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

Good alt least this confirms that it’s not just me

231.2 Update when i try to copy Generic Mod Files to new mod folder locks up dev kit never unlocks have to task manager and end. Rebooted tried again. Had no issues until update.

Same here. Verified and Restarted. Had no issues up until update.

so no news yet on a fix for this???

If you go to the Maps folder and then TheIslandSubMaps folder and all you see is Level files(no white blueprintgeneratedclass files) then the EpicLauncher is using the correct(fixed) content and binaries. You just need to be patient.

Everyone is so quick to force close the DevKit when it stops responding. You’ll know if the DevKit has crashed as it will either just close without warning, the popup appears or when you’re in the task manager the CPU and disk usage are at absolute 0 indicating that the process has completely stopped responding.

I just loaded a random PGD and it took several minutes, longer than normal to say the least, to fully load as if you remember the game went through about 7 major version changes since our last update… that is a lot of changes that the DevKit needs to process in comparison to everything it knew and had stored in its cache.

So, just be patient, open a PGD and walk away or go do something else on your PC for a period of time. If the process has completely stopped responding in Task Manager, then it is a proper issue.

How long it takes depends entirely on the various aspects of the machine you run it on.

-WM

Right, unfortunately due to some whacky issue with the “new year” date, it appears that the Editor discarded much of the existing Derived Data Cache content :frowning:

So, you can either wait it out now and eventually it’ll finish loading after probably an hour (after that it’ll be fast), or later today we’ll be uploading a completely rebuilt Derived Data Cache fileset to the Epic Launcher so all future loads will be fast.

FYI: The Derived Data Cache is essentially a database of “intermediate” under-the-hood data of the game content which the Editor uses for real-time editing (different from the actual UAsset source files themselves). If it is missing or outdated or clobbered (as happened with this new year), the Editor tries to rebuild it dynamically and… hence the wait :wink:

Cheers,

Confused why this update should be demanding 69 gigs of free space. Does everything need to be replaced then?

I think it’s Epic’s inefficient install practice that causes it. The total update is only around 4GB’s packed/compressed and unpacks to about 6-7GB’s.

It’s been a long-standing issue with the launcher requiring the total install size free just to perform each update.

-WM

thanks for the information i left it there for about 20mins and it stopped and started working as its suppose too thanks again wolf!

Ok the Epic Launcher now has the fully up-to-date Derived Data Cache as well!

Map Extension textures still appear to be broken, .

Hey all,

1/7:
ARK Dev Kit v231.2 has been posted to the Epic Launcher! ** Note that it has a long PIE/Map load time until we update the Derived Data Cache, which we will do later today.

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:


(Btw the next Worldwide ARK Dev Kit contest will be announced after the Alienware Contest concludes, so in about a week! This next one will be worldwide and will have different competition tracks for Total Conversion, Mod, and Maps respectively! So keep at it :slight_smile: )

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,

[/QUOTE]

Some Total Conversions still freeze at the main menu…
It started with the winter wonderland patch I think, my TC (and others aswell) began to freeze when entering the main menu after a few seconds… I thought this would go away when winter wonderland would end, but no, they still frezze.

I don’t think this is an issue caused by the mod devs, I can speak for myself that I have not a single file in my TC that touches the main menu. Some people reported that after a few minutes, the game works again.

Finally found that the problem comes from “\ShooterGame\SeekFreeContent\PrimalEarth\CoreBlueprints\PrimalGameData_BP.uasset”"

Test TC : http://steamcommunity./sharedfiles/filedetails/?l=schinese&id=505802807

I’m new to ark modding, tried starting with TC. All worked fine until this update.

In summary, even with a fresh install of the dev kit… a blank, unedited base TC cook results in many files being treated as if they were modified including TheIslandSubmaps resulting in a 40min cook, 3gb build and the steam upload button is greyed out.

https://forums.unrealengine./showthread.php?96641-Update-Causes-TheIsland-To-be-cooked

I noticed others having this issue after previous updates.

I am stumped on how to resolve this.

Yep Covert_Owl, something is messed up with TC cooking at the moment (it’s incorrectly thinking nearly every file is changed). We should have it fixed later today.

Heavensn, your TC works for me, I didn’t seem to get any issues with it or freezes. However, I’m curious, why do you think it’s related to this file:

“Finally found that the problem comes from “\ShooterGame\SeekFreeContent\PrimalEarth\CoreBlueprints\PrimalGameData_BP.uasset””"

Do you mean, if the users delete that file, they do not get the freezing problem in your TC?

Thanks,

I’m getting a stack trace when I close the dev kit. None of my work seems to be effected.

Here’s the text:
Assertion failed: IsValid() [File:F:\UE4\UnrealEngine\Engine\Source\Runtime\Core\Public\Templates\SharedPointer.h] [Line: 658]

KERNELBASE.dll!UnknownFunction (0x000007fefce1b3dd) + 0 bytes [UnknownFile:0]
UE4Editor-Core.dll!UnknownFunction (0x000007fee6031174) + 0 bytes [UnknownFile:0]
UE4Editor-Core.dll!UnknownFunction (0x000007fee5f49168) + 0 bytes [UnknownFile:0]
UE4Editor-Core.dll!UnknownFunction (0x000007fee5f14d02) + 0 bytes [UnknownFile:0]
UE4Editor-PlacementMode.dll!UnknownFunction (0x000007fed13c2bfd) + 0 bytes [UnknownFile:0]
UE4Editor-PlacementMode.dll!UnknownFunction (0x000007fed13bc191) + 0 bytes [UnknownFile:0]
UE4Editor-PlacementMode.dll!UnknownFunction (0x000007fed13c2394) + 0 bytes [UnknownFile:0]
UE4Editor-PlacementMode.dll!UnknownFunction (0x000007fed13bbff8) + 0 bytes [UnknownFile:0]
UE4Editor-PlacementMode.dll!UnknownFunction (0x000007fed13c00a0) + 0 bytes [UnknownFile:0]
UE4Editor-PlacementMode.dll!UnknownFunction (0x000007fed13c0744) + 0 bytes [UnknownFile:0]
UE4Editor-PlacementMode.dll!UnknownFunction (0x000007fed13c559d) + 0 bytes [UnknownFile:0]
UE4Editor-PlacementMode.dll!UnknownFunction (0x000007fed13c3285) + 0 bytes [UnknownFile:0]
UE4Editor-PlacementMode.dll!UnknownFunction (0x000007fed13bc25a) + 0 bytes [UnknownFile:0]
UE4Editor-PlacementMode.dll!UnknownFunction (0x000007fed13b1e7c) + 0 bytes [UnknownFile:0]
UE4Editor-PlacementMode.dll!UnknownFunction (0x000007fed13c7e71) + 0 bytes [UnknownFile:0]
UE4Editor-UnrealEd.dll!UnknownFunction (0x000007fee2a3418d) + 0 bytes [UnknownFile:0]
UE4Editor-UnrealEd.dll!UnknownFunction (0x000007fee2a33cc8) + 0 bytes [UnknownFile:0]
UE4Editor-ActorPickerMode.dll!UnknownFunction (0x000007fee7697690) + 0 bytes [UnknownFile:0]
UE4Editor-PropertyEditor.dll!UnknownFunction (0x000007fedabc02d5) + 0 bytes [UnknownFile:0]
UE4Editor-PropertyEditor.dll!UnknownFunction (0x000007fedabf1a14) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f73d5a) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f2c55c) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f32a82) + 0 bytes [UnknownFile:0]
UE4Editor-PropertyEditor.dll!UnknownFunction (0x000007fedabf1465) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f73d5a) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f2c55c) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f32b72) + 0 bytes [UnknownFile:0]
UE4Editor-PropertyEditor.dll!UnknownFunction (0x000007fedabf20c5) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f73d5a) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f2c55c) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f32a82) + 0 bytes [UnknownFile:0]
UE4Editor-PropertyEditor.dll!UnknownFunction (0x000007fedabf1465) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f30c36) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f32a46) + 0 bytes [UnknownFile:0]
UE4Editor-PropertyEditor.dll!UnknownFunction (0x000007fedabf0e65) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f30c36) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f32a46) + 0 bytes [UnknownFile:0]
UE4Editor-PropertyEditor.dll!UnknownFunction (0x000007fedabf1854) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f30c36) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f32a46) + 0 bytes [UnknownFile:0]
UE4Editor-PropertyEditor.dll!UnknownFunction (0x000007fedabf1d71) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f73d5a) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f2c55c) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f32a82) + 0 bytes [UnknownFile:0]
UE4Editor-PropertyEditor.dll!UnknownFunction (0x000007fedabf1465) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f30c36) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f32a46) + 0 bytes [UnknownFile:0]
UE4Editor-PropertyEditor.dll!UnknownFunction (0x000007fedabf1104) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f73d5a) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f2c55c) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f32a82) + 0 bytes [UnknownFile:0]
UE4Editor-PropertyEditor.dll!UnknownFunction (0x000007fedabf1465) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f31e14) + 0 bytes [UnknownFile:0]
UE4Editor-Slate.dll!UnknownFunction (0x000007fee4533be9) + 0 bytes [UnknownFile:0]
UE4Editor-Slate.dll!UnknownFunction (0x000007fee44d340c) + 0 bytes [UnknownFile:0]
UE4Editor-Slate.dll!UnknownFunction (0x000007fee44e39e4) + 0 bytes [UnknownFile:0]
UE4Editor-PropertyEditor.dll!UnknownFunction (0x000007fedabf1f75) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f30c36) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f32a46) + 0 bytes [UnknownFile:0]
UE4Editor-PropertyEditor.dll!UnknownFunction (0x000007fedabf0f25) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f30c36) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f32a46) + 0 bytes [UnknownFile:0]
UE4Editor-PropertyEditor.dll!UnknownFunction (0x000007fedabf11fa) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f31e14) + 0 bytes [UnknownFile:0]
UE4Editor-Slate.dll!UnknownFunction (0x000007fee46baf2c) + 0 bytes [UnknownFile:0]
UE4Editor-Slate.dll!UnknownFunction (0x000007fee46a31a1) + 0 bytes [UnknownFile:0]
UE4Editor-Slate.dll!UnknownFunction (0x000007fee46a73d4) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f30c36) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f32a46) + 0 bytes [UnknownFile:0]
UE4Editor-PropertyEditor.dll!UnknownFunction (0x000007fedabe83e4) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f73d5a) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f2c55c) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f32a82) + 0 bytes [UnknownFile:0]
UE4Editor-PropertyEditor.dll!UnknownFunction (0x000007fedabf1465) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f73d5a) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f2c55c) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f32b72) + 0 bytes [UnknownFile:0]
UE4Editor-PropertyEditor.dll!UnknownFunction (0x000007fedabf20c5) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f30c36) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f32a46) + 0 bytes [UnknownFile:0]
UE4Editor-PropertyEditor.dll!UnknownFunction (0x000007fedabf1294) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f30c36) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f32a46) + 0 bytes [UnknownFile:0]
UE4Editor-Slate.dll!UnknownFunction (0x000007fee45f8846) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f73c77) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f2c4ec) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f32adc) + 0 bytes [UnknownFile:0]
UE4Editor-Slate.dll!UnknownFunction (0x000007fee45030e5) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f73d5a) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f2c55c) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f32b72) + 0 bytes [UnknownFile:0]
UE4Editor-Slate.dll!UnknownFunction (0x000007fee45036b5) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f30c36) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f32a46) + 0 bytes [UnknownFile:0]
UE4Editor-Slate.dll!UnknownFunction (0x000007fee44fcd47) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f31e14) + 0 bytes [UnknownFile:0]
UE4Editor-Slate.dll!UnknownFunction (0x000007fee4533be9) + 0 bytes [UnknownFile:0]
UE4Editor-Slate.dll!UnknownFunction (0x000007fee44d340c) + 0 bytes [UnknownFile:0]
UE4Editor-Slate.dll!UnknownFunction (0x000007fee46a633f) + 0 bytes [UnknownFile:0]
UE4Editor-SlateCore.dll!UnknownFunction (0x000007fee3f30c36) + 0 bytes [UnknownFile:0]
UnknownModule!UnknownFunction (0x000024b82b40c1fc) + 0 bytes [UnknownFile:0]

Computer hardware bad players load my TC (http://steamcommunity./sharedfiles/filedetails/?l=schinese&id=505802807) will freeze for up to 1 minute. (231.9 has been fixed)

In None TC model, I try to delete “\ ARK \ ShooterGame \ SeekFreeContent \ PrimalEarth \ CoreBlueprints \ PrimalGameData_BP.uasset”, start the game will be the same freeze for some time. (231.9 not fixed)

The latest Dev Kit v231.9 on GitHub + v231.9 Content Diff link fixes the TC cooking issue (where TC cooks extra files)!

Heavensn, not sure I understand the issue you’re describing? Does 231.9 help the freezing on startup of your TC?

Thanks guys!

Looks like the map files and primal game data are still being cooked. However a lot of other files are no longer being cooked.

Here were my steps:

  1. Verify dev kit with launcher
  2. Update dev kit binaries from git
  3. Copy in the new files (https://drive.google./file/d/0B0d…ew?usp=sharing, mentioned in https://forums.unrealengine./show…13-9-on-GitHub!)
  4. Run TC cook

I updated my post for the individual issue…
https://forums.unrealengine./showthread.php?96641-Update-Causes-TheIsland-To-be-cooked&p=452246#post452246

Yup, sorry about that Covert_Owl. The correct Dev Kit Binaries (v231.9) didn’t get uploaded. One of our engineers will fix this soon in the morning on GitHub, and then we’ll be updating the Epic Launcher as well.

Thank you!!!

Sorry, my English is not good, use google translation
Delete “SeekFree Content” directory to start the game will freeze for some time