Amazon Lumberyard is a free AAA game engine deeply integrated with AWS and Twitch – with full source.

Overview

lmbr

Amazon Lumberyard

Amazon Lumberyard is a free, AAA game engine that gives you the tools you need to create high quality games. Deeply integrated with AWS and Twitch, Amazon Lumberyard includes full source code, allowing you to customize your project at any level.

For more information, visit: https://aws.amazon.com/lumberyard/

Acquiring Lumberyard source

Each release of Lumberyard exists as a separate branch in GitHub. You can get Lumberyard from GitHub using the following steps:

Fork the repository

Forking creates a copy of the Lumberyard repository in your GitHub account. Your fork becomes the remote repository into which you can push changes.

Create a branch

The GitHub workflow assumes your master branch is always deployable. Create a branch for your local project or fixes.

For more information about branching, see the GitHub documentation.

Clone the repository

Cloning the repository copies your fork onto your computer. To clone the repository, click the "Clone or download" button on the GitHub website, and copy the resultant URL to the clipboard. In a command line window, type git clone [URL], where [URL] is the URL that you copied in the previous step.

For more information about cloning a repository, see the GitHub documentation.

Downloading additive files

Once the repository exists locally on your machine, manually execute git_bootstrap.exe found at the root of the repository. This application will perform a download operation for Lumberyard binaries that are required prior to using or building the engine. This program uses AWS services to download the binaries. Monitor the health of AWS services on the AWS Service Health Dashboard.

Running the Setup Assistant

git_bootstrap.exe will launch the Setup Assistant when it completes. Setup Assistant lets you configure your environment and launch the Lumberyard Editor.

Contributing code to Lumberyard

You can submit changes or fixes to Lumberyard using pull requests. When you submit a pull request, the Lumberyard support team is notified and evaluates the code you submitted. You may be contacted to provide further detail or clarification while the support team evaluates your submitted code.

Best practices for submitting pull requests

Before submitting a pull request to a Lumberyard branch, please merge the latest changes from that branch into your project. We only accept pull requests on the latest version of a branch.

For more information about working with pull requests, see the GitHub documentation.

Purpose of Lumberyard on GitHub

Lumberyard on GitHub provides a way for you to view and acquire the engine source code, and contribute by submitting pull requests. Lumberyard does not endorse any particular source control system for your personal use.

Lumberyard Documentation

Full Lumberyard documentation can be found here: https://aws.amazon.com/documentation/lumberyard/ We also have tutorials available at https://www.youtube.com/amazongamedev

License

Your use of Lumberyard is governed by the AWS Customer Agreement at https://aws.amazon.com/agreement/ and Lumberyard Service Terms at https://aws.amazon.com/serviceterms/#57._Amazon_Lumberyard_Engine.

For complete copyright and license terms please see the LICENSE.txt file at the root of this distribution (the "License"). As a reminder, here are some key pieces to keep in mind when submitting changes/fixes and creating your own forks:

  • If you submit a change/fix, we can use it without restriction, and other Lumberyard users can use it under the License.
  • Only share forks in this GitHub repo (i.e., forks must be parented to https://github.com/aws/lumberyard).
  • Your forks are governed by the License, and you must include the License.txt file with your fork. Please also add a note at the top explaining your modifications.
  • If you use someone else’s fork from this repo, your use is subject to the License.
  • Your fork may not enable the use of third-party compute, storage or database services.
  • It's fine to connect to third-party platform services like Steamworks, Apple GameCenter, console platform services, etc.
    To learn more, please see our FAQs https://aws.amazon.com/lumberyard/faq/#licensing.
Comments
  • Unable to build a new project

    Unable to build a new project

    Describe the bug Cant build new project

    Steps to reproduce Create the new project using the Project Configurator using the default settings (v1.28.0.0) Try to build it using the rebuild project button in Project Configurator (v1.28.0.0)

    Expected behavior Get a complete build to start a new project

    Screenshots/Logs https://www.dropbox.com/s/jdexl0pjje0ux3q/BuildTestlog.txt?dl=0 (download the log file) Lumberyard version v1.28.0.0 but i had the same issue with 1.27

    [OPTIONAL] What is your role in game development? Student

    [OPTIONAL] Tell us about your project or studio.

    bug 
    opened by guifrediani 23
  • Cannot create new project or build existing

    Cannot create new project or build existing

    What is your question? I tried to build project, using VS2017, but it said that it cannot find QT, but I've installed all required modules via Setup Assistant, so I went to 3drparty/Qt/{ver}/ and found version just for msvc140, there were not Qt for msvc141(VS2017). I've found VS2015 iso and installed it, but now I get the next errors: Compilation failed - File: 'StreamSocketDriver.cpp.3470101.obj', Module: 'GridMate', Configuration: 'win_x64_vs2015|profile', error code 2 and other (this is the first one). How to fix it?

    The full log is attached: lmbr_create.log

    Which part of the engine are you asking about? Project Configurator

    Which version of Lumberyard are you using? 1.21.2.0

    opened by ExQDev 15
  • How to get mouse cursor, while not leaving the game mode?

    How to get mouse cursor, while not leaving the game mode?

    While looking at samples I tried to look at entities in Entity Outliner. But mouse can't leave game view until I exit the game mode by pressing Esc. image

    Am I missing something?

    opened by RomanZhu 12
  • I cannot create a new Amazon Lumberyard Project

    I cannot create a new Amazon Lumberyard Project

    Hello, I'm Jenna and I have been trying to install lumberyard for almost a month. Early Jan I bought a Alienware laptop to develop on lumberyard mobile games. Since then I have installed and wipped my laptop over and over again trying to get lumberyard working correctly. Please see below for my issue. If anyone could help me or at least point me in the right direction. I've followed many different ways, tutorials, online lumberyard instructions, and still I am stuck. Thanks in advance.

    Describe the bug I cannot create a new Amazon Lumberyard Project

    Steps to reproduce

    1. Installed the Lumberyard 1.17.0.0 Version of Lumberyard from the Lumberyard website
    2. Installed all the required packages. See screenshots below:
    3. Launched Project Configurator 1.17.0.0
    4. Selected Create New
    5. Entered the "Name" and then selected default (I've also tried this with "Empty". Note: at first I received errors at step 2 "Configuring Project" saying that the platform, build-tools, google license SDK was not installed. So I ended up downloading Android Studio then unpackaging those files in the same directory that lumberyard was pointing to. After I did that I was able to complete all 5 steps in creating a project. See screenshot: image
    6. After I successfully created the project set it as default and closed out of Project Configurator
    7. I clicked Lumberyard Editor 1.17.0.0 icon on my desktop and launched Lumberyard Editor.
    8. I got the following error as seen in the screenshot: image
    9. I clicked ok then got the next error in the following screenshot: image

    image

    1. I performed the following: Deleted my temp folder: D:\Amazon\Lumberyard\1.17.0.0\dev Opened a command window and navigated to D:\Amazon\Lumberyard\1.17.0.0\dev Ran lmbr_waf configure Ran lmbr_waf build_win_x64_vs2017_profile -p all

    I got some yellow messages during the build, some white,and some green. In the end I had a success message below:

    image

    1. I tried to go back to Lumberyard editor and launch it and I still got the same messages.

    2. I bought an Alienware laptop in jan and I have literally been trying to get lumberyard to work for almost a month. I have wipped my computer and tried to reinstall the software over and over again. If anyone could please help me, I've tried everything and search everywhere for a possible result. I have also followed some other install instructions that had me go into visual studio in order to build but I am still getting the same outcome. Please if anyone could help me or point me in the right direction.

    Expected behavior Please provide a concise description of what you expected to happen.

    • I am expecting to be able to create a new game then launch it in the editor without errors

    Screenshots/Logs Please include any relevant screenshots and log files from your game project directory (e.g., C:\Amazon\lumberyard\1.15.0.0\dev\Cache\YOURPROJECT\pc\user\log). Note that you are posting to a public forum so please remove any sensitive information from your log files such as project name & path, IP address, credentials etc.

    I looked in directory for log for my project (C:\Amazon\lumberyard\1.15.0.0\dev\Cache\YOURPROJECT\pc\user\log) and my directory only has the following folders.

    image

    Screenshots from #2 above. image image image image

    image

    image

    Lumberyard version State the version of Lumberyard in which you discovered this bug (e.g., v1.14.0.1 or v1.15.0.0 etc.). Newest version on Amazons website: Lumberyard 1.17.0.0

    [OPTIONAL] What is your role in game development? Are you a game designer, engineer, artist, producer, something else?

    designer

    [OPTIONAL] Tell us about your project or studio. Briefly tell us about your project or studio.

    Wanting to use lumberyard to create android/ IOS mobile games

    opened by JennaDoll 10
  • 22) Fix for dynamic module initialization problems

    22) Fix for dynamic module initialization problems

    Description

    Fix for dynamic modules not being initialised if they were already loaded during startup by the OS as a dependency for a different module.

    opened by tkgdhughes 8
  • 2) Fix for AssetProcessorManager thread-safety

    2) Fix for AssetProcessorManager thread-safety

    AssetProcessorManager::IsIdle is not thread-safe

    Description

    Modified AssetProcessorManager::IsIdle to make it (more) thread-safe and mitigate against un-defined behavior.

    IsIdle() is normally called from the AssetProcessorManager's worker thread only, however, in batch mode, it is also called from the main thread, making m_filesToExamine.isEmpty(), m_activeFiles.isEmpty(), etc. not safe. The solution presented is not pretty, but it avoids locking when IsIdle() is called from the worker, which occurs pretty much constantly, whereas IsIdle() on the main thread is called infrequently, only in batch mode, when OnBecameIdle signal is emitted.

    Tested against

    LY 1.12 StarterGame, LY 1.12 D.R.G. Initiative.

    opened by tkgdhughes 8
  • 33) Fix for render thread stall

    33) Fix for render thread stall

    Description

    Fix for render thread stall caused by the use of an inefficient condition variable being used for lock-stepping. The render thread was often not waking for several milliseconds after the main thread signalled it, causing a CPU bottleneck. Fixed by changing it to use an Event.

    Upped the main thread and render thread priorities to ABOVE_NORMAL. The reasoning is that these threads drive the job threads, so we don't want them delaying if they have something to do. By putting them at the same priority, Windows should favour putting them each on their own cores, with the job threads moving on to the spare cores.

    opened by tkgdhughes 7
  • Where should I tell setup assistant to look for speedtree

    Where should I tell setup assistant to look for speedtree

    I install speedtree in a different location from the default and know I don't know where to tell the setup assistant to look for it. Can anyone tell me. when changing the path, all I did was change 'C:\Program Files' to 'E:'.

    opened by AverageComet250 6
  • Building the Starter game with Android Studio

    Building the Starter game with Android Studio

    What is your question? How do I build the StarterGame project using Android Studio?

    Which part of the engine are you asking about? LumberyardAndroidSDK

    Which version of Lumberyard are you using? v1.21.1

    [OPTIONAL] What is your role in game development? Game Designer and Developer

    [OPTIONAL] Tell us about your project or studio. I'm still testing Amazon lumberyard.

    opened by akulamartin 6
  • autoexec.cfg doesn't work in release builds

    autoexec.cfg doesn't work in release builds

    Describe the bug autoexec.cfg doesn't work in release builds

    Steps to reproduce Create a new project with autoexec.cfg to load a level and it won't work in release build.

    Lumberyard version 1.21.0.

    https://forums.awsgametech.com/t/loading-a-level-on-start/986/4

    The problem is the gem which it recommends to use is now deprecated and we shouldn't have to hack the engine to get this to work.

    Pretty trivial issue but I felt it should be given some attention.

    opened by wcbx 6
  • Stuck on building project

    Stuck on building project

    So I've been trying to get lumberyard up and running for the last 4 hours, switching between different solutions, although I cannot seem to build or create a new project. I've tried to let it sit for up to 45 minutes, but given my pc specs, I don't expect it to take that long.

    I've tried to install both VS2015 and VS2017. I've edited project files according to the newest video put on the lumberyard youtube channel, and I've restarted multiple times.

    Project Configuration

    The only thing logs are showing for the project, is the following:

    [Warning] qrc:/markup/framework/AmazonFontLoader.qml:12:5: QML FontLoader: Cannot load font: "qrc:/fonts/OpenSans-Bold.ttf"(qrc:/markup/framework/AmazonFontLoader.qml, (null):12)
    [Warning] Failed to load: qrc:/fonts/OpenSans-Bold.ttf(qrc:/markup/framework/AmazonFontLoader.qml, onStatusChanged:18)
    [Info] Falling back to: function() { [code] }(qrc:/markup/framework/AmazonFontLoader.qml, onStatusChanged:22)
    [Warning] qrc:/markup/framework/AmazonControls/AmazonDialog.qml:226:9: QML Item: Binding loop detected for property "height"(qrc:/markup/framework/AmazonControls/AmazonDialog.qml, (null):226)
    [Warning] libpng warning: iCCP: known incorrect sRGB profile((no file), (null):0)
    [Warning] libpng warning: iCCP: known incorrect sRGB profile((no file), (null):0)
    [Warning] QWindow::setWindowState does not accept Qt::WindowActive((no file), (null):0)
    [Critical] Failed to flush local socket.(d:\ly\workspace\PKG_v1_18\dev\Code\Tools\ProjectConfigurator\code\utilities\SingletonApplication.cpp, bool __cdecl ApplicationUtilities::SingletonApplication::BringPrimaryToFocus(void):164)
    

    I have also installed MFC for VS, different windows builds, etc etc, running as admin, but nothing seems to help. If I enter some of the example levels, works just fine, I just can't create my own ones.

    help wanted 
    opened by 2joocy 6
  • GameLift preventing compilation

    GameLift preventing compilation

    Describe the bug I tried making a new project, but Lumberyard is failing to build or compile the project. According to the logs, the issue lies with GameLift.

    Steps to reproduce Create a new project in Lumberyard and include the GameLift Gem, then rebuild the project

    Expected behavior The project build successfully

    Screenshots/Logs https://pastebin.com/raw/vSbsGaeX

    Lumberyard version v1.28.0.0

    opened by ChalkX 4
  • Missing files in lumberyard install

    Missing files in lumberyard install

    Describe the bug There are some missing files in a fresh lumberyard install from github. When I am building a project a error occurred saying there are some missing files. I am using vs2017 .

    Steps to reproduce create a project in project configurator and try to build it through the rebuild button

    Expected behavior Project building successfully .

    Screenshots/Logs [WAF] Engine Root: E:\Amazon\Lumberyard\lumberyard\dev
    [WAF] Executing 'build_win_x64_vs2017_profile' in 'e:\Amazon\Lumberyard\lumberyard\dev\BinTemp\win_x64_vs2017_profile' [WARN] Missing JDK path from Setup Assistant detected. Target platforms that require java will be disabled. Please re-run Setup Assistant with "Compile For Android" enabled and run the configure command again. [SETTINGS] Target Output folder (win_x64_vs2017/profile): Bin64vc141 [SETTINGS] enable_android_armv8_clang = False (default True) [SETTINGS] enable_win_x64_vs2019 = False (default True) [WARNING] Incredibuild disabled by build option [WARN] Module use dependency 'ToolsCrashHandler' for target 'EditorLib' refers to an invalid module Cannot copy source 'E:\Amazon\Lumberyard\lumberyard\3rdParty\PVRTexTool\2020_r1\PVRTexLib_License.txt' File not found. Skipping. [ 717/3380] cxx (win_x64_vs2017|profile): BinTemp\win_x64_vs2017_profile\qt5\EditorLib.6551970\qt5\EditorLib.6551970\en-us_rc.cpp -> BinTemp\win_x64_vs2017_profile\qt5\EditorLib.6551970\qt5\EditorLib.6551970\en-us_rc.o [ 763/3403] qxx (win_x64_vs2017|profile): Code\Sandbox\Plugins\EditorCommon\QPropertyTree\SlicerManipulator.cpp -> BinTemp\win_x64_vs2017_profile\Code\Sandbox\Plugins\EditorCommon\QPropertyTree\SlicerManipulator.cpp.1308156.obj [ 765/3404] moc (win_x64_vs2017|profile): Code\Sandbox\Plugins\EditorCommon\QPropertyTree\SpriteBorderEditor.h -> BinTemp\win_x64_vs2017_profile\qt5\EditorCommon.1308156\QPropertyTree\SpriteBorderEditor.moc [ 766/3404] qxx (win_x64_vs2017|profile): Code\Sandbox\Plugins\EditorCommon\QPropertyTree\SpriteBorderEditorCommon.cpp -> BinTemp\win_x64_vs2017_profile\Code\Sandbox\Plugins\EditorCommon\QPropertyTree\SpriteBorderEditorCommon.cpp.1308156.obj [ 767/3404] qxx (win_x64_vs2017|profile): Code\Sandbox\Plugins\EditorCommon\QPropertyTree\Unicode.cpp -> BinTemp\win_x64_vs2017_profile\Code\Sandbox\Plugins\EditorCommon\QPropertyTree\Unicode.cpp.1308156.obj [ 768/3404] qxx (win_x64_vs2017|profile): Code\Sandbox\Plugins\EditorCommon\QViewport.cpp -> BinTemp\win_x64_vs2017_profile\Code\Sandbox\Plugins\EditorCommon\QViewport.cpp.1308156.obj [ 769/3404] qxx (win_x64_vs2017|profile): Code\Sandbox\Plugins\EditorCommon\SaveUtilities\AsyncSaveRunner.cpp -> BinTemp\win_x64_vs2017_profile\Code\Sandbox\Plugins\EditorCommon\SaveUtilities\AsyncSaveRunner.cpp.1308156.obj [ 770/3404] qxx (win_x64_vs2017|profile): Code\Sandbox\Plugins\EditorCommon\Serialization.cpp -> BinTemp\win_x64_vs2017_profile\Code\Sandbox\Plugins\EditorCommon\Serialization.cpp.1308156.obj [ 771/3404] qxx (win_x64_vs2017|profile): Code\Sandbox\Plugins\EditorCommon\Serialization\BinArchive.cpp -> BinTemp\win_x64_vs2017_profile\Code\Sandbox\Plugins\EditorCommon\Serialization\BinArchive.cpp.1308156.obj Build failed -> missing file: 'e:\Amazon\Lumberyard\lumberyard\dev\BinTemp\win_x64_vs2017_profile\Code\Sandbox\Plugins\EditorCommon\QPropertyTree\SpriteBorderEditorCommon.cpp.1308156.obj' Process failed with return code: 1

    Lumberyard version 1.28.0.0

    [OPTIONAL] What is your role in game development? student

    opened by tanushsahoo 0
  • C# programming language.

    C# programming language.

    Describe the solution you'd like Many Unity users will migrate to lumberyard.

    Describe alternatives you've considered Additional context C# is a very popular language.

    opened by 111ukasz111 6
  • Compile Error - LocalFileIO

    Compile Error - LocalFileIO

    Describe the bug Project fails to compile even with the #549 fix, gives the error e\Amazon\Lumberyard\1.28.0.0\dev\Code\Framework\AzFramework\AzFramework\IO\LocalFileIO.cpp(502): error C2440: '<function-style-cast>': cannot convert from 'initializer list' to 'AZStd::pair<const char *,const char *>'

    e:\Amazon\Lumberyard\1.28.0.0\dev\Code\Framework\AzFramework\AzFramework\IO\LocalFileIO.cpp(502): note: No constructor could take the source type, or constructor overload resolution was ambiguous using Visual Studio 2019 16.10.0

    Steps to reproduce Modify the Qt files using #549 fix and then build using the Project Configurator and Visual Studio 2019 16.10.0

    Expected behavior Project builds successfully

    Screenshots/Logs https://pastebin.com/xfp6N1Aq

    Lumberyard version 1.28.0.0

    opened by ratchet3789 5
  • Bump urllib3 from 1.25.8 to 1.26.5 in /dev/Tools/Python/3.7.10

    Bump urllib3 from 1.25.8 to 1.26.5 in /dev/Tools/Python/3.7.10

    Bumps urllib3 from 1.25.8 to 1.26.5.

    Release notes

    Sourced from urllib3's releases.

    1.26.5

    :warning: IMPORTANT: urllib3 v2.0 will drop support for Python 2: Read more in the v2.0 Roadmap

    • Fixed deprecation warnings emitted in Python 3.10.
    • Updated vendored six library to 1.16.0.
    • Improved performance of URL parser when splitting the authority component.

    If you or your organization rely on urllib3 consider supporting us via GitHub Sponsors

    1.26.4

    :warning: IMPORTANT: urllib3 v2.0 will drop support for Python 2: Read more in the v2.0 Roadmap

    • Changed behavior of the default SSLContext when connecting to HTTPS proxy during HTTPS requests. The default SSLContext now sets check_hostname=True.

    If you or your organization rely on urllib3 consider supporting us via GitHub Sponsors

    1.26.3

    :warning: IMPORTANT: urllib3 v2.0 will drop support for Python 2: Read more in the v2.0 Roadmap

    • Fixed bytes and string comparison issue with headers (Pull #2141)

    • Changed ProxySchemeUnknown error message to be more actionable if the user supplies a proxy URL without a scheme (Pull #2107)

    If you or your organization rely on urllib3 consider supporting us via GitHub Sponsors

    1.26.2

    :warning: IMPORTANT: urllib3 v2.0 will drop support for Python 2: Read more in the v2.0 Roadmap

    • Fixed an issue where wrap_socket and CERT_REQUIRED wouldn't be imported properly on Python 2.7.8 and earlier (Pull #2052)

    1.26.1

    :warning: IMPORTANT: urllib3 v2.0 will drop support for Python 2: Read more in the v2.0 Roadmap

    • Fixed an issue where two User-Agent headers would be sent if a User-Agent header key is passed as bytes (Pull #2047)

    1.26.0

    :warning: IMPORTANT: urllib3 v2.0 will drop support for Python 2: Read more in the v2.0 Roadmap

    • Added support for HTTPS proxies contacting HTTPS servers (Pull #1923, Pull #1806)

    • Deprecated negotiating TLSv1 and TLSv1.1 by default. Users that still wish to use TLS earlier than 1.2 without a deprecation warning should opt-in explicitly by setting ssl_version=ssl.PROTOCOL_TLSv1_1 (Pull #2002) Starting in urllib3 v2.0: Connections that receive a DeprecationWarning will fail

    • Deprecated Retry options Retry.DEFAULT_METHOD_WHITELIST, Retry.DEFAULT_REDIRECT_HEADERS_BLACKLIST and Retry(method_whitelist=...) in favor of Retry.DEFAULT_ALLOWED_METHODS, Retry.DEFAULT_REMOVE_HEADERS_ON_REDIRECT, and Retry(allowed_methods=...) (Pull #2000) Starting in urllib3 v2.0: Deprecated options will be removed

    ... (truncated)

    Changelog

    Sourced from urllib3's changelog.

    1.26.5 (2021-05-26)

    • Fixed deprecation warnings emitted in Python 3.10.
    • Updated vendored six library to 1.16.0.
    • Improved performance of URL parser when splitting the authority component.

    1.26.4 (2021-03-15)

    • Changed behavior of the default SSLContext when connecting to HTTPS proxy during HTTPS requests. The default SSLContext now sets check_hostname=True.

    1.26.3 (2021-01-26)

    • Fixed bytes and string comparison issue with headers (Pull #2141)

    • Changed ProxySchemeUnknown error message to be more actionable if the user supplies a proxy URL without a scheme. (Pull #2107)

    1.26.2 (2020-11-12)

    • Fixed an issue where wrap_socket and CERT_REQUIRED wouldn't be imported properly on Python 2.7.8 and earlier (Pull #2052)

    1.26.1 (2020-11-11)

    • Fixed an issue where two User-Agent headers would be sent if a User-Agent header key is passed as bytes (Pull #2047)

    1.26.0 (2020-11-10)

    • NOTE: urllib3 v2.0 will drop support for Python 2. Read more in the v2.0 Roadmap <https://urllib3.readthedocs.io/en/latest/v2-roadmap.html>_.

    • Added support for HTTPS proxies contacting HTTPS servers (Pull #1923, Pull #1806)

    • Deprecated negotiating TLSv1 and TLSv1.1 by default. Users that still wish to use TLS earlier than 1.2 without a deprecation warning

    ... (truncated)

    Commits
    • d161647 Release 1.26.5
    • 2d4a3fe Improve performance of sub-authority splitting in URL
    • 2698537 Update vendored six to 1.16.0
    • 07bed79 Fix deprecation warnings for Python 3.10 ssl module
    • d725a9b Add Python 3.10 to GitHub Actions
    • 339ad34 Use pytest==6.2.4 on Python 3.10+
    • f271c9c Apply latest Black formatting
    • 1884878 [1.26] Properly proxy EOF on the SSLTransport test suite
    • a891304 Release 1.26.4
    • 8d65ea1 Merge pull request from GHSA-5phf-pp7p-vc2r
    • Additional commits viewable in compare view

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    dependencies python 
    opened by dependabot[bot] 0
  • Some object is rendered improperly (flickering) from terrain to the sky

    Some object is rendered improperly (flickering) from terrain to the sky

    Describe the bug When I try to put some object (maybe more than 10 of the same object, like trees or rocks, with vegetation brush or just with entity) to the scene, some of object is rendered improperly (flickering) from terrain to the sky.

    This problem happens for some of 3d models, example: Tree06.zip

    Steps to reproduce put the objects to the scene with brush or entity.

    Expected behavior Please provide a concise description of what you expected to happen.

    Screenshots/Logs

    error

    Lumberyard version v1.27.0.0

    help wanted 
    opened by Alexlau1994 1
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