Announcement

Collapse
No announcement yet.

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

Collapse
This is a sticky topic.
X
X
  • Filter
  • Time
  • Show
Clear All
new posts

    Originally posted by StudioWildcard View Post

    For example, in my Super Rocks Blueprint'/Game/Mods/TerrainGeneratorOverride/Simple_TerrainGenerator_BP_Child.Simple_TerrainGenerator_BP_Child' (end result here: http://steamcommunity.com/sharedfile.../?id=785098977), I just added a high-probability large-scaled "Ultimate Rock 5" foliage to the "Grass" entities array ("Grass" and "Trees" entities arrays are for Grasslands, the rest are obviously named). To then experience your values in-gameplay (rather than just viewport preview), you can save it in the map and try PIE, or load into the map in standalone play via "Engine\Binaries\Win64\UE4Editor.exe ShooterGame -game".

    I've been playing around with this the last couple days. Are we strictly set to use foliage settings files as a means to generate assets? I have used many different setting files, expecting assets to appear, but to no avail. So I exported the setting files and found there are differences in the files. For example in the snow biome dead pines.... deadpine_03 doesn't work.

    Begin Object Class=FoliageType_InstancedStaticMesh Name="DeadPine_01_settings"
    Mesh=StaticMesh'/Game/PrimalEarth/Environment/Snow/Vegetation/Trees/DeadPines/DeadPine_01.DeadPine_01'
    Density=0.025000
    Radius=512.000000
    ScaleMinX=1.800000
    ScaleMinY=1.800000
    ScaleMinZ=1.800000
    ScaleMaxX=2.300000
    ScaleMaxY=2.300000
    ScaleMaxZ=2.300000
    AlignToNormal=False
    MeshBounds=(Origin=(X=20.149307,Y=-6.710236,Z=663.494995),BoxExtent=(X=252.205688,Y=304.756287,Z=712.058777),SphereRadius=713.265320)
    LowBoundOriginRadius=(X=6.346241,Y=-11.600594,Z=110.408722)
    bReplicateThisComponent=True
    DamageFXActorToSpawn=BlueprintGeneratedClass'/Game/PrimalEarth/CoreBlueprints/HarvestComponents/TreeHarvestImpactEmitter.TreeHarvestImpactEmitter_C'
    AttachedComponentClass=BlueprintGeneratedClass'/Game/PrimalEarth/CoreBlueprints/HarvestComponents/WoodHarvestComponent.WoodHarvestComponent_C'
    DestroyedMeshActorClass=BlueprintGeneratedClass'/Game/PrimalEarth/CoreBlueprints/TreeFalling_Blueprint.TreeFalling_Blueprint_C'
    bIsFallingTree=True
    OverrideDestructionMaterials(0)=MaterialInstanceConstant'/Game/PrimalEarth/Environment/Snow/Vegetation/Trees/DeadPines/DeadPine_Foliage_Trunk_MIC_Faded.DeadPine_Foliage_Trunk_MIC_Faded'
    OverrideDestructionMaterials(1)=MaterialInstanceConstant'/Game/PrimalEarth/Environment/Snow/Vegetation/Trees/DeadPines/DeadPine_Foliage_Leaves_MIC_Faded.DeadPine_Foliage_Leaves_MIC_Faded'
    LowEnd_StartCullDistance=150000
    LowEnd_EndCullDistance=200000
    DisplayOrder=42
    bReceivesDecals=True
    BodyInstance=(ResponseToChannels=(WorldStatic=ECR_Block,WorldDynamic=ECR_Block,Visibility=ECR_Block,PhysicsBody=ECR_Block,Destructible=ECR_Block,GameTraceChannel1=ECR_Block,GameTraceChannel2=ECR_Block,GameTraceChannel7=ECR_Block,GameTraceChannel8=ECR_Block,GameTraceChannel10=ECR_Block,GameTraceChannel11=ECR_Block,GameTraceChannel13=ECR_Block,GameTraceChannel15=ECR_Block,GameTraceChannel25=ECR_Block),CollisionProfileName="BlockAllExceptIK",CollisionEnabled=QueryAndPhysics,CollisionResponses=(ResponseArray=((Channel="WorldGeometry"),(Channel="StationaryObjects"),(Channel="OnlyCollideWithStationary"))))
    End Object
    Begin Object Class=FoliageType_InstancedStaticMesh Name="DeadPine_03_settings"
    Mesh=StaticMesh'/Game/PrimalEarth/Environment/Snow/Vegetation/Foliage/DeadPines/DeadPine_03.DeadPine_03'
    Density=0.025000
    Radius=256.000000
    ScaleMinX=1.300000
    ScaleMinY=1.300000
    ScaleMinZ=1.300000
    ScaleMaxX=1.700000
    ScaleMaxY=1.700000
    ScaleMaxZ=1.700000
    AlignToNormal=False
    MeshBounds=(Origin=(X=7.392086,Y=-10.683189,Z=124.494995),BoxExtent=(X=58.785728,Y=58.456360,Z=139.930069),SphereRadius=150.912933)
    LowBoundOriginRadius=(X=7.392084,Y=-10.683191,Z=82.903008)
    bIsHiddenInEditor=True
    DisplayOrder=44
    End Object
    What do I need to do in order for this to generate?

    Click image for larger version

Name:	20161120151143_1.jpg
Views:	1
Size:	907.9 KB
ID:	1118874

    Comment


      Any news about the new update? The next patch for the game will come around christmas

      Comment


        Originally posted by RolandDEden View Post
        Any news about the new update? The next patch for the game will come around christmas
        I asked Jat yesterday about it and he said he would try to get some info about it soon. So here is hoping that we'll get an update before Christmas :3

        Comment


          Jeremy i'm getting a fatal error at start after updating to 252.

          Fatal error!

          Unhandled Exception: 0xc06d007e

          VERSION: 0.0
          KERNELBASE.dll!UnknownFunction (0x00007ffc7b897788) + 0 bytes [UnknownFile:0]
          UE4Editor-Engine.dll!UnknownFunction (0x00007ffc335758e5) + 0 bytes [UnknownFile:0]
          UE4Editor-Engine.dll!UnknownFunction (0x00007ffc33562208) + 0 bytes [UnknownFile:0]
          UE4Editor-Engine.dll!UnknownFunction (0x00007ffc32c9b82d) + 0 bytes [UnknownFile:0]
          UE4Editor.exe!UnknownFunction (0x00007ff7984456e9) + 0 bytes [UnknownFile:0]
          UE4Editor.exe!UnknownFunction (0x00007ff79843f57c) + 0 bytes [UnknownFile:0]
          UE4Editor.exe!UnknownFunction (0x00007ff79843f6da) + 0 bytes [UnknownFile:0]
          UE4Editor.exe!UnknownFunction (0x00007ff79844bb40) + 0 bytes [UnknownFile:0]
          UE4Editor.exe!UnknownFunction (0x00007ff79844ca89) + 0 bytes [UnknownFile:0]
          KERNEL32.DLL!UnknownFunction (0x00007ffc7c9a8364) + 0 bytes [UnknownFile:0]
          ntdll.dll!UnknownFunction (0x00007ffc7e625e91) + 0 bytes [UnknownFile:0]
          ntdll.dll!UnknownFunction (0x00007ffc7e625e91) + 0 bytes [UnknownFile:0]

          Comment


            same fatal error as above to.

            Comment


              dev kits good to go now. but what i want to know is what was changed with raptors, rex and carnos ? every since update 252 the mod versions of theses dinos stopped spawning. even with updated dev kit they still refuse to spawn.. i even have custom spawners with them in more places with my mod classnames in it and it still spawn regular versions.. everything is fine in editor as it has been for many many months but after uploading to steam and running game only the vanilla versions of those dinos spawn..
              Last edited by Nimrod_Z; 12-03-2016, 06:00 AM.

              Comment


                I havent been updating devkit for a while and Im at v247.8 atm. Can I update to v252.6 without missing any update in between? If not where can I find the content difference and github update links for v248.4 and v248.9?

                Edit: As I figured, Im gonna miss some updates since I can only update manually. Thanks to Mezzo, I got content difference files for v248.4 but still missing v248.9. [MENTION=33948]StudioWildcard[/MENTION] is it posible to reupload the files for 248.9? The content diff google link for that update is dead.

                Edit2: Got everything covered, thanks to jslay!
                Last edited by simiyet; 12-04-2016, 07:25 AM.

                Comment


                  The 252 update broke my dev kit in a weird way. Every single mod I cook, even if I recook an old one, has all of the update content cooked with it. The dev kit thinks that the update is part of every mod I create. How can I fix this?

                  Comment


                    So I have the 248.9 version on the epic launcher. I'm new to the devkit and I'm not sure how to go about updating. Do I need the download from the github link? Or do I just download and extract the content diff over the current version? Or do I do neither and wait for it to update automatically?

                    Comment


                      Originally posted by Lewimaron View Post
                      So I have the 248.9 version on the epic launcher. I'm new to the devkit and I'm not sure how to go about updating. Do I need the download from the github link? Or do I just download and extract the content diff over the current version? Or do I do neither and wait for it to update automatically?
                      Download via Epic Launcher the current version (either via INSTALL, UPDATE or VERIFY which is dependent on your current ADK version), then download the files from the github & google drive links, as provided by Studio Wildcard at page 1.

                      When done extract their content to the main folder of your ADK. Make sure you overwrite the correct folders when extracting. When done correctly, startup the batch file "ARKDevKit", wait for it to load (it can take a while, depending on your PC specs) and voila.

                      Comment


                        Originally posted by DefileHer View Post
                        The 252 update broke my dev kit in a weird way. Every single mod I cook, even if I recook an old one, has all of the update content cooked with it. The dev kit thinks that the update is part of every mod I create. How can I fix this?
                        Make sure that "PackageInfo.bin" was copied from the diff content to your dev kit location


                        My Mods | P0k3r's Workshop

                        Comment


                          drake, owning player name/id can only be set on the local actor, and not through a cast/remote actor that has a ref to another actor.

                          Comment


                            ^ You can ignore that, as we found out. For some reason his DevKit is misbehaving from a clean install+update where the variables show up even with Context disabled(something that shouldn't be able to happen for obvious reasons) and only the Context insensitive ones have a target input.

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

                            Comment


                              Originally posted by WoefulMacabre View Post
                              ^ You can ignore that, as we found out. For some reason his DevKit is misbehaving from a clean install+update where the variables show up even with Context disabled(something that shouldn't be able to happen for obvious reasons) and only the Context insensitive ones have a target input.

                              -WM
                              Yeah, I will need to investigate further to determine the exact issue, if possible.

                              Comment


                                Originally posted by jslay View Post
                                drake, owning player name/id can only be set on the local actor, and not through a cast/remote actor that has a ref to another actor.
                                Hmm, can you post a screenshot of what your Blueprint looks like when trying to set those?

                                Thanks,
                                Jeremy

                                Comment

                                Working...
                                X