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Visual Studio 2019 MSVC Compatibility with Lumberyard Beta 1.27

在文檔中 Lumberyard Release Notes (頁 113-118)

• Use EditorComponentAPIRequests::FindComponentTypeIdsByEntityType() and EditorComponentAPIRequests::BuildComponentTypeNameListByEntityType() instead.

• ManipulatorView::SetView() has been removed in Lumberyard Beta 1.27.

• Use ManipulatorView:SetViews() instead.

Known Issues

Lumberyard Beta 1.27 has the following known issues:

Visual Studio 2019 MSVC Compatibility with Lumberyard Beta 1.27

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.

We recommend that you use Visual Studio 2019 16.7.X until the issue is addressed.

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.

Android

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.

Android

• 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.

• 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.

Area Objects and Triggers

• 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.

Audio

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:

• 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

Cloud gems have the following known issues:

在文檔中 Lumberyard Release Notes (頁 113-118)