Lumberyard Beta 1.9 Release Notes (April 2017)

Lumberyard Release Notes – Beta 1.9 (April 2017)

For the most up-to-date release notes and documentation on Lumberyard Beta 1.9, see Lumberyard Release Notes – Beta 1.9 (April 2017) and Amazon Lumberyard Documentation.

Lumberyard Beta 1.9 adds more than 470 new features, improvements, and fixes including a new Express Custom Installation option, Cloud Gem Player Account, and Particle Editor enhancements.

Thank you to everyone in our developer community for your continued support. Without your participation in the forums, your messages, your feedback, and your bug reports, Lumberyard 1.9 wouldn’t be as strong as it is. You can also keep up with new changes by following our blog and leave comments to let us know what you think.



Here’s a sampling of the new features found in Lumberyard 1.9.


Choose an Express or Custom Lumberyard Installation

When you launch the Lumberyard Setup Assistant, you are offered a choice between an express or custom installation. The express option installs only the required software so that you can quickly launch the Lumberyard Editor. Choosing the custom option goes through the original setup experience so that you can install third-party software and SDKs.

If you have a modified setup, you may not see the installation options. For example, the options are not presented if you have selected capabilities that require SDKs or if you do not have a Visual Studio version selected.

Rate Lumberyard and Provide Feedback

We love hearing from our customers, so we’ve made it easier for you to rate Lumberyard and provide feedback to the Lumberyard team. An in-editor feedback feature allows you to submit your rating and feedback after a few days of using the editor and tools.

Cloud Canvas Updates: Cloud Gem Player Account and AWS SDK Upgrade Script

Lumberyard Beta 1.9 introduces the following updates for Cloud Canvas:

  • The Cloud Gem Player Account provides a standalone player authentication and management solution that you can customize. For example, you might require a game key when players register or need to store additional metadata for players. You can require a game key by using Amazon Cognito’s presignup Lambda trigger, implementing the validation in the Lambda function, and passing the game key along with the signup request.

  • Lumberyard has added an upgrade script that you can use to customize the version or services of the AWS Native SDK that you are using. You can also use the upgrade script to install prebuilds of all platforms and services that are included with Lumberyard. Access the upgrade script in the\Tools\AWSNativeSDK\Upgrader\ directory.
    A couple things to note:

  • If you are changing a version, you must also update the version in the SetupAssistantConfig.json file (located in the \dev directory).

  • If you are adding services, you must also add the services in the aws_native_sdk_shared.json and aws_native_sdk_static.json files (located in the \dev\_WAF_\3rdParty directory).
    For more information, see Cloud Canvas.

New Features and Improvements for the Particle Editor

The Particle Editor for Lumberyard Beta 1.9 introduces dozens of new features, usability improvements, and platform support that enable you to create stunning visual effects for your game. This includes the following:

  • Reconfigurable emitter hierarchies
  • GPU features
  • Five new emitter types
    Lumberyard is deeply integrated with AAA to small studio teams. As a result, our roadmap is guided by working with our customers. The Particle Editor is a prime example of the constant communication and feedback from these customer relationships.

For more information, see Particle Effects System.

Blend Layer Updates

Blend layer 2 now has RGB specular color and a smoothness slider.

Test Code Changes with Amazon GameLift Local

This client-side debugging tool emulates a test set of the Amazon GameLift API on your local development machine. It lets you test iterative code changes without needing to upload and run your game server on Amazon GameLift instances. You can use Amazon GameLift Local on Windows and Linux devices to test game clients and servers that use the Amazon GameLift SDKs. Amazon GameLift Local is available in the Server SDK download. For more information, see Testing Your Integration.

New Virtual Reality Features

Lumberyard Beta 1.9 adds the following features for virtual reality:

  • The Virtual Reality Project sample now includes the following Lua scripts:
    • teleport – Uses the left or right controllers and an input event in order to handle teleporting.
    • controller – Modifies the transform for the attached entities. This is accomplished by using the transform of the left or right motion controller that is relative to the attached camera.
    • raycast – Uses terrain or navigation mesh to perform a ray cast and returns the cast location.
    • instantvr – Drives the logic that is used in the instantVR slice.
  • An instantVR slice provides a starting point for you to build VR projects with controller tracking, teleport functionality, and the ability to generate a navigation area.
  • A VR Islands level demonstrates how to create and customize a level with the instantVR slice.

    For more information, see Virtual Reality and VR Islands Level.

Added Support for Features in the UI System

With the UI Editor you can build, visualize, and customize user interface elements such as menus, buttons, and the heads-up display (HUD). Lumberyard Beta 1.9 adds support for the following features in the UI system:


  • All UI system buses are now exposed to Lua.

  • You can now use the Lua Script component on UI elements.

  • The UI system bus API operations were updated to use AZ types rather than legacy types. For example, color parameters now use the AZ::Color type.

  • Lua scripts now run in the UI preview mode.

  • You can now use slices in the UI Editor.

  • The UI Spawner component now supports dynamic slices.

  • Slices replace the UI prefabs, which are now deprecated.
    UI Editor

  • A UI canvas compiler has been added.

  • The editor now supports font kerning.
    For more information, see UI System.

Physically Based Shading (PBS) Reference Material Gem

Lumberyard Beta 1.9 includes a collection of 36 physically based referenced materials packed into an Asset Gem. We removed precooked .dds files and assets from the \dev\engine\materials\pbs_reference directory. In their place, you can now use the source .tif files in the Asset Gem. Normal maps are now correct and usepreset=NormalsWithSmoothness. The Asset Gem is now active by default in the SamplesProject and newly created projects.

New Comment Component

The Comment component allows long-form text comments to be added for component entities. When enabled, the Comment component displays a dialog box that expands based on the size of the comment that is entered. For more information, see Comment Component.

See the full release notes here:

I give the team my thanks and congratulations for every man/hour of work done so far and took some time to give my early feedback on this release before to really test it.

Overall impression

I’m very excited to try this version.

I can totally testify how much improvements in this version has come from post you can read in this forum as a proof of how important it is to give usage feedback.

There are also countless features about things I personally requested in this forum not so long ago that I would never imagined to come out so fast.

I see Particle editor exiting preview and new entity component workflows and the ui editor features as a signal of engine moving out of the wet paint loop.

Release Notes

Release notes can still improve a bit and possibly get more extensive.

Next time expect more links to the specific subjects.

For instance for the improvements in the particle editor instead of a link to the general particle documentation maybe some links to the pages talking specifically about the new features es the new emitters it’s just a copy and paste , but helps a lot to really understand the changes.Now it is just put in the release hilights, so I know that I have to get excited about it, but in the end I really didn’t know what it is specifically changed.

Some other things in the release notes are not really clear to me as some labels need a proper description that makes evident what that specific change mean for the end user.

Release notes as a possibility to get feedback

I may suggest on release to divide changes and fixes per subject and put them in a place where we can give specific feedback about any single aspect of the new release and evidence things that arent’ clear or ask about the next steps that something is taking.This added to a voting system to score how well received something has been and how popular are some possible future direction.

It is very interesting the in engine feedback for , but sincerely I found it a bit too general.

The bitter part

The bitter part is that there are platform that helps to follow the development a lot better and I hope to see something moving in that direction for the next version things like Github, Doxigen and Mantis(just to name some famous free ones, but any alternative is well accepted).In my opinion the team may try to start using some new tool starting from some engine and/or cloud gems and see what happens.

That’s really great feedback @Gamely. I will pass it to the docs team to make sure they see it.

As for the developer tools in “the bitter part”, it is something we are working on/looking into but it’s not something that can be done very quickly due to the stringent Amazon security policies, but it is something that I am advocating for all of us! Feedback like this helps!