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7/20: ARK Dev Kit v297.2 is now available on the Epic Games Launcher

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    Sorry about that crash, it's fixed now if you redownload the Content Diff and re-extract it (it has some fixed binaries in it too).

    Thanks much, enjoy!

    -Jeremy

    Comment


      Hi, when will the Dinos udpated with the actually ingame values? For example: Proco

      Old DevKit

      foodrate = 0.001929 * 648.004150;
      baseaffinity = 3000;
      affinityperlevel = 150;
      basetopor = 350;
      basetoporrate = -0.1 * 6.666000;
      toporperlevel = 0.06;
      ineffectbyaff = 0.2;

      Actually DevKit:

      foodrate = 0.001929 * 648.004150;
      baseaffinity = 3000;
      affinityperlevel = 150;
      basetopor = 200; ---> ingame still 350 Base Torpor
      basetoporrate = -0.1 * 6.666000; ---> wrong value, its near at lvl 1 on 0.89
      toporperlevel = 0.06;
      ineffectbyaff = 0.2;

      Comment


        Originally posted by StudioWildcard View Post
        Sorry about that crash, it's fixed now if you redownload the Content Diff and re-extract it (it has some fixed binaries in it too).

        Thanks much, enjoy!

        -Jeremy
        New issues now. If you copy the plugins folder from GitHub over the install - replacing the one now included with the Content, you get these errors and the DevKit closes.


        However, if you copy the Plugins folder from the Content archive(or don't copy the one from the GitHub archive) then this is what happens to my TestMap - it doesn't crash(obviously) but the results are severely less than ideal.


        -WM
        Last edited by WoefulMacabre; 06-06-2016, 11:00 AM.
        Workshop: My Workshop
        ARK Modding Discord Admin: Join here!

        Comment


          That's how TestMapArea is "supposed" to look now -- you're fine, that's actually not an error -- because we replaced the Sky Blueprint with one that has an approximation of the ARK sky. But, I'll upload a new TestMapArea that has the Sky back to looking how it used to.

          So yeah, it appears the updated binaries included with the "Content Diff" rar archive work.

          -Jeremy

          Comment


            Originally posted by StudioWildcard View Post
            That's how TestMapArea is "supposed" to look now -- you're fine, that's actually not an error -- because we replaced the Sky Blueprint with one that has an approximation of the ARK sky. But, I'll upload a new TestMapArea that has the Sky back to looking how it used to.

            So yeah, it appears the updated binaries included with the "Content Diff" rar archive work.

            -Jeremy
            I figured as much with the sky replacement when I noticed the new skyspheres in the content, it's just extremely jarring going from one to the other with no forewarning, haha. If it's intended, that's fine, it just looks like it's broken as that's how a lot of custom maps look when the lighting and skysphere have been botched significantly hence my concern with it.

            I also mentioned the crashes with the binaries as we've already had some on the Discord mentioning the crashes with copying the binaries over and due to the plugins folder.

            Also, upon investigating the new buffs. Buff_SwampFever is behaving really strangely.
            Initially $$ Tick $$ was just "Tick" and when I added Event Tick to the Event Graph the function disappeared and when I clicked compile, this happened - the error and renaming of the "overriden" tick function - all of the other functions were already there and seems to be a bit of a mess.


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

            Comment


              Correction. Every single blueprint I open has all "Core Events" listed as overridable functions... I think some lines of code got crossed somewhere.

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

              Comment


                Same thing here. If this exposing of core events is intentional - which would be ever so lovely! - there are some problems.
                Example: When adding a tick event to Buff_SwampFever it will throw an error that another tick event is present. Looking at that tick event ( $$tick$$) and trying to compile it will yield "Warning Unable to find variable with name 'None' for Set K2Node_Event_DeltaSeconds".

                Cheers,
                Tao
                ARK: Survival+ Workshop: Workshop
                ARK: Survival+ Website: https://survival-plus.co

                Comment


                  I have the same issues WoefulMacabre described. If the core events are here to stay it would be amazing, but at least the swampfever $$tick$$ graph is missing an exposed variable I assume.

                  Comment


                    Updated with fixed TestMapArea here:
                    https://drive.google.com/file/d/0Bwk...ew?usp=sharing

                    Comment


                      We have made the core Events overrideable, by design. We like it that way. Just don't override the function AND add it as an Event as well. That's bad and not 'allowed' -- a function should only be overriden or added to the eventgraph, not both.

                      If that's too confusing, we can remove that functionality from the Dev Kit

                      Comment


                        Originally posted by taotsetung View Post
                        Same thing here. If this exposing of core events is intentional - which would be ever so lovely! - there are some problems.
                        Example: When adding a tick event to Buff_SwampFever it will throw an error that another tick event is present. Looking at that tick event ( $$tick$$) and trying to compile it will yield "Warning Unable to find variable with name 'None' for Set K2Node_Event_DeltaSeconds".

                        Cheers,
                        Tao
                        Yes it's entirely intentional -- we often find it more convenient/visually-appealing/tidy to "implement" functions than to add them to the EventGraph. Just don't override a function AND add to the Event Graph as well. Don't do it! ( You'll also notice an error about that like so: Error Found more than one function with the same name ReceiveTick; second occurance at Event Tick ) Ah we'll probably just hide the functions if they're already overriden/implemented to avoid any confusion, we'll update that before we put on the Epic Launcher.

                        "If it's intended, that's fine, it just looks like it's broken as that's how a lot of custom maps look when the lighting and skysphere have been botched significantly hence my concern with it."

                        Unlikely it'll break existing maps, since it's actually already been overridden for the past month. This is just the first Dev Kit update to show it in the Dev Kit. (since Mods can't replace existing game media, if they were already referencing the existing BP Sky, they'd have gotten the new sky anyway in-game.) That said, the old Sky is available for use here ( Blueprint'/Engine/EngineSky/BP_Sky_SphereOld.BP_Sky_SphereOld' ), as is in the TestMapArea in the latest content zip: https://drive.google.com/file/d/0Bwk...ew?usp=sharing
                        Last edited by StudioWildcard; 06-06-2016, 01:17 PM.

                        Comment


                          That's amazing! To be honest it confused me for a second to see events and functions with the same name and some obscure errors resulting from it, but the fact that you added all that to the dev kit is amazing. Behold the power in our hands

                          EDIT:
                          On another note, I keep getting a strange error when copying/renaming/moving blueprints. It does not happen all the time, but at least 70% of the time and is rather annoying as the kit has to be restarted every time.
                          You can see a screenshot here: https://snag.gy/PAopGF.jpg

                          And a crash log:
                          Assertion failed: !DelegateInstanceInterface->IsSameFunction(*InDelegateInstance) [File:c:\svn_ark\engine\source\runtime\core\public\delegates\DelegateSignatureImpl.inl] [Line: 1860]


                          VERSION: 0.0
                          KERNELBASE.dll!UnknownFunction (0x00007ffe92d91f28) + 0 bytes [UnknownFile:0]
                          UE4Editor-Core.dll!UnknownFunction (0x00007ffe641b1774) + 0 bytes [UnknownFile:0]
                          UE4Editor-Core.dll!UnknownFunction (0x00007ffe640c9828) + 0 bytes [UnknownFile:0]
                          UE4Editor-Core.dll!UnknownFunction (0x00007ffe64095622) + 0 bytes [UnknownFile:0]
                          UE4Editor-BlueprintGraph.dll!UnknownFunction (0x00007ffe62a5e264) + 0 bytes [UnknownFile:0]
                          UE4Editor-BlueprintGraph.dll!UnknownFunction (0x00007ffe62ab3408) + 0 bytes [UnknownFile:0]
                          UE4Editor-BlueprintGraph.dll!UnknownFunction (0x00007ffe62a7d87a) + 0 bytes [UnknownFile:0]
                          UE4Editor-AssetRegistry.dll!UnknownFunction (0x00007ffe53d23744) + 0 bytes [UnknownFile:0]
                          UE4Editor-AssetRegistry.dll!UnknownFunction (0x00007ffe53d1f74d) + 0 bytes [UnknownFile:0]
                          UE4Editor-AssetRegistry.dll!UnknownFunction (0x00007ffe53d233ef) + 0 bytes [UnknownFile:0]
                          UE4Editor-AssetRegistry.dll!UnknownFunction (0x00007ffe53d444af) + 0 bytes [UnknownFile:0]
                          UE4Editor-UnrealEd.dll!UnknownFunction (0x00007ffe61610508) + 0 bytes [UnknownFile:0]
                          UE4Editor-UnrealEd.dll!UnknownFunction (0x00007ffe61a76ba6) + 0 bytes [UnknownFile:0]
                          UE4Editor.exe!UnknownFunction (0x00007ff6b8519564) + 0 bytes [UnknownFile:0]
                          UE4Editor.exe!UnknownFunction (0x00007ff6b850ed0f) + 0 bytes [UnknownFile:0]
                          UE4Editor.exe!UnknownFunction (0x00007ff6b850ed7a) + 0 bytes [UnknownFile:0]
                          UE4Editor.exe!UnknownFunction (0x00007ff6b851abe0) + 0 bytes [UnknownFile:0]
                          UE4Editor.exe!UnknownFunction (0x00007ff6b851bb19) + 0 bytes [UnknownFile:0]
                          KERNEL32.DLL!UnknownFunction (0x00007ffe93df8102) + 0 bytes [UnknownFile:0]
                          ntdll.dll!UnknownFunction (0x00007ffe963dc5b4) + 0 bytes [UnknownFile:0]
                          ntdll.dll!UnknownFunction (0x00007ffe963dc5b4) + 0 bytes [UnknownFile:0]
                          I already tried to verify the dev kit, redownloaded it, manually checked for any UE4 file relicts, redirectors and such but nothing helped.
                          This does not happen when using a vanilla version of UE4.5
                          Last edited by DanielEder; 06-06-2016, 01:36 PM.

                          Comment


                            Originally posted by StudioWildcard View Post
                            We have made the core Events overrideable, by design. We like it that way. Just don't override the function AND add it as an Event as well. That's bad and not 'allowed' -- a function should only be overriden or added to the eventgraph, not both.

                            If that's too confusing, we can remove that functionality from the Dev Kit
                            These are the kinds of things we need to be told when updates are put out!

                            And no, I'm all for it. It's about bloody time you guys opened up a lot of this stuff, we haven't only been asking for it since... I don't know, forever ago! It was just severely confusing and didn't appear to be intended with how widespread it was and the issues(like above) that cropped up - to date the norm has been to add events so to see them as functions with logic just didn't make sense.

                            I'll be putting out an announcement on our Discord with what you've said here so we can inform as many that will pay attention there about what not to do now, haha.

                            Also, is it possible to get the TestMap separated from the rest of the content, so we can provide that in our announcements for people that want the old "look" back? It was a pain enough to download the content twice for the missing shaders, I don't think many will want to download it again just for the map, lol. Or, can you tell me which files you changed so I can separate them myself?

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

                            Comment


                              Originally posted by DanielEder View Post
                              EDIT:
                              On another note, I keep getting a strange error when copying/renaming/moving blueprints. It does not happen all the time, but at least 70% of the time and is rather annoying as the kit has to be restarted every time.
                              You can see a screenshot here: https://snag.gy/PAopGF.jpg And a crash log:
                              Oddly enough, this just occurred while testing your issue...

                              Ensure condition failed: !ActorComponent->IsRegistered() || ActorComponent->GetScene() != this [File:C:\SVN_Ark\Engine\Source\Runtime\Renderer\Private\RendererScene.cpp] [Line: 1967]
                              Component Name: StaticMeshComponent /Game/Mods/GenericMod/TestRename.None:PersistentLevel.PrimalWorldSettings.StaticMeshComponent0 World Name: World /Game/Mods/GenericMod/TestRename.None Component Mesh: None
                              Stack:
                              UE4Editor-Core.dll!UnknownFunction (0x00007ff96bc2a746) + 0 bytes [UnknownFile:0]
                              UE4Editor-Core.dll!UnknownFunction (0x00007ff96bb08bc8) + 0 bytes [UnknownFile:0]
                              UE4Editor-Renderer.dll!UnknownFunction (0x00007ff961370803) + 0 bytes [UnknownFile:0]
                              UE4Editor-Engine.dll!UnknownFunction (0x00007ff9641e0888) + 0 bytes [UnknownFile:0]
                              UE4Editor-CoreUObject.dll!UnknownFunction (0x00007ff976ba6547) + 0 bytes [UnknownFile:0]
                              UE4Editor-CoreUObject.dll!UnknownFunction (0x00007ff976c24453) + 0 bytes [UnknownFile:0]
                              UE4Editor-CoreUObject.dll!UnknownFunction (0x00007ff976c24f27) + 0 bytes [UnknownFile:0]
                              UE4Editor-CoreUObject.dll!UnknownFunction (0x00007ff976af6c41) + 0 bytes [UnknownFile:0]
                              UE4Editor-CoreUObject.dll!UnknownFunction (0x00007ff976b2dd8c) + 0 bytes [UnknownFile:0]
                              UE4Editor-CoreUObject.dll!UnknownFunction (0x00007ff976af64ce) + 0 bytes [UnknownFile:0]
                              UE4Editor-CoreUObject.dll!UnknownFunction (0x00007ff976b2dd8c) + 0 bytes [UnknownFile:0]
                              UE4Editor-CoreUObject.dll!UnknownFunction (0x00007ff976af64ce) + 0 bytes [UnknownFile:0]
                              UE4Editor-CoreUObject.dll!UnknownFunction (0x00007ff976b34d5b) + 0 bytes [UnknownFile:0]
                              UE4Editor-CoreUObject.dll!UnknownFunction (0x00007ff976c1aa4f) + 0 bytes [UnknownFile:0]
                              UE4Editor-AssetTools.dll!UnknownFunction (0x00007ff95e5ef1c9) + 0 bytes [UnknownFile:0]
                              UE4Editor-AssetTools.dll!UnknownFunction (0x00007ff95e5ae94f) + 0 bytes [UnknownFile:0]
                              UE4Editor-AssetTools.dll!UnknownFunction (0x00007ff95e5fd36d) + 0 bytes [UnknownFile:0]
                              UE4Editor-ContentBrowser.dll!UnknownFunction (0x00007ff95b441169) + 0 bytes [UnknownFile:0]
                              UE4Editor-ContentBrowser.dll!UnknownFunction (0x00007ff95b332564) + 0 bytes [UnknownFile:0]
                              UE4Editor-ContentBrowser.dll!UnknownFunction (0x00007ff95b38f199) + 0 bytes [UnknownFile:0]
                              UE4Editor-ContentBrowser.dll!UnknownFunction (0x00007ff95b39dacf) + 0 bytes [UnknownFile:0]
                              UE4Editor-ContentBrowser.dll!UnknownFunction (0x00007ff95b3d67f3) + 0 bytes [UnknownFile:0]
                              UE4Editor-ContentBrowser.dll!UnknownFunction (0x00007ff95b397133) + 0 bytes [UnknownFile:0]
                              UE4Editor-ContentBrowser.dll!UnknownFunction (0x00007ff95b3a0ba8) + 0 bytes [UnknownFile:0]
                              UE4Editor-Slate.dll!UnknownFunction (0x00007ff96ecbfaea) + 0 bytes [UnknownFile:0]
                              UE4Editor-Slate.dll!UnknownFunction (0x00007ff96ecac383) + 0 bytes [UnknownFile:0]
                              UE4Editor-Slate.dll!UnknownFunction (0x00007ff96ecac7d8) + 0 bytes [UnknownFile:0]
                              UE4Editor-Slate.dll!UnknownFunction (0x00007ff96ec4f839) + 0 bytes [UnknownFile:0]
                              UE4Editor-Slate.dll!UnknownFunction (0x00007ff96ec51c88) + 0 bytes [UnknownFile:0]
                              UE4Editor-Slate.dll!UnknownFunction (0x00007ff96ec5224c) + 0 bytes [UnknownFile:0]
                              UE4Editor-Slate.dll!UnknownFunction (0x00007ff96eb7bb86) + 0 bytes [UnknownFile:0]
                              UE4Editor-Slate.dll!UnknownFunction (0x00007ff96eb66073) + 0 bytes [UnknownFile:0]
                              UE4Editor-Core.dll!UnknownFunction (0x00007ff96bb91aa4) + 0 bytes [UnknownFile:0]
                              UE4Editor-Core.dll!UnknownFunction (0x00007ff96bb771cb) + 0 bytes [UnknownFile:0]
                              UE4Editor-Core.dll!UnknownFunction (0x00007ff96bb92f59) + 0 bytes [UnknownFile:0]
                              UE4Editor-Core.dll!UnknownFunction (0x00007ff96bb72662) + 0 bytes [UnknownFile:0]
                              USER32.dll!UnknownFunction (0x00007ff9b5d81169) + 0 bytes [UnknownFile:0]
                              USER32.dll!UnknownFunction (0x00007ff9b5d80c97) + 0 bytes [UnknownFile:0]
                              UE4Editor-Core.dll!UnknownFunction (0x00007ff96bb93416) + 0 bytes [UnknownFile:0]
                              UE4Editor.exe!UnknownFunction (0x00007ff7f48d93c2) + 0 bytes [UnknownFile:0]
                              UE4Editor.exe!UnknownFunction (0x00007ff7f48ced0f) + 0 bytes [UnknownFile:0]
                              UE4Editor.exe!UnknownFunction (0x00007ff7f48ced7a) + 0 bytes [UnknownFile:0]
                              UE4Editor.exe!UnknownFunction (0x00007ff7f48dabe0) + 0 bytes [UnknownFile:0]
                              UE4Editor.exe!UnknownFunction (0x00007ff7f48dbb19) + 0 bytes [UnknownFile:0]
                              KERNEL32.DLL!UnknownFunction (0x00007ff9b3e78102) + 0 bytes [UnknownFile:0]
                              ntdll.dll!UnknownFunction (0x00007ff9b76ac5b4) + 0 bytes [UnknownFile:0]
                              ntdll.dll!UnknownFunction (0x00007ff9b76ac5b4) + 0 bytes [UnknownFile:0]
                              First I copied the three generic files, nothing. Renamed the level file, nothing, then the PGD, nothing... went to change the Level file name again and it started doing it, but got to Saving: blah blah(Collecting Garbage) and just froze.

                              Force-closed and checked the log to see that error. I've never had a crash from copying, moving or renaming files before until just then.

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

                              Comment


                                I am not sure what causes it but it seems the chance for it to happen increases the more you do - right after starting it nearly never happens, but if you edit a blueprint, spend some time there and then copy something - good chance you crash.
                                I never had the crash you described though.

                                Comment

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