What about the actual devkit update binaries? You getting those? Make sure you are also adding the “PackageInfo.bin” There is nothign wrong with the files so it must be something with how you are doing it
Could I get a little assistance with this. This is the first time I have updated my Dev Kit in this fashion and seemed to have missed something. I downloaded the file through Google Drive and copied it to my DevKit folder. When I go in I’m still showing Version247.8 and got the white models of the Dodowyvern. I tried to verify to see if that did anything but I am still showing my old version and no luck with the Dodowyvern. I looked through the Gitbub option but I’m not 100% sure how to go with that route. Normally I just wait for the Devkit to update through the launcher but I really want to mess around with the Dodowyvern.
@Finedragon: You need BOTH content diff from google drive AND the files from github! One or the other won’t work, they belong together. Also if you manually update DON’T do verifying or really anything through the launcher.
For more detailed instructions please take the time and read this thread. It feels like i wrote this 100 times already This same question comes up at least one or two times after every update and if people would just check back one or two pages the whole thread could be half as long and twice as clear.
Or… you know… just actually read the entirety of the first part of the post, which is only a couple of lines:
But that seems to be too much for some people most days…
-WM
Cant make a copy of the Simple_TerrainGenerator_BP, get errors on saving.
Cant compile changes to an function (Generate Terrain) implemented in a child of Simple_TerrainGenerator_BP because variables are marked as private.
Temporary solution is to create new variables to use instead of the private ones, but it also means re-implementing any function that uses the variables to use the new ones. Also, I can’t be sure that the underlying c++ code will break because they use the original variables.
After leaving my map to cook for 60+ hours its still crashing 600k shaders to compile can you please look into the cooking times as it used to take about 2 hours.
HI, so here I am…
1 downloaded GhitHub and googledrive links
2 unzipped one an the other
3 Copied file from googledrive one in the folder (M:/unrealengine/ARK/ArkDevKit/)
4 Copied file from gitHub one in the same folder(M:/unrealengine/ARK/ArkDevKit/)
NOTE: I’m not sure which link have to copy first… googledrive one I think…
- Now the dev kit version in ur4e is right 248.4 and I can open PGARK level but once is open still remain this message of missing things
Once generate terrain I can’t save the level because of same error that Artanys explain… cook as a “map extension” too…
Don’t know if I mistake somethings with the place where to copy link files or wathever…
As for the error messages: Those are the “normal” errors you will always get with the kit. So don’t worry about them, your update should be fine.
Ahh Ok, thank you … in fact I thought it was a “normal thing” - Now there is only the “problem” of not being able to save the level, and/or to cook as a " map ext" with the error who posted Artanys in this page
So I have tried to cook my map now for 2 weeks and it cant cook it ! 600k worth of shaders to compile and it just wont get passed that before it crashes.
My maps been around for a long time and being unable to cook anything since the SE update is kinda going to mean i have to stop modding this game.
Any news on a fix for this ?
Vw
So, when I click the link to Github, I always get “page not found”, and when I check both the profiles, neither of them has any activity ever. Anyone knows what’s going on for me?
If I remember well… You need to associate both of your profiles " Github and Epicgames " by your own profile section, then you should get a confirmation email by github and clik on the confirmation link on it…
Dev kit update with map cooking fix is out, forgot to announce it and i can confirm the map cooking fix. Times are back to normal. YAY
Yeah v248.9 devkit binaries posted to GitHub + if you update the content from the new content link , , it has pre-built shaders as well which should further reduce your map cooking time. Will get it all posted on Epic Launcher later today hopefully as well.
Cheers and keep up the great work modders. We will be announcing some really exciting new programs for the Mod community soon this month, stay tuned!
Hey, the launcher wants to update but I moved the devkit and arkk to an SSD, and it does not have 115gb of free space. So any idea on how I can update without moving it back to the slow disk?
For example, in my Super Rocks Blueprint’/Game/Mods/TerrainGeneratorOverride/Simple_TerrainGenerator_BP_Child.Simple_TerrainGenerator_BP_Child’ (end result here: ), I just added a high-probability large-scaled “Ultimate Rock 5” foliage to the “Grass” entities array (“Grass” and “Trees” entities arrays are for Grasslands, the rest are obviously named). To then experience your values in-gameplay (rather than just viewport preview), you can save it in the map and try PIE, or load into the map in standalone play via “Engine\Binaries\Win64\UE4Editor.exe ShooterGame -game”.
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I’ve been playing around with this the last couple days. Are we strictly set to use foliage settings files as a means to generate assets? I have used many different setting files, expecting assets to appear, but to no avail. So I exported the setting files and found there are differences in the files. For example in the snow biome dead pines… deadpine_03 doesn’t work.
What do I need to do in order for this to generate?
Any news about the new update? The next patch for the game will come around christmas
I asked Jat yesterday about it and he said he would try to get some info about it soon. So here is hoping that we’ll get an update before Christmas :3
i’m getting a fatal error at start after updating to 252.
Fatal error!
Unhandled Exception: 0xc06d007e
VERSION: 0.0
KERNELBASE.dll!UnknownFunction (0x00007ffc7b897788) + 0 bytes [UnknownFile:0]
UE4Editor-Engine.dll!UnknownFunction (0x00007ffc335758e5) + 0 bytes [UnknownFile:0]
UE4Editor-Engine.dll!UnknownFunction (0x00007ffc33562208) + 0 bytes [UnknownFile:0]
UE4Editor-Engine.dll!UnknownFunction (0x00007ffc32c9b82d) + 0 bytes [UnknownFile:0]
UE4Editor.exe!UnknownFunction (0x00007ff7984456e9) + 0 bytes [UnknownFile:0]
UE4Editor.exe!UnknownFunction (0x00007ff79843f57c) + 0 bytes [UnknownFile:0]
UE4Editor.exe!UnknownFunction (0x00007ff79843f6da) + 0 bytes [UnknownFile:0]
UE4Editor.exe!UnknownFunction (0x00007ff79844bb40) + 0 bytes [UnknownFile:0]
UE4Editor.exe!UnknownFunction (0x00007ff79844ca89) + 0 bytes [UnknownFile:0]
KERNEL32.DLL!UnknownFunction (0x00007ffc7c9a8364) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007ffc7e625e91) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007ffc7e625e91) + 0 bytes [UnknownFile:0]
same fatal error as above to.