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

wait so every update will just add 80gb of storage? that is insane. how would anyone ever have enough storage space for this then. I use an SSD. Even if I had 1tb one it would used up in 10 updates if that is true.

It doesn’t. It thinks it needs that much space, but it doesn’t actually want it. It also has issues with correct drive scanning/detection and detecting a moved/partial install.

SSD’s… sure, you get a nice bump in loading times and what not, but they are not recommended purely for that fact that the DevKit can be write intensive at times, not to mention it will continuously grow in size regardless of updates… I think one of my DevKit installs is sitting at 150GB’s or something.

-WM

I just updated through he launcher and it is still crashing

Hey Matt_Tuttle – are you sure your Mod doesn’t have WorldGridMaterial modified in any way? Is anyone else seeing this problem?

Uncle_Bob125 – this appears to be due to a custom food recipe using an item which is no longer in the mod. I’ll add protection for that case in the main game shortly.

Cheers,

The Tek suit was pointing to a material file not in the game. What made t hard to figure out is to get the cooker to update the mod I had to verify, save all, reset mod guid and restart the dev kit. But then its only good for one cook.

It is even doing it to the untouched dino arena mod. The file save times in the test mod output directory and Modtools/output/ folders are all the same before and after cooking.

http://steamcommunity./sharedfiles/filedetails/?id=614802086&searchtext=singleplayer

Thanks’
Matt

Hi ,

Thanks for looking into it.
Could i get access to the ark dev kit github please?
I’m a senior software engineer myself, so i might be able to help ( now and in the future ).
Wouldn’t mind diving in the c++ code :slight_smile:

Kr,
UncleBob

Any reply would have been helpful…
Server crashing with new stack trace since 242.9:

Fatal error!

VERSION: 242.9
MSVCR120.dll!UnknownFunction (0x00007ffa5ce1c3f9) + 0 bytes [UnknownFile:0]
UnknownModule!UnknownFunction (0x0000000000000010) + 0 bytes [UnknownFile:0]
UnknownModule!UnknownFunction (0x0000005201409148) + 0 bytes [UnknownFile:0]
ShooterGameServer.exe!FRepLayout::ReplicateProperties() (0x00007ff73edd3851) + 66 bytes [e:\svn_ark\engine\source\runtime\engine\private\replayout.cpp:596]
ShooterGameServer.exe!FObjectReplicator::ReplicateProperties() (0x00007ff73ec79d47) + 0 bytes [e:\svn_ark\engine\source\runtime\engine\private\datareplication.cpp:942]
ShooterGameServer.exe!UActorChannel::ReplicateActor() (0x00007ff73ec75449) + 0 bytes [e:\svn_ark\engine\source\runtime\engine\private\datachannel.cpp:1901]
ShooterGameServer.exe!UNetDriver::ReplicateClientActors() (0x00007ff73ed730e9) + 15 bytes [e:\svn_ark\engine\source\runtime\engine\private
etworkdriver.cpp:2787]
ShooterGameServer.exe!UNetDriver::ServerReplicateActorsParallel() (0x00007ff73ed7384a) + 0 bytes [e:\svn_ark\engine\source\runtime\engine\private
etworkdriver.cpp:3017]
ShooterGameServer.exe!UNetDriver::TickFlush() (0x00007ff73ed6cf4b) + 25 bytes [e:\svn_ark\engine\source\runtime\engine\private
etworkdriver.cpp:186]
ShooterGameServer.exe!USteamNetDriver::TickFlush() (0x00007ff73f8fa1fe) + 0 bytes [e:\svn_ark\engine\source\runtime\online\onlinesubsystemsteam\private\steamnetdriver.cpp:150]
ShooterGameServer.exe!TBaseUObjectMethodDelegateInstance_OneParam<APrimalCharacter,void,float>::ExecuteIfSafe() (0x00007ff73e058697) + 0 bytes [e:\svn_ark\engine\source\runtime\core\public\delegates\delegateinstancesimpl.inl:532]
ShooterGameServer.exe!TBaseMulticastDelegate_OneParam<void,float>::Broadcast() (0x00007ff73ed5a039) + 14 bytes [e:\svn_ark\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:1784]
ShooterGameServer.exe!UWorld::Tick() (0x00007ff73ed4626e) + 0 bytes [e:\svn_ark\engine\source\runtime\engine\private\leveltick.cpp:1385]
ShooterGameServer.exe!UGameEngine::Tick() (0x00007ff73eca9b7f) + 0 bytes [e:\svn_ark\engine\source\runtime\engine\private\gameengine.cpp:953]
ShooterGameServer.exe!FEngineLoop::Tick() (0x00007ff73dfd137b) + 0 bytes [e:\svn_ark\engine\source\runtime\launch\private\launchengineloop.cpp:2344]
ShooterGameServer.exe!GuardedMain() (0x00007ff73dfcce4c) + 0 bytes [e:\svn_ark\engine\source\runtime\launch\private\launch.cpp:140]
ShooterGameServer.exe!GuardedMainWrapper() (0x00007ff73dfd234a) + 5 bytes [e:\svn_ark\engine\source\runtime\launch\private\windows\launchwindows.cpp:125]
ShooterGameServer.exe!WinMain() (0x00007ff73dfd2478) + 8 bytes [e:\svn_ark\engine\source\runtime\launch\private\windows\launchwindows.cpp:209]
ShooterGameServer.exe!__tmainCRTStartup() (0x00007ff73fb6c741) + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
KERNEL32.DLL!UnknownFunction (0x00007ffa6e2d15dd) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007ffa6e6c43d1) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007ffa6e6c43d1) + 0 bytes [UnknownFile:0]

I found a bug with the ADK, or rather an unwanted behaviour.
When checking “Check BP Allow Crafting” and implementing “BP Allow Crafting” it is possible to make sure certain conditions apply before an item can be crafted.
So far this works beautifully, however when trying to craft many items there is a weird behaviour: Manually queuing as many items as the available resources allow works without any problem, however using “craft all” results in only one item being crafted.

check the BP of the item ur crafting and make sure auto craft isnt checked

Oh nice! In fact it was checked, probably from copying some other item. Thank you!

Still getting this.

What I really don’t understand is this: If I place another mod before it it works fine. Loads right up, but if my test mod is first or the only mod it crashes. Now I have actually gotten a few reports on this same error from people trying to play my live version of it single player locally (same for me). It won’t play locally alone or by itself. Load up another mod and it works. Now I have actually helped a few others with this by just having the check the associations of the levels, and pgd. I have gone over mine several times, pulled old backups, deleted and recreated new ones. All to the same avail.

u reporting to the devs like its there fault sometimes the dev kit can corrupt files i would remake the inventory of that avail if i was u

Make an inventory of what? It doesn’t report any inventory problem. I did find the problem. It was a bad game mode file. Was using the one from the generic folder. Made a copy of an older one from a different mod and it worked fine.

Github and google drive content for patch 243+?

Need to mod that Titanosaur p:

Crusadercrush it will come. The new update is out just for a day, so let the devs take some rest and then we will get the new dev kit.

in 1 week^^

Bump! That’s live on GitHub, finally! If it looks good, I’ll get it posted to Epic Launcher tomorrow. Please bear in mind that there will be some caching time on first startup due to the amount of media changed with the new biomes!

Cheers,

it cooks (mods, :P, dont have a TC to cause the issue presented). so thats good.

Bump, fixed a bad DLL on GitHub that was throwing a cooker error!

New shiny dev kit thank you.

Go on post a link to the internal wiki you guys use :slight_smile: