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Ark Dev Kit : Features request [New Procedure 4/11]

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    Originally posted by Huston850 View Post
    Found your issue. Give this a shot: https://wiki.unrealengine.com/Boost_Compile_Times

    8 cores aren't utilized by default, and AMD's single core performance sucks.
    That seems to be related to the actual building of the engine and not compiling/cooking things within the engine once it's loaded.

    Anyway, is that claim of 8 cores not being used by default pertaining to AMD specifically? Back when I was using a HT'ed i7 920, shader compiling and cooking utilised all threads correctly, and my two X5690's use all 24 threads during these tasks and nothing was changed to exhibit this behaviour, the DevKit does it by default.

    Do AMD CPU's not function correctly in this regard?

    -WM
    Workshop: My Workshop
    ARK Modding Discord Admin: Join here!

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      Please add a way to configure uploads so when a file gets corrupted we can repair it and we do not lose all access to updating our mods on the steam workshop forcing us to recreate a new one.

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        Please, expose the cross ark travel feature to blueprints.

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          How about an event for cheat input, called before the cheat activates, so that we can catch and prevent certain cheats. This would be nice for servers who want moderators, not administrators, as well as owner only cheats, etc.
          I will finish this mod.

          Alchemy (A Full Blown Skill)

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            exposing the equip function i.e when armor is equipped to a player.. this would be very helpful

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              any chance of getting the steam ark dev pulled, since it's no longer supported, and wastes time & bandwidth doing the download. or have Steam change the info to point at the working dev kit that is supported?

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                We really need a way to edit the Header in HTTP Post/Get mothods. I don't want some noob hacker to just be able to fiddle with my Mod API I have on the webserver for it by just figuring the URL and start messing with the mod stuff. If you have to implement it string based like the the POST content please include a String Base64 encoding function so we can at least include BASIC authentication to our POST/GET methods.
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                Right now we have to use unsecured method over HTTP that's fine for the webhook thing you did but to build advanced stuff it's not. I imagine the Auction house mod must have an issue wit it as well.
                Security over HTTP is very basic stuff. I'd like to at least be able to include and AWS API Gateway key in the header at the very least. Yes we're building on aws like you guys.

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                  1) Reading sounds (.ogg, .wav) from folder
                  2) Reading list of files from floder in game
                  Last edited by Juggernaut1994; 07-15-2017, 09:52 AM.

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                    I'm trying to create a new user interface mod using the existing UI widget as a base, but,
                    when I try to save a copy of "PlayerHUDNew" widget BP, I get this error about missing a couple of external files.

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                      Originally posted by dreyn74 View Post
                      I'm trying to create a new user interface mod using the existing UI widget as a base, but,
                      when I try to save a copy of "PlayerHUDNew" widget BP, I get this error about missing a couple of external files.

                      [ATTACH=CONFIG]149317[/ATTACH]
                      That really isnt a feature request, it is due to the tek armor shirt buff for the visual icon fade when using the jetpack
                      Last edited by Lifefire; 07-23-2017, 03:56 AM.

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                        I would like to make mods for ARK. So I'm requesting the dev kit is also made available in the Mac version of the Epic Game Launcher/Unreal4 editor.
                        I made an Epic account, installed the Epic Game Launcher and the UE4editor (4.16.3), they work fine, but I have no Modding tab.
                        Currently I am unable to use the ARK dev kit because of that.
                        Not sure if this is Wildcard or Epic's problem.
                        Thank you.
                        Mac Pro 2010 4-core Xeon, 32GB RAM, MacVidCards GTX980/4GB, OSX 10.12.6, nvidia drivers 378.05.05

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                          How about the ability to access dinos' modifiers from the event graphs, like changing Movement Speed through events? I've been trying to make a mod where flyers' speed and acceleration will change depending on their current angle, but key features are missing in ADK that are present in base UE4, such as the CharacterMovement node.

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                            - A fix to AdditionalDinoEntries array in PGD, to enable icons to show up in game.
                            - Adding an AdditionalBabySetups array in PGD to enable the customization of custom creature baby bone scales and growth settings.

                            Originally posted by Stormreach View Post
                            How about the ability to access dinos' modifiers from the event graphs, like changing Movement Speed through events? I've been trying to make a mod where flyers' speed and acceleration will change depending on their current angle, but key features are missing in ADK that are present in base UE4, such as the CharacterMovement node.
                            These settings can be modified by accessing each Dino's CharacterMovement component. Dragging off from the component in the the event graph exposes various functions. Hope this helps (:

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                              Originally posted by Stormreach View Post
                              How about the ability to access dinos' modifiers from the event graphs, like changing Movement Speed through events? I've been trying to make a mod where flyers' speed and acceleration will change depending on their current angle, but key features are missing in ADK that are present in base UE4, such as the CharacterMovement node.
                              you forget you are using 4.5.1 UE with some added in 4.7 features.
                              To add to that > ADK is a fully edited and "hacked up" custom version of UE4 engine, so, you simply are missing a ton because it wasn't needed when development start by Wildcard Studios. I have no idea if Snail Games (company that bought Wildcard Studios) plans on opening those back up, adding in those features .. etc etc.
                              Founder and CEO of Angry Penguin Studio, LLC
                              Dallas, TX USA
                              https://www.facebook.com/AngryPenguinStudios

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                                Could we get a global modifier for "Wild Percent Chance of Baby" in the PrimalGameData?

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