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

blame Wildcard for choosing Github instead of simply using Steam or Epic Games Launcher.
[/QUOTE]

The DevKit is delivered through the Epic Games Launcher when the release is confirmed stable and without issues.

Getting the binaries from GitHub(which Wildcard use for Source Control I would think) and content diff from Google is only required when you want to manually update to the newest version before it’s pushed out to the launcher.

Ergo, your ******** is a device of your own making. Get over it.

-WM

  1. 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 :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]

Any statement on when the dev kit update will release? Beavers and possibly Mosas currently hard crash a server when near them.

Probably soon, the next update for the game is dated for October 10

https://twitter./arkjeremy/status/777761463524032512
this week he said

Please pardon my ignorance. It appears that the Epic Launcher will perform automatic updates, but updates to the Ark Dev Kit are only provided manually? Is there a reason the Ark Dev Kit isn’t automatically updated? Did I do something wrong and break it?
Thanks,
-.

No. Update packages are released here to test for any issues and for any who want the newest source assets either for compatibility’ sake in existing mods or just because its new.

They take time to be approved by Epic if or when they get submitted for release. V245.9 was never submitted for release because there is a cooking issue, which, I would expect and/or hope, will have been fixed for V247.x.

-WM

Thanks for the clarification and quick response!
-.

After updating to 247.8 i am met with this error now, also i was previously using 245.9, i have already done a full verify and re-update, and my graphic drivers are up to date as well… but this error at the bottom still persists.

Also the first post has a version typo.

fe513255b4d7c2d819d6203cee6f46590264a745.jpeg

same exact problem here

Fatal error: [File:C:\SVN_Ark\Engine\Source\Runtime\Engine\Private\GlobalShader.cpp] [Line: 635]
Failed to compile global shader TDistanceFieldShadowingUpsamplePSFT

VERSION: 0.0
KERNELBASE.dll!UnknownFunction (0x00007ffe7ddb1f28) + 0 bytes [UnknownFile:0]
UE4Editor-Core.dll!UnknownFunction (0x00007ffe51987204) + 0 bytes [UnknownFile:0]
UE4Editor-Core.dll!UnknownFunction (0x00007ffe5189f18f) + 0 bytes [UnknownFile:0]
UE4Editor-Engine.dll!UnknownFunction (0x00007ffe476aabcf) + 0 bytes [UnknownFile:0]
UE4Editor-Engine.dll!UnknownFunction (0x00007ffe481e20a1) + 0 bytes [UnknownFile:0]
UE4Editor-Engine.dll!UnknownFunction (0x00007ffe481e0c55) + 0 bytes [UnknownFile:0]
UE4Editor-UnrealEd.dll!UnknownFunction (0x00007ffe442fcb34) + 0 bytes [UnknownFile:0]
UE4Editor-UnrealEd.dll!UnknownFunction (0x00007ffe442e338d) + 0 bytes [UnknownFile:0]
UE4Editor-UnrealEd.dll!UnknownFunction (0x00007ffe442caa23) + 0 bytes [UnknownFile:0]
UE4Editor-UnrealEd.dll!UnknownFunction (0x00007ffe445a11bc) + 0 bytes [UnknownFile:0]
UE4Editor-UnrealEd.dll!UnknownFunction (0x00007ffe442f450a) + 0 bytes [UnknownFile:0]
UE4Editor-UnrealEd.dll!UnknownFunction (0x00007ffe442f41eb) + 0 bytes [UnknownFile:0]
UE4Editor-UnrealEd.dll!UnknownFunction (0x00007ffe44607173) + 0 bytes [UnknownFile:0]
UE4Editor-UnrealEd.dll!UnknownFunction (0x00007ffe4459cb20) + 0 bytes [UnknownFile:0]
UE4Editor.exe!UnknownFunction (0x00007ff71071f5ad) + 0 bytes [UnknownFile:0]
UE4Editor.exe!UnknownFunction (0x00007ff71071f6da) + 0 bytes [UnknownFile:0]
UE4Editor.exe!UnknownFunction (0x00007ff71072bb40) + 0 bytes [UnknownFile:0]
UE4Editor.exe!UnknownFunction (0x00007ff71072ca89) + 0 bytes [UnknownFile:0]
KERNEL32.DLL!UnknownFunction (0x00007ffe7ed58102) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007ffe8138c5b4) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007ffe8138c5b4) + 0 bytes [UnknownFile:0]

Can confirm, getting the same error!

Some additional info from the logs:


[2016.09.26-06.20.45:016]  0]LogShaderCompilers:Warning: 1 Shader compiler errors compiling global shaders for platform PCD3D_SM5:
[2016.09.26-06.20.45:017]  0]LogShaderCompilers:Warning: Engine/Shaders/DistanceFieldShadowing.usf(145,6): Shader TDistanceFieldShadowingUpsamplePSFT, VF None:	 error X3004: undeclared identifier 'LoadGlobalObjectVisibility'


i managed to fix my dev kit, not sure what did exactly but someone else is trying to replicate it, i asked them to post the true fix below if it does indeed work.

Getting the same error. Above fix didn’t do it for me.

Possible Fix

When updating the editor, do the following:

  • Make sure you have downloaded everything.
  • Just to be safe, make sure both the editor and the launcher are not running (I don’t think it’s necessary, but still)
  • Go to: (MyDrive):\Ureal Modding\ARKDevKit\Engine\Shaders
  • In that same folder, look for any other folders with the name “shader” and delete them.
  • Back-up these 2 shaders: DistanceFieldShadowingShared.usf and DistanceFieldLightingShared.usf. You will find them in the base shader folder. Put them on the desktop for instance.
  • Start to overwrite the folders in the directories with the downloaded ones. Start with the content folders and finish with the binaries.
  • Once you are done overwriting, start the editor up. Depending on unknown factors, the editor will either load the test map right away or start to compile a fk ton of shaders/textures. You *will *eventually end up compiling the relevant shaders/textures as the editor does so as needed. However once it starts to do so, get ready to wait a long time.
  • Once everything is done compiling, you should be good to go!

https://forums.unrealengine./showthread.php?124062-Fix-For-The-Scorched-Earth-Dev-Kit-Update-Crash

Was having the same crashing issue (obviously), this seems to have fixed it. Thanks!

this fixes the error i can confirm

i tried that fix didnt work i still get the same error version 0 error

so compile errors on both Deathworm and Rockelemental… so sad wanted to see how the logic in these dino were done

and they both have the same macro error btw

Also, when is the cooking of tons of extra assets thing going to be fixed? It’s even worse now with the SE content added to the devkit.
I made a test mod that consists of ONLY a PrimaleGameData and orange level file. Referenced the PGD in the level file, set a mod name and description ONLY in PGD. I changed nothing else, added no engrams, no structures, nothing. Just a name and description. It is cooking right now.

Here is my staging folder:

e1bb6e900b49ffee4ffeaec35f1a7290.png

PrimalEarth

8ca610d2c183763dae5378e569fd448a.png

ScorchedEarth:

9d20a799ad58ec5a1f8f1f469d68e878.png

Looks to me like it is cooking every single new asset added since 244.