Version:

Converting Entities with the Legacy Converter

Converting Entities with the Legacy Converter


This feature is in preview release and is subject to change.

The Legacy Converter converts your legacy entities (CryEntities) to the new component entity system. Legacy features will eventually be removed from Lumberyard Editor. When you use the Legacy Converter, it tries to convert all legacy entities in your level. You cannot select which entities to convert or skip. Once an entity is converted, it cannot be converted back to a legacy entity.

Topics

Converting Your Legacy Entities

If your level has legacy entities, Lumberyard Editor detects them and prompts you to convert them.

To convert your legacy entities

  1. Do any of the following to open the Legacy Converter:

    • If the CryEntity Removal gem is enabled, and you load a level that contains legacy entities, the Legacy Converter opens by default.
    • In Lumberyard Editor, choose File, Upgrade Legacy Entities. Note
      The CryEntity Removal gem disables all legacy features in Lumberyard Editor. For more information, see the CryEntity Removal Gem.
  2. The dialog box shows the number of legacy entities in your level. Choose Convert Entities.

    A progress bar appears that shows the number of entities that the Legacy Converter is processing. The conversion takes several seconds to complete.
    [The conversion log shows which entities were converted and which were not in Lumberyard.]

  3. After the conversion completes, the dialog box shows the number of converted and unconverted entities. See the Status and Message columns for more information. Choose OK.
    [The conversion log shows that entities converted and which did not in Lumberyard.] Note
    If the Legacy Converter can’t convert an entity, a Conversion Error dialog box appears that shows the number of entities that were not converted. If the CryEntity Removal gem is enabled, unconverted entities remain in your level but cannot be edited. For more information, choose View Log. You can also choose Export Log to save the conversion log as a .csv file.

List of Legacy Entity Conversions

The Legacy Converter converts each legacy entity to its corresponding component entity. For a list of legacy entities, see the Entity Reference in the Amazon Lumberyard Legacy Reference.

Converted entities keep the same position in the viewport. For more information, see Using the Viewport.

Note
Some legacy entities cannot be converted at this time.

See the following tables for the converted component entity.

Contents

Area Box Entity

An area box entity is converted to a component entity that is attached with a Box Shape component.


Settings in Area Box EntityConverted Settings in Box Shape Component
WidthDimensions : x
LengthDimensions : y
HeightDimensions : z

Area Sphere Entity

An area sphere entity is converted to a component entity that is attached with a Sphere Shape component.


Settings in Area Sphere EntityConverted Settings in Sphere Shape Component
RadiusRadius

Brush, Geom, and Simple Entities

The brush, geom, and simple entities are converted to a component entity that is attached with a Mesh component or Skinned Mesh component, depending on the asset type.


Settings in Brush, Geom, and Simple EntitiesConverted Settings in Mesh or Skinned Mesh Components
Geometry (set to .cdf files)Character Definition (Skinned Mesh component)
Geometry (set to non .cdf file)Static asset (Mesh component)

Camera Entity

A camera entity is converted to a component entity that is attached with a Camera component.


Settings in Camera EntityConverted Settings in Camera Component
FOVField of View
NearZNear Clip Distance
FarZFar Clip Distance

Camera Target Entity

The camera target entity is converted to an empty component entity.

Comment Entity

A Comment entity is converted to a component entity that is attached with a **[ Comment Use the Comment component in Amazon Lumberyard to add text comments for component entities. The Comment component allows you to add long-form text comments for component entities. When enabled, the Comment component displays a dialog box that expands based on the size of the comment that you enter. The following examples demonstrate how you can use the comment text box: Explain how the scripts or components on an entity interact with other scripts or components Describe how everything in a level ties together Send descriptions, instructions, or notes to team members

[Image NOT FOUND] Comment Properties The Comment component has the following property:

Comment text box
Stores the user comment for the component entity.
Default: None Using the Comment Component You can use this feature by adding the component to an entity in your level. To use the Comment component In Lumberyard Editor, right-click the viewport in your level, and click Create entity. In the Entity Inspector, click Add Component. Under Editor, click Comment. In the Entity Inspector, under Comment, add comments for the component entity in the text box. ](component-camera.md)** component.


Settings in Comment EntityConverted Settings in Comment Component
TextComment

Environment Probe Entity

The environment probe entity is converted to a component entity that is attached with an Environment Probe component.


Settings in Environment Probe EntityConverted Settings in Environment Probe Component
EnvironmentProbe Params : cubemap_resolutionEnvironment Probe Settings : Resolution
EnvironmentProbe Params : Outdoor OnlyOptions : Indoor only
EnvironmentProbe Params : ViewDistanceMultiplierOptions : View distance multiplier
EnvironmentProbe Properties : ActiveOn initially
EnvironmentProbe Properties : BoxSizeXEnvironment Probe Settings : Area dimensions : X
EnvironmentProbe Properties : BoxSizeYEnvironment Probe Settings : Area dimensions : Y
EnvironmentProbe Properties : BoxSizeZEnvironment Probe Settings : Area dimensions : Z
Color : DiffuseGeneral Settings : Color
Color : DiffuseMultiplierGeneral Settings : Diffuse multiplier
Color : SpecularMultiplierGeneral Settings : Specular multiplier
Options : AffectVolumetricFogOnlyOptions : Volumetric fog only
Options : AttenuatioinFallofMaxEnvironment Probe Settings : Attenuation fall off
Options : IgnoresVisAreasOptions : Ignore vis areas
Options : Sort PriorityEnvironment Probe Settings : Sort priority
Options : VolumetricFogOptions : Volumetric fog
OptionsAdvanced : deferred_cubemapCubemap generation: Cubemap asset
Projection : BoxHeightEnvironment Probe Settings : Box height
Projection : BoxLengthEnvironment Probe Settings : Box length
Projection : BoxProjectEnvironment Probe Settings : Box projected
Projection : BoxWidthEnvironment Probe Settings : Box width

Decal Entity

A decal entity is converted to a component entity that is attached with a Decal component.


Settings in Decal EntityConverted Settings in Decal Component
Entity : MtlDecal Settings : Material
Entity : MinSpecDecal Settings : Minimum spec
Entity Params : ProjectTypeDecal Settings : Projection type
Entity Params : DeferredDecal Settings : Deferred
Entity Params : View Distance MultiplierOptions : View distance multiplier
Entity Params : SortPriorityDecal Settings : View distance multiplier
Entity Params : Projection Depth (Deferred)Decal Settings : Depth

Designer Objects

The Legacy Converter converts designer objects to a component entity that is attached with the following components:

The Legacy Converter converts the original shape of designer objects into .cgf files and then saves them to your game project directory.


Settings in Designer ObjectConverted Settings in Mesh Component
GeometryMesh asset (.cgf file)

Example

  1. You have a legacy designer object named Designer1 shaped as a sphere.
    [Legacy designer object before conversion.]

  2. With the Legacy Converter, you convert the object into a entity with the Mesh, Static Physics, and Mesh Collider components attached.
    [The log shows that converted legacy designer object.]

  3. The Legacy Converter creates a .cgf file and saves it to the lumberyard_version\dev\game-project\Objects\DesignerConversion\level-name\ directory.
    [The converted designer object is a mesh asset file.]

  4. In the Mesh component, the Mesh asset property specifies this Designer1.cgf file. The entity has the same shape as the original designer object.
    [The converted designer object is a mesh asset file.]

Note
You cannot edit a designer object after it is converted into a component entity. You can use the legacy Designer Tool to create your object and convert it again. For more information, see Using the Designer Tool in the Amazon Lumberyard Legacy Reference.

Groups and Layers

Groups and layers are converted to empty component entities with the same names.

Legacy entities that are nested under legacy groups or layers appear nested under the newly created component entities, which keep the same hierarchy.

If a legacy entity belongs to a layer and a group, the converted component entity appears under the converted group component entity. It also appears as a child of the converted layer component entity.

Example

  1. You have the following legacy entities in your level:

    • LegacyEntityA, LegacyEntityB and LegacyEntityC are grouped under LegacyGroupA, so the hierarchy appears as: LegacyGroupA [LegacyEntityA, LegacyEntityB, LegacyEntityC]
    • LegacyEntityA belongs to LegacyLayerA, so the hierarchy appears as: LegacyLayerA [LegacyEntityA]
  2. You use the Legacy Converter to convert your entities.

  3. The converted entities have the following hierarchy:

    ComponentEntityLayerA [ComponentEntityGroupA[ComponentEntityA, ComponentEntityB, ComponentEntityC]]

Light Entity

A light entity with the Planar Light setting specified is converted to a component entity that is attached with a Area Light component.

A light entity with the Projector setting specified to Texture is converted to a component entity attached with a ** Projector Light **component.

A light entity with neither the Planar Light or Projector setting specified to Texture is converted to a component entity attached with a Point Light component


Settings in Light EntityConverted Settings Common in Area Light, Projector Light, and Point Light Components
Entity Params : Outdoor OnlyOptions : Indoor Only
Entity Params : ViewDistanceMultiplierOptions : View distance multiplier
Entity Params : HiddenInGameVisible
Entity Properties : ActiveOn initially
Entity Properties : Color : DiffuseGeneral Settings : Color
Entity Properties : Color : DiffuseMultiplierGeneral Settings : Diffuse multiplier
Entity Properties : Color : SpecularMultiplierGeneral Settings : Specular multiplier
Entity Properties : Options : AffectsThisAreaOnlyOptions : Affects this area only
Entity Properties : Options : AffectsVolumetricFogOnlyOptions : Volumetric fog only
Entity Properties : Options : AmbientGeneral Settings : Ambient
Entity Properties : Options : IgnoresVisAreaOptions : Ignore vis areas
Entity Properties : Options : VolumetricFogOptions : Volumetric fog
Entity Properties : Style : LightStyleAnimation : Style
Entity Properties : Style : AnimationSpeedAnimation : Speed
Entity Properties : Style : AnimationPhaseAnimation : Phase
Entity Properties : Shadows : CastShadows (spec)Options : Cast shadow spec
The following settings appear only in the Entity Inspector when the setting Cast shadow spec has any value, expect Never.
Entity Properties : Shadows : ShadowBiasShadow Settings : Shadow bias
Entity Properties : Shadows : ShadowResolutionScaleShadow Settings : Shadow resolution scale
Entity Properties : Shadows : ShadowSlopeBiasShadow Settings : Shadow slope bias
Entity Properties : Shadows : ShadowUpdateMinRadiusShadow Settings : Shadow update radius
Entity Properties : Shadows : ShadowUpdateRatioShadow Settings : Shadow update ratio

Settings in Light EntityConverted Settings in Projector Light Component
AttenuationBulbSizeProjector Light Settings : Attenuation bulb size
Projector : ProjectNearPlaneProjector Light Settings : Near plane
Projector : ProjectorFovProjector Light Settings : FOV
Projector : TextureProjector Light Settings : Texture
RadiusProjector Light Settings : Max distance

Settings in Light EntityConverted Settings in Area Light Component
RadiusArea Light Settings : Max distance
Shape : SourceDiameterArea Light Settings : Area height
Shape : SourceWidthArea Light Settings : Area width

Settings in Light EntityConverted Settings in Point Light Component
AttenuatioinBulbSizePoint Light Settings : Attenuation bulb size
RadiusPoint Light Settings : Max distance

Light Entity with Lens Flare

A light entity with a lens flare is converted to a component entity that is attached with a Lens Flare component and a light component.

The lens flare asset that is specified for a light entity is converted to the Lens Flare component settings: Library and Lens flare.


Settings in Light EntityConverted Settings in Point Light Component
Entity Properties : Style : FlareFOVFlare Settings : FOV

Particle Effect Entity

The particle effect entity is converted to a component entity that is attached with a Particle component.


Settings in Particle Effect EntitySettings in Particle Component
ParticleEntity Properties : PrimeSpawn Settings : Pre-Roll
ParticleEntity Properties : CountScaleSpawn Settings : Count scale
ParticleEntity Properties : TimeScaleSpawn Settings : Time scale
ParticleEntity Properties : PulsePeriodSpawn Settings : Pulse period
ParticleEntity Properties : ScaleSpawn Settings : Speed scale
ParticleEntity Properties : StrengthSpawn Settings : Strength curve time
Audio : EnableAudioAudio Settings : Enable audio
Audio : RtpcAudio Settings : Audio RTPC

Proximity Trigger Entity

A proximity trigger entity is converted to a component entity attached with a Box Shape component, and a Trigger Area component.


Settings in Proximity Trigger EntityConverted Settings in Box Shape Component
Entity Properties : DimXDimensions : x
Entity Properties : DimYDimensions : y
Entity Properties : DimZDimensions : z

Tag Point Entity

A tag point entity is converted to an empty component entity.