• Fixed an issue where GameLiftLocal testing was broken due to a requirement for ListBuild permissions (which applies only to GameLift proper, not GameLiftLocal).
General (Lumberyard)
• (Community Fix) Fixed a regression in test mode (sys_localization_test) for localization. Thank you, ximura!
Graphics
• (Customer fix) Optimized PostEffectGroup to avoid recreating a hashmap every frame. Thanks, alex-leleka!
In-Game UI (LyShine)
• Fixed an issue where a LyShine Canvas could be overwritten without any warning. Now, a confirmation is requested before overwriting.
MultiplayerSample
• Fixed an issue in MultiplayerSample where opening levels in the Editor caused Lua script errors due to deprecated CryAction calls.
• MultiplayerSample on Android no longer requires the root certificate for the AWS Native SDK to be manually copied into the game project.
• MultiplayerSample now terminates a game session when there are no active players. This helps to reduce resource usage when running on AWS GameLift.
• Improved the logic for handling full game sessions. Clients attempting a connection to a full session are now ejected instead of entering a "greyed out" nondeterministic state.
PhysX
• Fixed an issue where some levels may not load PhysX terrain in the correct order.
• Fixed an issue where SetCollisionGroup would fail during a run time call.
• Fixed issues that caused poor performance that occurred when painting terrain while the PhysX Terrain component was active.
• Fixed an issue where Setup Assistant does not detect CUDA installation.
• Fixed an issue where CPU Skinning applied in Cloth differs from GPU Skinning when more than 1 bone affects the vertices. THis issue was fixed by blending matrices the same way it’s done in GPU shaders, by adding each weighted matrix element-by-element so the skinning results are similar to the skinning performed in GPU. The skinning code has also been optimized. Now, the joints that affect the particles
Bug Fixes
are identified and cached at creation time. Also the skinning matrices are directly access from Actor Instance, before they were calculated every frame per vertex. Because of this modificaiton now less math conversion functions are needed and can be simplified.
• Fixed a problem with CUDA installation for physics cloth simulation. Uninstalling CUDA may result in empty folders that WAF considered as a valid CUDA installation. This fix adds the check for valid CUDA library files in WAF.
• Fixed a deadlock issue in Physics world bus. The deadlock was caused by the use of a mutex instead of a recursive_mutex.
• Fixed an issue in FBX import where there is an incorrect offset for child meshes on importing data containing parent-child relationships.
• Fixed an issue with Force Regions where colliders that left a force region on deactivation are still considered within the force region on re-activation.
• Fixed an issue with possible blockages in the main thread running game code. The blockages were caused by sub-optimal PhysX simulation steps. Users do not need to take any action for this fix to take effect.
• Fixed the problem where the poly2tri library becomes unavailable if the sandbox is not set to compile in Setup Assistant. As a result, the poly2tri library will also be available if the engine is set to compile in Setup Assistant.
Script Canvas
• Fixed an issue where manually deleting a script file attached in a Level and then opening the Level does not remove the script from the corresponding Script Canvas component.
• Added missing tooltips in the script Debugger tool.
• Fixed an issue with Variable References assignments not validating type safety for dynamically typed slots.
• Fixed a crash that occurs when deleting a variable while hovering over one of its entries in the Node Palette.
• Fixed a crash that occurs when attempting to remove a slot from Print Node while manipulating a connection for that slot.
• Fixed issues with the Script Canvas Delay (Countdown) Node. Specifically, the Delay Node now only pushes the elapsed time when the execution call fires, and not every frame.
Scripting
• Fixed an issue that prevented the Lua Editor from connecting with the game launcher.
• Fixed a Lua scripting issue where setting Light.Event.SetVisible to true did not enable the LightNotification.LightTurnedOn event notification.
• Fixed an isue where the Lua IDE debugger failed to find game launchers as debug targets.
Setup Assistant
• Fixed an issue where Setup Assistant doesn’t handle failed downloads when validating SDKs. This fix should address many of the customer issues when compiling for the first time*
• Fixed an issue where where the "Install required SDKs" and "Install optional SDKs" tabs disappear with every other selection under Setup Assistant’s "Get started" tab.
• Fixed an issue where the DirectX Shader Compiler fails to download.
• Fixed an issue where the Setup Assistant’s user interface did not render correctly on 4k displays.
• Fixed a Polygon Prism error that occurred due to the installation process.
UI 2.0
Slices
• Fixed an issue so Slice Favorites folders and their contents are no longer lost when reloading the editor.
• Fixed an issue where creating a nested slice detaches it from its parent hierarchy.
• Fixed issues where the Editor overrode newer revisions of levels and layers during a Save operation during collaboration.
• Fix the icon color for 'deleted entity' in the "Save Slice Overrides - Advanced" menu.
• Fixed issues where child entities would be missing from a layer after reloading the Editor if only the layer was saved and not the level.
StarterGame 2.0
• Fixed Script Canvas scripts for character gravity that were referencing CryPhysics instead of PhysX.
• Removed old .CGF files that were in the project so only the .FBX asset files exist now.
• Fixed the ability to activate the beacon at the end of the level using a controller plugged into PC.
Systems
• Restored the ability to free (uncapture) the mouse when opening the Console.
Terrain
• Fixed an issue where Legacy Terrain level components are incorrectly re-added to levels that are saved with the component disabled or deleted.
UI 2.0
• Fixed scrollbar content overlapping problems.
• Fixed secondary window scaling issues.
• Fixes for bugs in the EMFX Animation editor’s outliner.
White Box Tool
• Fixed an issue where an White Box Entity with Custom Mesh Asset and with a White Box Collider throws an error.
• Fixed an issue where extruding faces in complex meshes causes a crash.
• Fixed an issue where the White Box Tool’s help icon does not open documentation.
• Fixed an issue where saved and exported models are not automatically picked up in Perforce.
• Fixed an issue where hidden vertex handles trigger unnecessary intersection events.
• Fixed an issue where a White Box Mesh can fail to load after some types of edits.
• Fixed an issue where holding Ctrl and Shift while dragging the vertex of the edited shape crashes the Editor.
• Fixed an issue where changing a default Shape after moving a vertex does not reset its position, which results in a crash.
API Deprecations and Removals
• Fixed an issue where entering a component’s Edit Mode and the Game Mode at the same time crashes the Editor. (This fix addressed the same issue in the Viewport.)
• Fixed an issue where saving an asset outside of the build root folder crashes the Editor.
• Fixed an issue where saving a .wbm file with a name that contains the "@" symbol crashes the Editor.