• Fixed and issue where deleting an Entity while in Component (Edit) Mode crashes the Editor.
• Fixed an issue where entering a component’s Edit Mode and the Game Mode at the same time crashes the Editor.
• Fixed an issue where consecutive delete operations on the same vertices in the Polygon Prism Shape component after re-entering the Component Mode crashes the Editor.
API Deprecations and Removals
API Deprecations
• RigidBody::UpdateCenterOfMassAndInertia() and
RigidBody::DefaultRigidBodyConfiguration() are deprecated.
• Use RigidBody::UpdateMassProperties() instead.
API Removals
• ManipulatorView::SetView() has been removed in Lumberyard 1.26. Use ManipulatorView::SetViews() instead.
• The following Lumberyard user interface types have been removed in Lumberyard 1.26:
• DHPropertyIntSlider. Use AzQtComponents::SliderCombo instead.
• DHPropertyDoubleSlider. Use AzQtComponents::SliderDoubleCombo instead.
• DHQSpinbox. Use`AzQtComponents::SpinBox` instead.
• DHQDoubleSpinbox. Use AzQtComponents::DoubleSpinBox instead.
• PropertyVectorCtrl. Use AzQtComponents::VectorInput instead.
Known Issues
Lumberyard Beta 1.26 has the following known issues:
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.
Android
• To ensure 3ds Max exports correctly, you must save your .max file before changing the Custom Export Path field.
Android
Android has the following known issues:
• 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 waf_branch_spec.py 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.
• The Cloud Canvas speech recognition feature records corrupted audio files on the following devices:
Nexus 7 II (Android: 6.0.1) and Huawei P9 Lite, Model: VNS-L21 (Android: 6.0).
• 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_library.py:
To this:
Android Studio
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.
• Ragdoll requires a continuous chain of joints. For example, if you have a bipedal ragdoll setup with hip and shoulder joints, you must add all in-between joints to ensure acceptable behavior. If you don’t add the in-between joints, such as spine joints, the ragdoll will produce undesired behavior.
• 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.
Area Objects and Triggers
• 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.
• 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 v1.25: 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.
Audio
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.
Cloud Canvas
Cloud Canvas has the following known issues:
Cloud Gems
• Occasionally you may see issues where your resource mappings are not updated as expected, you can fix this by running: lmbr_aws update-mappings --release.
• The dynamic content manager UI appears blank with a non-functional drop-down menu in the following instances:
• If there isn’t a project stack or deployment.
• If the game project doesn’t use the CloudGemDynamicContent gem, but the gem is enabled in the solution.
• Some Gems may return Service 500 errors in CloudGemPortal when first loaded. This occurs because the cold start times for Lambdas have increased and may fail on first run.
To work around this issue, log out and back into the CloudGemPortal.
• Stacks created with a previous version of the Cloud Canvas Resource Manager aren’t always backward compatible. Its is recommended that you create new stacks or update existing stacks prior to using them in later versions of Lumberyard.
• Lumberyard disabled one method for login authentication due to security issues. This method stored the authentication token in a console variable. If you are still using this feature, you can re-enable it using \#define AUTH_TOKEN_CVAR_ENABLED. Be aware of security risks, for example the console variable content being dumped into a crash dump.
• If you attempt to create or update a Cloud Canvas deployment stack that contains many cloud gems or resource groups, the deployment may not succeed due to resource restrictions or timeouts. To work around this issue, do the following:
1. Disable the deployment groups.
2. Create or update your deployment stack.
3. Once the deployment transactions are finished, enable the preferred cloud gem or resource group for your deployment stack.
4. Update your deployment stack.
5. Repeat steps 3 and 4 until you have added all preferred cloud gems or resource groups for your deployment stack.
• The Dynamic Content Manager doesn’t refresh properly when the deployment changes. This can result in warnings appearing next to files in the package.
• Some files may remain on the AWS console when you delete a deployment in the Resource Manager and then delete the project stack in the CLI.
• LogGroups are not deleted automatically. These can be manually cleaned up or you can use the Cloud Canvas Cleanup Tool.
• When you launch the Cloud Gem Samples app on an iOS device using Xcode, the client doesn’t connect to the OpenSSL.
• The Resource Manager displays encoded content of the .zip files that are stored in the AWSLambdaLanguageDemo gem.
• In the Credentials Manager, after you perform multiple profile creation and deletion operations, the profile list doesn’t update correctly, and already deleted profiles may still be present on the profile list.
Cloud Gems
Cloud gems have the following known issues:
General Issues
• Creating your deployment might not succeed if you select and deploy all cloud gems. To work around this issue, do the following:
1. In the Cloud Canvas Resource Manager, disable all resource groups until you have only one or two resource groups with a DynamoDB table.
Cloud Gems
2. Create your deployment.
3. Enable one or two resource groups with a DynamoDB table.
4. Update your deployment.
5. Repeat steps 3 and 4 until you have enabled the preferred resource groups for your deployment.
• While a stack is being updated its resources may be temporarily unavailable.
Defect Reporter
• DxDiag isn’t captured correctly on Windows 7.
• The REST Explorer tab of the Defect Reporter Cloud Gem Portal fails to load properly with the following errors:
• Failed to get project keys. The received error was 'Status: 500, Message:Service Error: An internal service error has occurred.'
• Failed to get the field mappings. The received error was 'Status: 500, Message:Service Error. An internal service error has occurred.'
Dynamic Content
• When you create two different manifests that have package files with the same name, the following occurs:
• The second .pak file overwrites the first .pak file.
• In the Overview tab of the Cloud Gem Portal, the first .pak file no longer appears in the first manifest.
In-Game Survey
• The following path – VERB combinations in the REST Explorer tab fail with an error:
• /active/surveys/{survey_id}/answers/{submission_id} – PUT
• /active/surveys/{survey_id}/player_submission/{submission_id} – GET
• /surveys/{survey_id}/questions/(question_id) – PUT
• /surveys/{survey_id}/questions/(question_id) – DELETE
• /surveys/{survey_id}/questions/{question_id}/status – PUT
• The following path / VERB combinations in the REST Explorer tab have the issues noted:
• /surveys/{survey_id}/activation_period – PUT The activation_start_time and activation_end_time parameters are required to complete the operation even though the UI indicates that they are optional.
• /surveys/{survey_id}/questions – POST When you add a predefined question, a new question is created with no answers to choose from even when the list of answers was provided.
Leaderboard
• If you insert a minimum value that is greater than the maximum value in the Add Leaderboard window, you will see an incorrect error message.
• The following path – VERB combinations in the REST Explorer tab have the issues noted:
• /score/{stat}/{user} – DELETE The operation fails.
Cloud Gems
• /score – POST The value parameter accepts a dot for decimal notation and an e for scientific notation, but these symbols are ignored when a number is passed into the score. Instead, the value returned is the integer part of the value passed. For example, 1e+2 is returned as 1.
• /score – POST When the Player Account gem is enabled within the same deployment stack, the operation fails.
Metrics
• When you create a heatmap with a name that has spaces or symbols, the heatmap is created, but deletion of the heatmap fails with an "Unable to delete heatmap" message.
• The Metrics cloud gem is supported only in Regions where First-In-First-Out (FIFO) is supported. For more information, see Amazon SQS FIFO Queues.
Player Account
• The following path – VERB combinations in the REST Explorer tab have the issues noted:
• /admin/accountSearch – GET The operation fails with the error status 0 if it is run with the CognitoIdentityId or Email parameters.
• /admin/accounts – POST The AccountBlacklist parameter always returns true even after it is set to false.
• /admin/accounts/{AccountId} – PUT The AccountBlacklist parameter always returns true even if after it is set to false.
• /ban/playerban – DELETE The operation fails with the error status 400.
• Password resets may fail because the email address is not validated. You can work around this by manually setting the email_verified property on the user profile, with the following AWS CLI command:
aws cognito-idp admin-update-user-attributes user-pool-id <pool id> --username user --user-attributes Name=email_verified,Value=true
Speech Recognition
• The Cloud Canvas speech recognition feature records corrupted audio files on the following devices:
Nexus 7 II (Android: 6.0.1) and Huawei P9 Lite, Model: VNS-L21 (Android: 6.0).
• Amazon Lex is accessible worldwide except from the following AWS Region: US East (N. Virginia). For more information about supported Regions, see AWS Region Table.
• You can’t use the Cloud Gem Portal to delete Amazon Lex bots, intents, and slot types. Use the Amazon Lex console instead.
Do the following if you want to update a published bot: Use a bot description file in the Cloud Gem Portal and provide the version numbers of the bots, intents, and slot types. Include only bot modifications and new or modified intents with appropriately incremented version numbers. This is required for the update to complete successfully. ** Alternatively, use the Amazon Lex console to update the published bot.
Text-to-Speech
• The Microphone Gem currently supports Windows only. This limits the use of the Voice Recorder System component to Windows. Future versions of Lumberyard will add microphone support on other operating systems.
Component Entity System
• This gem uses a custom Amazon Polly resource that requires a handler in the project stack. This doesn’t apply if you create a new stack. Do the following to add this gem to an existing stack:
a. Enable the Text-to-Speech Cloud Gem.
b. Restart Lumberyard Editor.
c. Update the project stack.
d. Update the deployment stack.
• If you type an ampersand (&), lesser than (<), or quotation mark (") in the Input Text field, you will see a line of code returned in the Caption field. This occurs in game mode in the Text-to-Speech Sample level.
• The following path – VERB combinations in the REST Explorer tab have the issues noted:
• /speechlib – DELETE Operation fails with the error status 400.
• /tts/export – POST The operation doesn’t report errors if the entries parameter contains an empty set of double quotation marks ("").
• /tts/generatedpackage/{key} – DELETE The operation reports success as long as any string is passed into the key parameter.
• /tts/runtimecache – POST Setting the Boolean parameter enabled to false doesn’t change the enabled status to disabled.
• /tts/runtimecapabilities – POST Setting the Boolean parameter enabled to false doesn’t change the enabled status to disabled.
WebCommunicator
• You may see a false Connected status after attempting to subscribe a nonexistent channel, being disconnected by the web communicator, and attempting to connect again.
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
Console Variables
You can’t edit text-based fields in the Console Variables window. To work around this issue, manually specify the console variable name and the value: VARIABLE_NAME = new value.
For more information, see Configuring Console Variables in Configuration Files in the Amazon Lumberyard User Guide.
CryEngineNonRCModule
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.
CryEntity
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
• You must use legacy tools to use the Designer Tool, create roads and rivers, and add other legacy