Setup Assistant automatically creates shortcuts to these directories in the Code\SDKs and Code\Editor\SDKs directories.

  • 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.

  • If you are using a Mac:

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

    • On OS X, renaming the root directory of a Lumberyard build will break all symbolic links that were created during setup. This prevents the build from compiling for iOS. To resolve this issue, you can undo renaming the root directory or you can manually delete all symbolic links that were created and then run the Lumberyard Setup Assistant again.

    • A PC is still required to run the shader compiler when running a level for the first time.

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

    • The TouchRayCast map in FeatureTests does not print text when you hover the mouse over each object.

    • The frost effect does not render properly.

    • The water flow effect does not work properly and, depending on the location and angle of the camera, disappears or stops animating.

    • At certain view angles, the camera_sample skybox renders day and night phases simultaneously.

    • Az Code Generator parsing lacks STL support.

  • The following issues are known if you use Perforce:

    • 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.

  • The following issues are known for the asset pipeline:

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

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

    • The Asset Processor reports all processing operations that failed with a Crashed status.

  • 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.

  • 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.

  • The CGA and ANM data types are deprecated.

  • 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.

  • 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\"

  • The following issues are known for Lumberyard Editor:

    • 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 GameSDK project displays several "Invalid geometric mean face area for node…​" error messages when loading the Woodland level. You can ignore these non-fatal error messages.

    • 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.

    • The editor crashes if you attempt to do the following: create a new project in the Project Configurator, set the project as the default, enable all gems, and build the project using lmbr_waf.bat configure and lmbr_waf.bat build_win_x64_profile -p all. Specifically, the editor crashes if you enable both the GameLift Gem and Multiplayer Gem. To resolve this issue, do not use both gems in the same project.

    • The editor crashes if you extract the GameSDK package, configure the project as default, and launch the editor. This is caused by an incompatibility issue with the GameSDK package. To resolve this issue, ensure you are using the latest packages.

    • The editor randomly crashes if you attempt to use the Waterfall shader as a submaterial. When using the Waterfall shader, ensure the material does not have submaterials.

    • Floating windows cannot dock multiple windows.

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

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

    • If you attempt to create a new level while Lumberyard Editor (Editor.exe) is maximized, the editor will minimize into windowed mode.

  • The following issues are known for the Geppetto tool:

    • 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.

    • 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 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.

  • The following issues are known for the Mannequin tool:

    • The Transition Editor does not currently save any changes made.

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

  • 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.

  • 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.

  • 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.

  • 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.

  • The following issues are known for the 3D Studio Max tools:

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

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

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

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

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

  • 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.

  • In the Terrain Editor, the Flatten and Pick Height tools only allow integer values, even if a level has decimal values in the terrain. Attempting to use decimal values will not work. For example, you cannot flatten to a height of 32.4. You must specify 32 or 33. Pick Height will also return height values of 32 when clicking a location that is 32.4 in actual height.

  • The following issues are known for the Material Editor:

    • 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.

  • In the Particle Editor, the Export Library (Ctrl+Shift+E) keyboard shortcut does not work properly.

  • The following issues are known for the UI Editor:

    • In the Hierarchy pane, when you drag a set of selected elements onto another to change the parent, the order will change to the order in which you selected the elements. To work around this issue, press Ctrl+X, select the new parent, and then press Ctrl+Shift+V. You can also select the elements in the order in which to add them to the new parent by pressing Shift and clicking to select the elements. To select the elements in the existing order, press Ctrl and click to select the elements.

  • The following issues are known for the Track View:

    • The left mouse button drag box marquee for selecting multiple keyframes does not work.

    • If you start Lumberyard Editor with the Track View docked as an editor pane, the Key Properties subpane within the Track View becomes permanently disabled. This prevents you from editing keys with the Track View. To resolve this issue, undock the Track View and then restart Lumberyard Editor.

  • The following issues are known for gems:

    • The Multiplayer Gem and the GameLift Gem are incompatible and cannot be used together. The Multiplayer Gem contains everything needed to use Amazon GameLift.

    • 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.

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

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

  • The following issues are known for the Flow Graph:

    • 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.

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

  • The following issues are known for the Legacy Sample:

    • If you are using the heavy machine gun, animation may not display correctly when you enter third-person view in game mode.

    • In a debug build, you might see errors and warnings when loading maps, for example the Woodland map.

  • 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.

  • Hosting or connecting to servers in the MultiplayerLobby in the MultiplayerProject does not work on OS X.

  • The following maps in FeatureTests do not work properly on iOS and OS X:

    • HumanFeatureEyes

    • HumanFeatureHair

    • HumanFeatureSkin

    • GeometryBeam

  • The following issues are known for iOS support:

    • Running a debug build with Metal validation enabled causes a fatal assert. To resolve this issue, either run a profile build or disable Metal validation. For more information, see iOS Support.

    • Textures with colorspace=*,[auto|sRGB] (see Bin64\rc\rc.ini) that are compressed by the Resource Compiler may crash when loaded on iOS devices. To resolve this issue, create an .exportsettings file with the same name, including the original extension, and add this file to the same folder as the source texture. For example, you can create source.tif and source.tif.exportsettings. Ensure the .exportsettings files contain the line /preset=ReferenceImage. This tells the Resource Compiler not to the compress the texture.

    • Release builds are not supported.

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

  • The following issues are known for Android support:

    • The Java-based gems are not supported.

    • Release builds are not supported.

    • Live reloading over VFS is not working properly.

    • The Camera_Sample, Movers_Sample, and Trigger_Sample levels experience rendering issues on Android, affecting the appearance of lighting and shadows.

    • If you want to use Clang and target API-19 devices, we recommend that you target API-19 in the Android manifest (located in the dev\Code\Launcher\AndroidLauncher\ProjectBuilder directory). This allows you to work around the API version limitation. The Android manifest is set for API-19 by default:

      <!-- This is the platform API where NativeActivity was introduced. -->
      <uses-sdk android:minSdkVersion="19" />
  • The following issues are known for using Lumberyard with Android Studio:

    • In order for debugging to work properly, libraries are packaged with debug symbols in the APK. This can cause long durations for the APK package and installation process due to the size of the APK (approximately 650-700 MB).

    • Lumberyard does not support custom APK signing. As a result, release builds do not work properly from Android Studio. There may also be signing incompatibilities between APKs that are built using Waf and APKs that are built using Android Studio when installing on a device.

    • To work around issues that may result when a project is regenerated while open in Android Studio, you can do the following:

      • Ignore the Configure project dialog box that appears in the upper right corner of the main window.

      • Close Android Studio and reopen the project. You can also close Android Studio and import the project.

  • The following issues are known for FeatureTests:

    • If you are using the WeatherCloudBasic map in FeatureTests, the visual effect does not render properly on OS X, iOS, or Android.

    • If you are using the KeyboardBasic map, the project does not render properly on OS X.

    • If you are using the Decals map, one of the decals is missing, and another decal is projecting incorrectly.

  • When developing for console, the current project is specified in the bootstrap.cfg file. If multiple projects are enabled in the user_settings.options file, you must specify the current project as the first project in the enabled projects list in the user_settings.options file.

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

  • The following issues are known for Twitch ChatPlay and Twitch JoinIn:

    • The Twitch IRC group server list that is used for Whispers is hardcoded (see ChatPlayCVars.cpp).

    • The Twitch JoinIn CreateLink flow node hardcodes the protocol that is used for the JoinIn link game:. We recommend that you do not use the game protocol in any end-user applications. The generic name may cause conflicts with other applications.

  • Pressing Ctrl+F in Cloud Canvas’s 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:

    • Perform the resource update.

    • Close and then restart Lumberyard Editor.

    • Reload the level.

    • 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

  • 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.

  • 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"/>
  • 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

  • The Builder SDK is in preview, which means that you can create builders that are functional but the API may change subtly while it is finalized. Builders do not have access to common buses such as the asset bus; therefore, the only supported builders are ones that operate solely on given data and that output data directly. Builders that must make external asset calls or calls into game engine code are not supported.

  • 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.

  • 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.

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

  • 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.

  • The viewport context menu item Convert to Procedural Object is missing, and its process cannot be accomplished by a workaround method.

  • Due to a change in the Twitch API, Twitch ChatPlay no longer works properly. To work around this issue, do the following:

    1. Register your application and generate a client ID from the Manage Application page on the Twitch website.

    2. Modify the HttpRequestManager.cpp file (located in the \dev\Code\CryEngine\CryAction\HttpCaller directory) to add the following line in the HttpRequestManager::HandleRequest function:

      httpRequest→SetHeaderValue("Client-ID","client ID generated from Twitch");

      It should appear as follows:

      auto httpRequest = Aws::Http::CreateHttpRequest(uri, httpRequestParameters.GetMethod(),
      httpRequest->SetHeaderValue("Client-ID","client ID generated from Twitch");
      auto httpResponse = httpClient->MakeRequest(*httpRequest);
    3. Rebuild the game and engine.

  • 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.

  • 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 forums.


    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.