I have 2 requests: 1) If I delete an item from my editor please remove it’s assets from the mod folder. I have tons of useless files in my folders from design changes/rewrites etc. 2) Put a frakking box in the upload dialog where I can enter my mods PID I am getting really tired of using steamcmd. I suspect it’s just a GUI for steamcmd anyways should be easy enough.
Obviously I must be missing something Along with everyone else on making a object “Paintable” (Not Dyable). Doesn’t even matter if we “Duplicated” a existing object that is “Paintable” and swap out the Mesh, and even use the Materials of that “Paintable” object, the new object is NOT “Paintable”.
A LONG while back the Ark Survivor game said “able to paint anything” and then they added “painted templates” but hey look, we still can’t make new items “Paintable” So how about It devs? Show us what we all are missing, because Obviously we are all Missing something on making objects “Paintable” (again, not Dyable).
I think the addition of an additional master item list array is needed, in some form. Perhaps with the ability to specify, either completely or to some extent, the identifier for spawning the item.
I would like the devs to allow us to activate and deactivate all items through blueprint code. As of now I have a structure that can toggle activation by player but in blueprint code I can only check if it’s on or off, I can not turn it off or deactivate from code. I think this was silly and don’t see a reason why that option would be hidden from us.
I have some mods and a lot of Smithy… option for moders for use same smithy, please
Ability to trigger native multi use items such as accessing inventory of dino from BP.
Please add a parameter to control the hidden cap limit on all player and dinos stats ingame without modifying any of the core bps themselves, unless its the primalgamedata. Because right now on custom servers with very high levels, if they exceed this hidden stat cap, for example 99999 hp, their hp will reset back to zero upon server restart or death. A lot of players complained about this bug already, it ruins their characters and pets, and admins have no way to restore it.
This can be seen in an example Difficulty 50+ mod that adjusts player/dino levels to 1500+.
P.S. please also offer a way in primalgamedata to control the global stat points per level increase for both players and pets.
Epic Launcher MarketPlace for ARKDevKit, maybe? please
Can you change the big download of ARK Dev Kit without utility inside Steam for the Epic Launcher Download or for smallsize of information of this “Workshop”?
Actually people have a big download without utility in Steam…
So instead of creating, sharing and publishing mods for free you want to sell them? Pls lets not start with that.
I want create my first mod using content of UE marketplace (4.9).
I will wait for the 4.9 update, though not soon.
The idea is not to sell, it is to have a place to share them. the EU marketplace has many free.
That will probably never happen. Like never.
That sounds way better. But I would assume they stay with the Steam Workshop for cooked files. Not sure if there are any plans for source file sharing.
I just got a new and hot request: Make the InputAction events fire in blueprint. Right now they do not work in blueprints at all. I guess the C++ code is consuming the input. Would be lovely if these events would work without overriding the original functionality of course. From what I remember that should be an easy change in code. Here is a screenshot of some of the events I mean: Screenshot - 1ef41f2a24eea43ba8fcc86f8f16f120 - Gyazo
And some of the direct Input events do not work. Like F1-F12. Might be a bug.
Can we please get some feedback as to whether or not this whole thread was a futile exercise and was just a means to placate the mod community?
Can we add Lua support? I know that the unreal engine 4 has built in support for Lua through the ScriptPlugin, ScriptGeneratorPlugin, etc. However, is it possible for the devs to add support for Lua? Games like Garry’s Mod have flourished because of Lua, and I think it would be a great investment of the devs time to work on this. Also, blueprints can only go so far, and then content creation will pretty much hit a dead end. The reason for this is Lua scripts mesh together differently than blueprints do, and thus (based on how it’s integrated) it can open up completely new horizons and can extend the ARK’s world even more! I also know that with Lua, it is far more secure for users to write loose scripts rather than to code in C++, as it would allow for viruses, etc. Now, I’m not suggesting that with Lua that there will be no vulnerabilities whatsoever, but it’ll be much more secure than loading random C++ dlls… So is this a possibility or not?
I have to say as a mapper i would highly recommend this feature be added in
Adding grass in the adk is probably the most tedious job when making a map and this would make everything so much easier
I would love the ability to force a inventory refresh on clients end. Currently if a script changes the inventory it will not refresh on clients end till they close and reopen the inventory or wait till the refresh interval fires off on its own.
This grass feature is in Unreal Engine 4.8, last version is 4.9, but ARK use custom 4.5.1… We want update, but sorry, they don’t want update…
They use a custom made version of the unreal engine, they can add and remove features they want from newer releases
Stasis seems to kill timer based scripts looping when using event begin play. Soon as the object goes into stasis the script stops or is killed when it returns from stasis the script does not resume. Not sure if event begin play is not fired again after stasis or need some form of event for out of stasis so we can resume scripts being ran.