- And I’m logged in.
Hey all,
8/4:
The ARK Dev Kit v245.9 has been posted to the GitHub ( ) to download on top of the Epic Launcher build, and you can download the Content Diff to extract on top of the Epic Launcher build here:
New changes include:
PrimalGameData Mod functionality new properties:
RemoveEngramBlueprintClasses: Mods can now easily Remove Engrams from the game by adding them to the “Remove Engram Blueprint Classes” array in the Mod’s PrimalGameData. This is useful for Mods that wish to, say, remove certain original Engrams for balancing reasons. This array automatically stacks between Mods.
TheNPCSpawnEntriesContainerAdditions: Dinosaur spawn entries can now be ADDED to the map’s NPC Spawners without having to completely override the NPC Spawners. This allows stackable Mods to automatically combine to add more kinds of Dinosaur spawns into the map. This is done via the “NPCSpawn Entries Container Additions” array in the Mod’s PrimalGameData, and here’s an example of it in-use: http://steamcommunity./sharedfiles/filedetails/?id=736597852
Mods will now also automatically cook any NEW assets which they reference, regardless of whether the assets are located in the Mod directory. Note that this only works assets that you ADD to the SotF Dev Kit, not any assets which are already there by default.
Lotta new Item Properties:
UPROPERTY(EditDefaultsOnly)
int32 CraftingGiveItemCount;
UPROPERTY(EditDefaultsOnly)
int32 CraftingGivesItemQuantityOverride;
UFUNCTION(BlueprintCallable, Category = "Item")
void BPGetItemID(int32& ItemID1, int32& ItemID2);
UFUNCTION(BlueprintCallable, Category = "Item")
bool BPMatchesItemID(int32 ItemID1, int32 ItemID2);
UPROPERTY(EditDefaultsOnly)
int32 BlueprintAllowMaxCraftings; //limits the number of times you can craft a blueprint, after which the blueprint is automatically destroyed
Also have a look at these Blueprints for examples of neat new functionality:
This is an awesome example of what you can do with custom structure interactions via Blueprint, the entire Industrial Grinder functionality is done 100% thru Blueprint:
Blueprint’/Game/PrimalEarth/Structures/StorageBox_IndustrialGrinder.StorageBox_IndustrialGrinder’
And the Fishing Rod is also done 100% thru Blueprint!
Blueprint’/Game/PrimalEarth/CoreBlueprints/Weapons/WeapFishingRod.WeapFishingRod’
The Allosaurus’ Pack Buff logic is done entirely thru Blueprint:
Blueprint’/Game/PrimalEarth/Dinos/Allosaurus/Allo_Character_BP.Allo_Character_BP’
Blueprint’/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_AlloPackLeader.Buff_AlloPackLeader’
And Flyers now have the option to allow landing on Water:
Blueprint’/Game/PrimalEarth/Dinos/Pelagornis/Pela_Character_BP.Pela_Character_BP’
7/6 ARK Dev Kit v243:
Have a look at an overview of the many changes here: https://forums.unrealengine./showthread.php?115421-6-28-Details-on-New-Features-in-ARK-Dev-Kit-v243-91
6/11: 242:
Be sure to have a look at the new Persistent Buff/Disease system (there is capability to save & modify custom metadata variables with the Diseases for long-term multi-stage effects, I’ll work up an example soon) ala Blueprint’/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_SwampFever.Buff_SwampFever’ and Blueprint’/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_CureLow.PrimalItemConsumable_CureLow’, as well as the Buff-driven capabilities of the Leech (Blueprint’/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Leech.Buff_Leech’, Blueprint’/Game/PrimalEarth/CoreBlueprints/Buffs/Buff_Leech_Diseased.Buff_Leech_Diseased’
Blueprint’/Game/PrimalEarth/Dinos/Leech/Leech_Character.Leech_Character’), the complete Blueprint-driven AI states of the Dragon Boss (including spline following patterns and Blueprint state attack/condition logic), and the multi-Seat setup of the Diplodocus!
v240.2:
Be sure to have a look at the Lystrosaurus to see how to use Blueprint Multi-use Entries for customized interactions with a PrimalDinoCharacter, as well as the Bola to see how you can extend Weapon functionality and Blueprint and do more with Buffs in Blueprint, including overriding whether they can be applied and attaching additional visual effects and even interacting with the Bola buff through Multi-use entries (Buffs can add more multi-use entries to a character)! Also note, “Override Exact Class Crafting Requirement” can now be set on Items if you want that Child class to explicitly force itself to allow being used in place of a Parent Class crafting requirement (i.e. Meat classes, though in v240.6 we have now defaulted Meat to have this enabled by default so you actually shouldn’t need to update your Mods).
v239.5:
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
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
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
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 ), 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
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 ). 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
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