Lumberyard Beta 1.2 Fixes and Known Issues

Lumberyard Beta 1.2 includes the following fixes:

AI – The editor no longer crashes when:
• Attempting to grab an AI human in-game in the GameSDK project. This error occurred for AI humans that had a nonexistent grab type specified in the entity settings.
• Saving CGF files for certain brush objects.
• Fixed an issue that caused the Asset Processor batch file to hang when attempting to cancel by pressing Ctrl+C.
• Fixed an issue that prevented Lumberyard Editor from launching if the Asset Processor from a previous build is running in the background.
• Fixed an issue that caused exported geometry (CGF and i_caf files) from 3D Studio Max to appear as failed in the Asset Processor.
• Fixed a bug that caused numerous Asset Processor icons to appear in the system tray after switching projects or closing tasks.
• Fixed an issue that prevented the Asset Processor from identifying changes to sys_game_folder in the bootstrap.cfg file.
AUDIO – Fixed an issue with undoing operations that caused the Audio Controls Editor to crash.
• Fixed an issue that prevented movies or frames in Lumberyard from rendering to the paths with spaces specified in the Render Output dialog box in Track View.
• Fixed an issue that caused incorrect sequence ranges to save when toggling between the Seconds and Frames time units in the Sequence Properties dialog box in Track View.
• Fixed an issue that caused the editor to crash when using sequence names over 1,000 characters long.
• Fixed a bug that caused stackStatusListModel to erroneously use columnCount() rather than the enum ColumnCount when filling out a row.
• Fixed an issue with the mobile analytics client using the default retry strategy that caused long pauses when a network connection is not present.
• Fixed an issue that caused lmbr_aws to crash if the Metrics DLL does not exist.
• Added validation for key name, bucket name, and file name in the S3 Download and Upload nodes.
• The Forgot your password link in the Login to Amazon Lumberyard dialog box now displays the password assistance page as expected.
• Various fixes include removing a dangling GridMate GameLift reference from the multiplayer Gem and removing an unnecessary dependency on IAM within Client Manager.
• Fixed an issue with importing FBX files that do not have a scene settings file that caused the Asset Processor to erroneously report a failure.
• Fixed an issue that prevented the entry of characters that would have resulted in a duplicate group name.
• Fixed an issue that caused the Scale property to allow both 0 and negative values when importing assets.
• Extended the iterators in the Scene API with unit tests.
• Fixed floating point precision issues that caused the flow graph node Math:Equal to become unreliable when reporting equality between numerical values.
• Fixed an issue that caused the flow graph node Math:EvenOrOdd to reverse even and odd numbers for the node outputs.
• Fixed an issue that caused flow graphs, game tokens, track view sequences, and objects to delete when right-clicking the viewport while a level loads.
• Fixed an issue that caused the editor to crash when attempting to add comments to a new flow graph by using shortcuts (for example, Right Alt+F, Right Alt+E, Right Alt+V, Right Alt+O, or Right Alt+D).
• Fixed an issue that prevented an automatic refresh when a flow graph component is added to an entity.
• Fixed an issue that caused the audio component to stop all triggers from executing on the owned proxy upon deactivation.
• Fixed an issue that prevented the component flow graphs from uninitializing properly.
• Fixed an issue that caused unusual behavior when selecting Change Group Name from the Global Flow Graphs menu.
• Fixed a crash issue when shutting down the Gem Registry.
• Fixed a shutdown crash issue in the Game Effect and Lightning Arc Gems.
• Fixed an issue with deploying Monolithic builds for game projects that include Gems.
• Fixed an issue with building tests for a new Gem that resulted in a failure and Uber file error.
• Fixed an issue with release configuration failing on launch, resulting in a “Failed to load Gems project” error message.
• Fixed an issue that prevented the animations list in Geppetto to remain in sync and display properly.
• Fixed an issue that erroneously allowed invalid values (0 and negative numbers) for the scale when importing an FBX.
• The editor no longer crashes when importing a new i_caf file with blendshapes.
• The character tree list no longer displays deprecated CGA files.
• The skeleton file type list no longer displays unsupported formats, such as SKEL and CGA.
• The Resource Compiler no longer crashes due to the System Allocator from the Resource Compiler Scene and Scene API.
• Fixed an issue that caused level slice to persist slice references across editor level sessions.
• Fixed an issue that prevented scripts from successfully reloading in the editor for entity objects.
• Fixed an issue that prevented the Camera Sample level’s dynamic fly-by camera angle from functioning correctly when the Cycle balloon cameras button is pressed.
• Fixed various stability issues with loading meshes.
• Fixed an issue that caused the animation component to send multiple OnAnimationStopped events.
• Fixed an issue with live-lock during loading if a level includes a certain number of mesh assets.
• Fixed an issue that prevented the Component Palette window from unregistering from the plugin and closing properly.
• Fixed an issue with invalid bound on an object when instantiating component entities from a slice, resulting in the object being off at the origin and breaking selection in the editor.
• Fixed an issue that prevented values to be set when rotating a designer object on the Y axis to 90 or -90 and beyond.
• Fixed an issue that prevented the use of spaces in the Lumberyard installation path.
• The editor no longer crashes when:
o Selecting a mesh file in PreviewModelCtrl.
o Attempting to push entity changes to a slice.
o Reloading slices and the flow graph wrapper accesses deleted objects.
o Using proximity triggers that activated only once in profile.
o Dragging an asset from the file browser into the viewport when a level is not loaded.
o Cloning a game token.
o Modifying the level library before loading a level.
• Fixed an issue that prevented the Transition editor from saving changes to procedural clips.
• Fixed an issue that prevented the Mannequin Sequence file from saving properly.
• Maya 2015 no longer crashes when using the User Defined Properties (UDP) tool.
• The editor no longer crashes when setting up an AnimObject that uses a character and animation exported from 3D Studio Max.
• Fixed an issue that misaligned the skin and bones after exporting from 3D Studio Max and assembling in Geppetto.
• Fixed an issue that caused textures compressed by the Resource Compiler with colorspace=*,[auto|sRGB] to crash when loaded on iOS.
• Fixed an issue that prevented skinned character shadows from working correctly in the GMEM render path.
• Fixed a buffer overflow vulnerability in CarrierThread::ProcessIncomingDatagram when receiving incoming datagrams.
• Fixed a buffer overflow vulnerability in CarrierThread::ReadAckData() when receiving malformed system ack messages, preventing a denial of service.
• Fixed a crash in the object stream when skipping unreflected root node in binary mode.
• Fixed a bug that prevented game code from receiving the SignIn system event.
• Fixed a bug that prevented RPCs from being called for proxies when multiple chunks were bound to a replica.
• Fixed a bug for processing unknown chunk types.
• Fixed an issue that caused existing players to disconnect and the server to crash if the number of players attempting to connect exceeded the maximum number of players allowed, as specified by the sv_maxplayers value.
• Fixed an issue that prevented the Gradient Editor from preserving set values.
• Fixed an issue that caused the delete confirmation dialog box to display twice when attempting to delete a particle or folder.
• Fixed an issue that prevented a modified color value from saving to the XML file.
• The editor no longer crashes:
o After editing a particle from an imported library and closing the Particle Editor by clicking Cancel in the warning message dialog box.
o After creating a library and closing the Particle Editor without saving the library.
o When attempting to hide the Attribute panel in the Particle Editor.
• Fixed an issue in the particle library version 27 that prevented particles from loading correctly.
• Fixed an issue that prevented “forward” planar decals from rendering properly in certain projects.
• Fixed an issue that caused materials cloned with a .ddna file to bind an incorrect smoothness/gloss texture.
• Fixed an issue that caused the sun position and lighting to move when opening the Sun Trajectory pane.
• The particle orientation now loads correctly in a level.
• The environment probe preview option now renders correctly.
• The editor no longer crashes in debug when configuring the layout to use multiple viewports.
• Added support for MIN_MAG_MIP_LINEAR as a shader token, which resolves asserts in debug.
PROJECT CONFIGURATOR – A warning message about running lmbr_waf configure after creating a project now persists within a single session of the Project Configurator. Previously the warning message would disappear after the first time a new project was created.
• Fixed an issue that caused a ‘texture file missing’ warning message to display when opening the Animation_Basic_Sample level.
• Fixed an issue that caused the Animation_Basic_Sample level to crash when using the SamplesProjectLauncher.exe standalone launcher.
• The Codejock Xtreme Toolkit Pro is now required if you want to compile your game.
• Various fixes include updates to text, icons, and page functionality.
• Fixed the pop-up position of the Sprite Border Editor and the Anchor Presets widget.
• Fixed various issues with running a game in the editor and loading a canvas in a game that is already loaded in the UI Editor. For example, loading a canvas in-game when it is loaded in the editor will result in a copy of the canvas that is used by the game.
• Fixed a bug in the UITextInput component that prevented selecting a text range backwards from functioning correctly.
• Fixed an issue with sliced images where the image rectangle is thinner than the sprite borders, resulting in the borders overlapping.
• Fixed a bug that caused changes to save when clicking Cancel in the Sprite Border Editor.
• Fixed a bug that caused the browser to save when clicking Cancel in the Changes have been made dialog box.
• Fixed an issue that caused the UI Editor to become unresponsive when 20+ canvas files are open in the editor.
• Reinstated the Font Effect property in the Text component property pane.
• The image texture browser now properly supports the file formats listed in the browser: .bmp, .dds, .gif, .jpeg, .png, .tga, and .tif.
• Fixed an issue that prevented AZStd::conditional_variable.wait(…) from halting a thread.
• Fixed an issue that prevented the AZ::Entity cached shadow from updating.
• Fixed an issue that caused AZ::Entities to vanish when moved from the initial position.
• Fixed an issue with selecting more than eight entities by adding entries to the dynamic pop-up menu allocation.
• Fixed an issue that caused the Resource Compiler to connect to Perforce during asset processing, even though the Perforce plugin is disabled in the editor.
• Fixed an issue with saving changes in the Audio Controls Editor that caused the Perforce connection to break and display an error message.
• Various fixes to the CodeGenPreview solution include updates to AZCore/AZCoreTests and support for proper include paths for rapidxml.

Known Issues
The following issues are known in Lumberyard Beta 1.2:
• 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:
o (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. Click OK.
o 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.

• Early versions of the installer can fail with the error “Access is denied.” while trying to download the vcredist_x64.exe file. You can resolve this issue by re-running the installer.

• The following issues are known with the Setup Assistant:
o The 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.
o The Setup Assistant does not properly detect Python 3.x during the setup process. This issue does not impact compiling or using Lumberyard Editor.
o If you follow the onscreen installation instructions, the Setup Assistant does not properly detect Android NDK, Revision 11 or later. To resolve this issue, manually locate any of the subdirectories for /build. For example, you can use any subdirectory of the build directory, such as /build/awk.
• The following issues are known when installing Wwise LTX:
o 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.
o 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:
o You must install third-party SDKs in the 3rdParty directory.
o 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 Setup Assistant again.
• 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.
• The following issues are known in the asset pipeline:
o If you switch branches, you must restart the Asset Processor.
o Only asset types that have an implementation in the engine can live reload.
o 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.
• The following issues are known in Lumberyard Editor:
o The editor fails to start when building in debug/profile with the ‘editor and plugins’ configuration. You can build using the ‘all’ configuration instead.
o The editor stops responding on exit if the system clock is inaccurate.
o 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.
o The LOD Generation system does not work correctly and generates objects with distorted textures.
o 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 will cause the system to crash.
o 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 following issues are known in the Geppetto tool:
o The Copy Path and Show in Explorer options in the context menu do not work correctly.
o 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 platform and game project. This action forces a recompile of all animations.
o 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.
o Skeletons exported from 3ds Max that have non-zero rotation values on the root joint, bone, or dummy are not supported.
o Warnings may display if you switch between characters while animations are playing.
o 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.
o The side-by-side compression viewer compression is temporarily disabled.
o The Clean Compiled Animations functionality is not working.
o 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.
• The following issues are known in the Mannequin tool:
o The Transition Editor does not currently save any changes made.
o The Mannequin Editor appears very small when you open it for the first time.
• 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 in the 3D Studio Max tools:
o Absolute paths are saved in MTL files that are created using the material editing tools in Max.
o 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.
o 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.
• 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 in the Material Editor:
o The Material Editor may crash if user-created materials are not labeled according to naming standards.
o 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 following keyboard shortcuts do not work properly:
o Rename (Ctrl+R)
o Open in New Tab (Ctrl+O)
o Copy (Ctrl+C)
o Paste (Ctrl+V)
o Export Library (Ctrl+Shift+E)
The Directory shortcuts in the Import window do not work as well.
• The following issues are known in the UI Editor:
o The Properties pane does not allow changes to multiple selected elements for certain properties, such as anchor values. Changes apply only to the first selected element. To resolve this issue, change an element one at a time.
o Ctrl+Z does not work to undo changes in the UI Editor if you have made changes anywhere else in Lumberyard Editor. To resolve this issue, use Undo from the Edit menu.
o In the Hierarchy pane, you cannot drag a set of selected elements onto another to change the parent. This action will reverse their order. To resolve this issue, press Ctrl+X, select the new parent, and then press Ctrl+Shift+V.
• The following issues are known in Track View:
o The left mouse button drag box marquee for selecting multiple key frames does not work.
o If you start Lumberyard Editor with the Track View docked as an editor pane, the Key Properties subpane within Track View becomes permanently disabled. This prevents you from editing keys with Track View. To resolve this issue, undock the Track View and then restart Lumberyard Editor.
• An error message displays when creating a new Gem and building the unit test configuration. To resolve this issue, edit the _tests.waf_files files (located in dev\Gems<GemName>\Code) 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 in the Flow Graph:
o 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.
o The Material:EntityMaterialParams node does not apply changes made to the material parameters for an entity.
o The Material:MaterialParams node does not allow any parameters to be selected.
• The following issues are known in the Legacy Sample:
o If you are using the heavy machine gun, animation may not display correctly when you enter third-person view in game mode.
o 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.
• The runtime mip map generation on PlayStation 4 is disabled due to a GPU crash.
• The following issues are known for iOS support:
o 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” in the Lumberyard User Guide.
o 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.
o Release builds are not supported.
• The following issues are known for Android support:
o The Java-based Gems are not supported.
o Release builds are not supported.
o Live reloading over VFS is not working properly.
• 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 in Twitch ChatPlay and JoinIn:
o The Twitch IRC group server list that is used for Whispers is hardcoded (see ChatPlayCVars.cpp).
o 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

Thanks for the “Quick and Easy” list version!

Oh boy, the list includes “my” bug, not being able to select the NDK, but I saw no mention of the installer window being oversized (at least for my HD laptop), thus making it difficult to read and lick the edges, perhaps a more resizable version of everything is coming up?