Lumberyard Beta 1.12 Release Note (December 2017)

Lumberyard Beta 1.12 adds over 400 new features, improvements, and fixes. As we continue to improve Lumberyard, we want to thank everyone in our community, whose suggestions help us make a better product every release. Since the initial launch, we’ve overhauled over 50% of the original code base, and we’re still just getting started. Keep sending feedback to our forums as well as For the latest Lumberyard updates, follow us on Twitter, Facebook, and our blog.



Here’s a sampling of the new features found in Lumberyard 1.12.


Use the Fur Shader to Create Short-Medium Length Fur

With the Fur shader you can create real-time rendering of short to medium length fur. You can apply this shader to any mesh and define where fur appears, the length of the fur, how it clumps together, and how nonuniform strands appear across a mesh. You can also use the following features:

  • Anisotropic specular highlights – Highlights appear banded perpendicular to the direction of the fur strands.
  • Subsurface scattering – Subsurface scattering appears on the silhouette edges of the fur, creating a glow effect when the fur is backlit.
    For more information, see Fur Shader in the Amazon Lumberyard User Guide.

New Components for the Component Entity System

Lumberyard 1.12 adds the following components:

  • Fog Volume – Use this component to define ellipsoid or cuboid volumes of localized fog.
  • Geometry Cache – Use this component to load Alembic files and script them in your level. This feature is commonly used to create high fidelity geometry animation effects, such as destruction and natural effects.
  • Lightning – Enable the Lightning gem and use the Lightning component to create individual lightning strikes. You can use this component with the Random Timed Spawner component to create lightning storms.
  • Lightning Arc – Enable the Lightning gem and use the Lightning Arc component to create arcing energy effects that use targets.
  • Polygon Prism – Use this component to define an arbitrarily shaped polygonal volume. You can use this component with the Water Volume component to define irregular areas such as ponds and lakes.
  • Rain – Enable the Rain gem and use the Rain component to create falling rain, wet surfaces, and wet ground effects.
  • Snow – Enable the Snow gem and use the Snow component to create falling snow and freezing ground effects.
  • Spline – Use this component to author lines and/or curves in the editor.
    For more information, see the Component Reference in the Amazon Lumberyard User Guide.

Use the Water Gem to Create Bodies of Water

The Water gem includes the following components:

  • Infinite Ocean – Use this component to add or remove a single, infinitely large ocean in your level.
  • Water Volume – Use this component to add multiple, arbitrarily shaped bodies of water in your level.
    The Water gem disables the legacy ocean, so you must add the Infinite Ocean component for an ocean to appear in your level.

For more information, see the Component Reference in the Amazon Lumberyard User Guide.

Use the Visibility Gem to Create Indoor Areas

The Visibility gem includes the following components:

  • Occluder Area – Use this component to create a custom-shaped occlusion plane with four vertices. This component also prevents the engine from rendering everything behind the occluder area, which can help optimize performance in areas where automatic occlusion doesn’t work well.
  • VisArea – Use this component to manage visibility and culling. This allows a camera to see only objects within the visible area. The VisArea component is commonly used for indoor areas. You can use this component with the Portal component to create windows between the visible areas, and create areas that are efficient to render.
  • Portal – Use this component with the VisArea component to create efficient indoor areas. Portals act like windows or doors between visible areas.
    For more information, see the Component Reference in the Amazon Lumberyard User Guide.

New Script Canvas Features

With Script Canvas you can script game logic and behaviors using the component entity system. Script Canvas offers an approachable and easy-to-read environment to author behaviors that use the same framework as Lua and C++. Script Canvas is built to take advantage of the modularity, performance, and flexibility of the component entity system. Lumberyard 1.12 adds the following Script Canvas features:

  • Block commenting – Use block comments to group parts of your graph and tag and/or color code the grouping.
  • Library of math nodes – New math nodes have improved functionality and are easier to use. The math primitives are handled by value and most math operations are handled natively.
    For more information, see Script Canvas in the Amazon Lumberyard User Guide.

New Cloud Canvas Features

Lumberyard 1.12 introduces the following Cloud Canvas features:

Speech Recognition Cloud Gem

You can use the Speech Recognition Cloud Gem to add speech recognition and natural language processing to your Lumberyard game. The Speech Recognition Cloud Gem uses the Amazon Lex service, which recognizes the intent of spoken user input so that your game can react accordingly. Your users can use natural language and do not need to memorize or use specific phrases to initiate commands. Lumberyard 1.12 adds a full set of tools and a workflow that let you create, edit, and manage Lex conversational bots and intents in the Cloud Gem Portal. For more information, see Speech Recognition Cloud Gem Preview in the Amazon Lumberyard Developer Guide.

Text-to-Speech Cloud Gem

You can use the Text-to-Speech Cloud Gem to enhance your gameplay and workflows with synthesized speech. The Text-to-Speech Cloud Gem uses Amazon Polly, which is a text-to-speech service that turns text into lifelike speech. Amazon Polly offers dozens of lifelike voices in a variety of languages. The service also creates lip synchronization from the text that you provide. You can use the Animation Editor to implement animated lip synchronization. For more information, see Text to Speech Cloud Gem (Using Amazon Polly) in the Amazon Lumberyard Developer Guide.

Enable Carrier ACK Feedback

In the default GridMate implementation, a change in a dataset causes four unreliable updates and then one reliable update to be sent. This technique can result in many reliable packets on the network. Because reliable packets require ordering, preceding packets cannot be processed until a lost packet is successfully retransmitted. The resulting delay can cause jitter. To avoid this issue, you can enable carrier ACK feedback.

When carrier ACK feedback is enabled, a changed dataset propagates its update unreliably until the receiver sends an ACK to acknowledge that it received the update. Additionally, if a dataset update is acknowledged as received before the grace period specified by MaxIdleTime, GridMate saves bandwidth by not sending additional unneeded updates.

For more information, see Carrier ACK Feedback in the Amazon Lumberyard Developer Guide.

New UI Editor Features

Lumberyard 1.12 introduces the following UI Editor features:

  • Sprite sheets and flipbook animations – Use a sprite index to include multiple images in a texture file and reference that file from the UI Image component. You can then use a flipbook animation to animate the image by flipping from one sprite to another.
  • Image fill types – The UI Image component supports fill types, so you can fill an image linearly or radially. You can use this for bars and dials in the UI.
  • Script-driven animation – With the Scripted Entity Tweener gem, you can use Lua to animate virtual properties on component entities. This allows animation script components to reside within a slice and provides more dynamically controlled animations.
  • Tabbed canvas editing – The UI Editor supports tabs, so you can edit multiple UI canvases and copy and paste between the UI canvases.
    For more information, see the UI Editor in the Amazon Lumberyard User Guide.

Use the Audio Preload Component for ATL Preloads

With the Audio Preload component, you can load and unload soundbank data (contained in ATL preloads) through component entities. You can specify the loading type:

  • Automatic – ATL preloads automatically load when the component activates and unload when the component deactivates.
  • Manual – ATL preloads load and unload only if requests are sent to the interface.
    For more information, see the Component Reference in the Amazon Lumberyard User Guide.

New Amazon GameLift Features

Stay up to date with the latest release information at AWS Release Notes for Amazon GameLift.

SDK Compatibility

Lumberyard 1.12 is compatible with the following SDK versions:

  • AWS SDK for C++ version 1.1.13
  • Amazon GameLift Server SDK version 3.1.5

Still no Visual Studio 2017 support?

Very nice work guys!

I just have a few of questions.

How does the portal and visarea affect lighting? Does light travel through portals into the visarea and vice versa?

Also, no mention was made referencing the state of old deprecated systems. Usually, in your announcements or release notes, you mention the state of old engine components being removed or replaced. 1.12 was supposed to be the version where all legacy systems would be removed completely. Did this happen yet or this being planned for another release?

Thanks for the great update guys.

The “External Game Project Directories” feature simply doesn’t work yet!!! Please fix this! I think nobody wants to merge engine and game code into a single repository…

Still no Visual Studio 2017 support? No 3ds Max 2017/2018/2019 support? No Maya 2017/2018/2019 support? No Mudbox 2017/2018/2019 support? Please take the time to IMMEDIATELY add the support for these development tools to the latest Lumberyard, and please get this fixed immediately.

Good Afternoon,

I am a Technical Artist with Lumberyard Support, thanks for the questions, hopefully I can shed some light for you!

  1. Vis Areas do affect the draw and culling of lights, unless you opt them out:


  • As for portals, they are windows to the visareas and light will in fact travel through them and won’t be culled.
  1. As for items we have deprecated, there were some amazing changes with this release, including the refactoring of the RollUp Bar! With all new projects the CryEntity Removal Gem will be on by default, meaning RollUp Bar no longer exists! We have begun a reorganization of those tool sets to better accommodate our Component Entity Structure. I have included some more detailed information below! Also be sure to check out the in depth notes outside of the highlights there are a lot of great features included in 1.12!

Hope this helps,


Hey @Techtime, we’re very sorry for the delays on this topic. The team is working on final stages of support and hope to release it in early 2018. Thanks for your patience and again, sorry for any inconveniences.

Quick update on this topic – the teams working on a fix to send out ASAP. Sorry for the troubles and thanks for your patiences :slight_smile:

Hey there! Thanks for this perspective – the team is working on final stages of support and is targeting early 2018 for VS2017. We’re sorry for the delays on this topic. Cheers!

This is awesome to know thank you so much for chiming in on this :smiley:

Of course! Again, much apologies for the delays. Thanks for being awesome all! BUG: The terrain textures editor button on the toolbar opens the terrain editor instead of the terrain textures editor. The terrain editor button opens the terrain editor like normal.

You can fix it by going to this line and changing it to