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

you need to login into github^^

@,
do you can decrease the needed memory of the cooking process?
And why it needs since the new devkit update, this many shaders to compile?

the shaders happens everytime there is a devkit update the memory issue been around for awhile

but not 800k shaders, normally there are 25-50k shaders to compile for my map…

New update has removed the “Make WeaponAnim” node which totally hoses two of my mods that rely on it to make new features with female character. If you are going to remove a node that is required to override female animations, at least give us male AND female overrides in the defaults instead of just male.

I’m really happy that i’m not the only one who have the shader issue and in my case the dev kit ran out of memory and crashed so no cooking possible in 245.9 and SOTF 177.3. I hope is fixing this asap, i already tweeted him that 2 days ago. So fingers crossed. :slight_smile:

Could you give us a hint as to how OctreeTypeBitMask is composed?
It is used in the new Allo Pack logic - the closest match I found is Default Stasis Component Octree Flags, which has a similar value, but no the same on the Allo, and 8 for all other dinos.

I am logged in lol…I still get the error.

Logged into Github as well as here…obviously here lol…but definitely logged into Github…

In fact, I can view other Github pages…everything works fine except for Wildcard1’s page. They need to reactivate it or add me as a friend or something???\

Edit: Nevermind, I found StudioWildcard1’s page but there are no files to download…they must have taken it down. They have zero contributions and nothing to download. What do I do?

Github Page works fine, maybe logout and in again. Because if you’re not logged in, you will get a 404 error.
@Wildcard any news about a map shader cooking fix for the current dev kit version for SE and SOTF?

OK so for those of us who are logged in, out and in again, and still get the 404 error, what do we do??? Do I have to send a friend request and wait for StudioWildCard1 to add me??? Do I need to link an account to another account somewhere??? It can’t be this hard…lol why don’t they just update it under Steam tools…

I am having the same issue as Captain Reefer, no content on github in studiowildcard1’s page.

but not 800k shaders, normally there are 25-50k shaders to compile for my map…
[/QUOTE]

Hey , can you upload the source content for your map and send the link to that to ComplexMinded? We’ll use that to reproduce the shader compilation issue.

Thanks very much,

  1. Make sure you check your email and Verify your GitHub account.

  2. Go to the following link and add your Github name to enable access the content and not get the 404 error.
    https://www.unrealengine./dashboard/settings

When will v245 be posted to the epic games launcher? Thanks

, i’ve uploaded mine as well if it’s helping and sent the link to ComplexMinded, via PM.

Thanks for reply, but this is also already done. :frowning: Any other ideas??

Is there a point to only allowing the privileged Github community to have access to the updated Dev Kit for so long ?? What about the rest of the modding community ?? Am I the only modder that doesn’t pay for Github ??

the devkit on github is a beta they always first release it there to tweak out the bugs then once its clean they push it out to the epic launcher its why its always on github first

What are you talking about? Why would we pay for GitHub to download the binaries?

It’s a simple process of creating an Epic Games account, creating and linking a GitHub account to it, then you receive an invite to the Unreal Engine/Epic repository, which in turn gives you access to the ARK Dev Kit branch.

-WM

I have to say, this is going to completely break my mod and any mod that references items from other mods. I add any missing Blueprints that are needed for the workstations that you guys have not added to the Dev Kit yet, before the update this was working, now I have to remove these Blueprints?!? What would be the point in this anyway?

Also, I don’t yet know if this is the reason behind it, but I am crashing with the new update, even when I try to open PrimalGameData.

By the way, don’t get me wrong, I think it’s amazing that we have access to these tools, I’m just wondering where the logic is behind something like this?

We talked about this exact problem with the new feature yesterday in the discord chat. For actor based blueprints there is a “Do not cook” flag(i didn’t test if it really does prevent cooking though), but for example on PrimalItems or Engrams that setting does not exists.
I would suggest giving us two options in the cooking window, one for the old and one for the new cooking variant.

Be sure to have used both the content diff and the binaries from GitHub when updating manually.

-WM