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

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!

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;

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.

https://i.gyazo./780473fc7d5d32294c82d65acc2200f3.png

https://i.gyazo./021a360114a49c9ba435046d2a930d92.png

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.

https://i.gyazo./5a5c1b2c567fcf8b5591f81eb1c73735.jpg

-WM

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.

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.

https://i.gyazo./775d6b5c54709336adaaeb3f1a79b305.png

-WM

Correction. Every single blueprint I open has all “Core Events” listed as overridable functions… I think some lines of code got crossed somewhere. :wink:

-WM

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,

I have the same issues 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.

Updated with fixed TestMapArea here:
https://drive.google./file/d/0BwkOSLzA_UiIQUYyZjl6RXBzems/view?usp=sharing

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 :wink:

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! :wink: ( 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./file/d/0BwkOSLzA_UiIQUYyZjl6RXBzems/view?usp=sharing

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 :wink:

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:

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

These are the kinds of things we need to be told when updates are put out! :stuck_out_tongue:

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! :wink: 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

Oddly enough, this just occurred while testing your issue…

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

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.

Is there an ETA on when the update will hit the Epic Launcher?

Epic Launcher’s now been updated with the latest-latest v242.8, which also fixes some minor things (includes the correct TestMap/TestMapArea Sky) and provides some pop-up notification in case you try to add the same Overriden Function as an Event, or vice-versa :wink:

Nice, thank you! Is there any chance you take a look at the crash issue when copying blueprints? If you need any further information I would be happy to provide it, I will also test with the latest version that is now on the launcher. It is just rather slowing everything down if you have to restart every few minutes.

Cheers

We’re having trouble reproducing the issue. Can you post the simplest steps to reproducing it with the clean Epic Launcher ARK Dev Kit? (if it has like a 70% chance of reproducing that’s still pretty good!)

Once we’ve reproduced it with some degree of reliability, we’ll be able to solve it quickly!

Thanks very much,

The problem is, so far I have not found a reliable way to reproduce it (and with the latest version it seems to happen less often, but that might be just an illusion), but here is basically when it happens:

  1. Create a new folder in the mods folder
  2. Copy the generic mod files and safe them
  3. Rename the generic mod files
  4. Copy a few files you would like to modify - I experimented with the stone hatchet - all at once (PrimalItem, Weap, Engram).
  5. Press CTRL+S - at this point a crash could happen, but it is not too likely
  6. Edit the blueprint files, modify some stats. Again, safe them - no crash will happen (or has not happened so far).
  7. Repeat step 4, when you reach 5 again it is rather likely that a crash will happen.

I did this on two pc’s, first using verified, then completely removed and newly downloaded dev kits.

If I find a definite way to cause a crash I will let you know.
If you need the crash log, I posted it a few posts ago, in case it helps finding the issue.

Thank you for your help!

Best regards,