1/18/2021: ARK Dev Kit v321.1 is now available on the Epic Launcher

You need to update your Epic Games account to tell them what your Github username is.

Then after some time, check your Github’s email address and you will see Epic Games invited you to join their Github organization. After you accept that invitation, the link will work for you.

Bump! Dev Kit v239.2 is now posted to GitHub and content on Google Drive!

:eek: Doesn’t even have the 4K textures yet and it’s 4.4GB’s… D= lol.

-WM

I have problems downloading Content rar with Chrome. It said me Error Network, nearly the end of the download.

Someone else on our Discord server also had this issue, specifically with chrome, download it with another browser and it should work fine - they ended up using IE to download it.

-WM

I can’t find a link to the Google Drive content. Was it removed?

Yes.

4/25:
The ARK Dev Kit v239.5 has been posted to the Epic Launcher!”

-WM

I was afraid that would be the case. I really don’t want to reinstall the launcher.
Don’t they normally leave the content link up until the next update though? Why’d this one get taken down in 2 days?

Ark Dev Kit is non-responsive.

So, I wasn’t able to upload a mod I spent a few days working on when I completed it. Then I found that Epic was requiring an update today. So, I updated the Ark Dev Kit and now the Dev Kit freezes any time I attempt to do or click on anything in the UE4/ADK. Will there be a fixed soon? Is anyone else experiencing this?

Hey all,

4/25:
The ARK Dev Kit v239.5 has been posted to the Epic Launcher! Have a look at this new Blueprint to see how the Cannon’s functionality is implemented ENTIRELY within Blueprint:

Blueprint’/Game/PrimalEarth/Structures/Cannon_SM.Cannon_SM’

And these new Blueprints control the Boss Arena functionality, an example of how you can design advanced map/area functionality through Blueprint:

**
Blueprint’/Game/PrimalEarth/CoreBlueprints/BossTribute/BossTeleporter.BossTeleporter’
Blueprint’/Game/PrimalEarth/CoreBlueprints/BossTribute/BossTeleporter_Spider.BossTeleporter_Spider’
Blueprint’/Game/PrimalEarth/CoreBlueprints/BossTribute/BossArenaManager_Spider.BossArenaManager_Spider’
Blueprint’/Game/PrimalEarth/CoreBlueprints/BossTribute/BossArenaManager.BossArenaManager’**


** The Dev Kit also includes support for exporting Font assets for localization, as described here: http://steamcommunity./app/346110/discussions/0/405691147595258499 **.

Have a look at the new Electric Shock prod item for an interesting example of single-use weapon setup and also how to have a DIFFERENT Repair cost than Crafting cost. Also have a look at the Gallimimus for an example of multi-seat (Passenger) Saddle setup :wink:

Btw, stay tuned next week for the introduction of our new in-house full-time Mod Community Liason, along with new ARK Mod Community initiatives!


  • Here’s an example of a stackable Map Extension which adds Raptor Claus back into the game, as an example for reference of what you can do:

Workshop: http://steamcommunity./sharedfiles/filedetails/?id=598307664
Source:

  • Here’s an example Mod which adds a 3-Seater Passenger Saddle for the Trike. In case, say, someone wanted to make cool Passenger Saddles for all the Dinos :wink:

Workshop: http://steamcommunity./sharedfiles/filedetails/?id=598346681
Source: (fixed Passenger sitting animations now!)


v228.6 Note: You now have the option of clamping the user’s render cull distance in your TC’s PrimalGlobals, useful for competitive game modes like SotF. (to prevent players from setting the view distance too low)

Hey, just updated the GitHub devkit binaries. Will get them updated into the Epic Launcher soon. Here are the source files for the Pandora Isles ( http://steamcommunity./sharedfiles/filedetails/?id=584076324 )“Map Extension”, by the way, which shows you the file structure (the map goes in Maps\TheIslandSubmaps, while any custom assets go into your Mods\ModName folder):

Note that you can now include a PrimalGameData in your Map Extension “mod” just by having any “PrimalGameData” asset in your Mod’s subfolder. That includes if you want to use a custom PrimalGameData in your map extension. And remember, any custom assets referenced by your Map Extension must be in the Mods\ModName subfolder that you will be cooking your Map Extension with. A Map Extension can not reference assets used by other, separate mods!

Cheers and have fun!!! So close to next Mod Contest announcement now :wink:


Big new modding feature added to ARK Dev Kit v228.2 is the “Cook TheIsland Map Extension” option. A “Map Extension” is, effectively, a set of sublevels that either adds-to or overrides regular “ARK” sublevels (or ‘TheIsland’ persistent level). Simply specify the sublevel names (or TheIsland if persistent) that you wish to cook and click the button (the sublevels should be located on your disk in Maps\TheIslandSubmaps\YourSublevelNamesWhatever.umap)!

As examples, this could be used to override “PersistentGameplaySublevel_DinoSpawns” and completely change the existing spawn zones (or override “PersistentGameplaySublevel_SupplyDrops” for the supply drops), or add new spawn zones by adding an additional “Uncategorized” (always loaded) sublevel of whatever name, or add Floating Islands to the map (as I’ve done here in 1 minute dev time: http://steamcommunity./sharedfiles/filedetails/?id=584076324 ), or add new weather systems (if someone doesn’t make a Tornado environmental mod, then I will have to do so :wink: ), NPC shop trader roaming the ARK, world geometry, you name it – if it’s related to the ARK’s environment, THIS is how you effectively can heavily customize or add to it with very minimal dev time & download size + full stackability. This is similar to the functionality environmental mods have in Skyrim, for example.

Map Extensions are technically a “mod” (so it optionally can include a custom PrimalGameData as well as custom assets in the “Mod\ModName” subfolder) and will list in the “Mods” section in-game.

You can apply a Map Extension along with any other stackable mods as normal (and even with other Map Extensions, though the first environmental extension on the list takes precedent with regards to overriding a map). We encourage all Map Extensions to say "Map Extension: " in their title and to list which sublevels they add or override (as done in the sample here http://steamcommunity./sharedfiles/filedetails/?id=584076324 ), to help end-users avoid Map Extension stacking conflicts.

Hope you all have fun with this, and remember… Tornado/Dynamic Weather Mod… pleeeeeeeeeeaaaaaaaazee :smiley:


New ShooterGameState BP functions (remember you can also inherit your GameMode/GameState from CustomGameMode and CustomGameState respectively for even more implementable functions):

UFUNCTION(BlueprintCallable, Category=Helper)
FString GetDayTimeString();

UFUNCTION(BlueprintCallable, meta = (FriendlyName = “GetCustomActors”), Category = “Utilities”)
ACustomActorList * BaseGetCustomActors(FName SearchCustomTag);

UFUNCTION(BlueprintCallable, meta = (FriendlyName = “GetAllControllers”), Category = “Utilities”)
TArray<AShooterPlayerController *> BaseGetAllShooterControllers();

UFUNCTION(BlueprintCallable, meta = (FriendlyName = “GetAllPlayers”), Category = “Utilities”)
TArray<AShooterCharacter *> BaseGetAllShooterCharacters();

UFUNCTION(BlueprintCallable, meta = (FriendlyName = “GetAllPlayersOfTeam”), Category = “Utilities”)
TArray<AShooterCharacter *> BaseGetAllShooterCharactersOfTeam(int32 KillerTeam);

UFUNCTION(BlueprintCallable, meta = (FriendlyName = “GetAllNPCsOfTeam”), Category = “Utilities”)
TArray<APrimalDinoCharacter *> BaseGetAllDinoCharactersOfTeam(int32 KillerTeam);

UFUNCTION(BlueprintCallable, meta = (FriendlyName = “IsTribeID”), Category = “Utilities”)
static bool BaseIsTribeID(int32 TeamId);

UFUNCTION(BlueprintCallable, meta = (FriendlyName = “ProjectWorldToScreenPosition”), Category = “Utilities”)
static FVector2D BaseProjectWorldToScreenPosition(const FVector& WorldLocation, APlayerController* ThePC);

UFUNCTION(BlueprintCallable, meta = (FriendlyName = “SpawnBuffAndAttachToCharacter”), Category = “Utilities”)
static APrimalBuff * BaseSpawnBuffAndAttachToCharacter(UClassBuff, APrimalCharacter PrimalCharacter, float ExperiencePoints);

UFUNCTION(BlueprintCallable, meta = (FriendlyName = “DrawTileOnCanvas”), Category = “Utilities”)
static void BaseDrawTileOnCanvas(AShooterHUD* HUD, UTexture* Tex, float X, float Y, float XL, float YL, float U, float V, float UL, float VL, FColor DrawColor);

UFUNCTION(BlueprintCallable, Category = "Helper")
static bool BPFastTrace(UWorld* theWorld, FVector TraceEnd, FVector TraceStart, AActor * ActorToIgnore = NULL);

Buffs now have this bool:
bBuffDrawFloatingHUD

if a buff sets that, it’ll call this implementable function whenever the dino’s floating hud is drawn (when close to the dino), which you can use for the buff to draw custom floating HUD graphics:
UFUNCTION(BlueprintNativeEvent, Category = “Buff”)
void DrawBuffFloatingHUD(int32 BuffIndex, class AShooterHUD* HUD, float CenterX, float CenterY, float DrawScale);


**Also v222.6 adds some new options for Total Conversions in the PrimalGlobals Blueprint:
**bTotalConversionShowUnofficialServers: this will make your TC show “Unofficial” Servers by default (since most TC’s except for SotF do not have Official Servers :wink: ). Defaults to TRUE
UIOnlyShowMapFileNames: This is an array of filenames (no extension and not case sensitive) for Maps to list in your TC’s Host Game UI. If your TC includes and only supports a custom map, then you’ll want to add it to this array. If there are entries in this array, then all installed maps are shown.
UIOnlyShowModIDs: This is an array of Steam Workshop ID’s for your Total Conversion to support. If there are no entries in this array, all Mods will be shown at the Host Game UI. If there are any entries, only Mod ID’s in that array will be shown. If you want no mods to show, just add one entry that is an invalid ID like “0”

Thanks all, and keep up the great work!

All the best,

Please see for older ADK patch notes
[/QUOTE]

They leave the links there until the update files linked in the first post have been pushed to the launcher, which they have, so they’ve been removed.

-WM

Im not sure why they removed the links(i don’t think they did that before). Would be cool if they stayed up because some people don’t use the launcher at all. I personally can’t use the launcher even if i wanted to because of the stupid updating process that needs basically double the diskspace of the adk installation.

Is this new Option (“Override Exact Class Crafting Requirement”) only enabled by default for “Raw Meat” and “Prime Meat” ? Because without adding this Option to the “Raw Fish Meat” and “Prime Fish Meat” I still wasn’t able to cook the two Fish Meats.

That’s why I decided to add the Option to all 4 Meats manually. Just to be sure.
But now there is another Problem. But only with “Raw Fish Meat”, which produces “Cooked Meat” and “Cooked Fish Meat” at the same time…

Even tho the dev kit installed on my (D) drive, while updating the launcher checks the whether (C) drive has sufficient storage. Is there a way to fix this?

Any news about the new version of the dev kit? The next game update is 22th june!

I wait for it too, since the v240.6 the ADK got no Update…

Fear not, we should have the new update either soon or within a couple of hours… :wink:

-WM

Content link is borked in the OP. https://drive.google./file/d/0BwkOSLzA_UiIbnR2UFFGU0YwaVU/view

-WM

Fixed content diff link :wink:

Problem with GitHub binaries it seems. On load the DevKit appears to look for a shader called “LandscapeInfoStaticMeshPixelShader” and it’s nowhere in the DevKit install or in either the Content or Binaries archives.

http://puu.sh/piCKp/5f99584df5.png

-WM

Yep, happening to me as well.