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

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  • replied
    Originally posted by Burgesssssss View Post
    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 (:
    You need a medal, I have been looking for even basic information on this subject for a solid week of digging through obscure internet sources and haven't found anything, and you made my mod possible with just 3 sentences. Time for me to get to work, thank you!

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

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  • replied
    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.

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  • replied
    - 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 (:

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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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  • replied
    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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  • replied
    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.

    Click image for larger version

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

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  • replied
    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.

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  • replied
    Please, expose the cross ark travel feature to blueprints.

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  • replied
    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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