Ark Dev Kit : Features request [New Procedure 4/11]

I request a “Mounted Sit” state Anim override, we have the mount and unmount, my NPC’s seem to stay in the idle standing position after mounting a survivor. This does give me the opportunity to learn the Event Blueprint Anim notify Custom Event Node and jimmy rig it.

Hey all, I’ll need a few days to go through all of these but Ill get them on a spreadsheet and categorized. Then, I can talk to the team and see what may be possible :slight_smile: No guarantee’s though. Things that are categorized as bugs will be addressed first.

Dino Spawn Weight multipliers have no effect on modded dinos

More event dispatchers for cleaner and less ‘hacky’ solutions to problems.

Some examples:

Dispatcher for when a structure is placed on a snap point and attached to another, (passes the parent structure).
Dispatcher for when something becomes powered & unpowered.
Dispatcher for when the inventory content changes. (passing the inventory array)
Dispatcher for when a bed goes on cooldown / comes off cooldown

I’m sure other people have way more hacky messes that could be solved by event dispatchers

I heard this might be the right spot to report bugs. Here we go:

  • You can’t predefine the ‘default slot items’ of the player pawn without having the cheat inventory enabled (which is more often the case than not). Well you can, but it will not work ingame. Works fine once the cheat inventory is active.
  • The first two ‘default inventory items’ will not show up ingame. Here it does not matter if the cheat inventory is active or not.

So here is what I did:

(both in the default pawn of ARK)

And here is the result ingame (PIE):

Neither do I have the item in the quick list nor in the inventory. I added even more of the same items in the default inventory. Everything from the index 2 in the array shows up but no matter what, it will not show up in the quick list at the bottom of your screen.

Check the “Default Engrams” array in the inventory component and if you want just items empty it. I think every index of the “Default Engrams” array relates to one index in the default inventory items array. If you set the value in the “Default Engrams” array to 0 it spawns the item, if you set it to 1 it adds the engram. By default the first two indexes are set to 1, that might be why you get no items.

Changing spawn entries in game with spawn zone manager’s entry object

You are right! That’s a way of getting them showing up. In my head the default items should be unrealted to the default engrams. How wrong am I? I am just trying to figure out if that is actually a feature instead of a bug.

Request
Please allow additional color definitions to be defined so that mods relying on custom colors can be Green and stackable. As per this forum post: Can we get Additional Color Definitions in PrimalGameData_BP please? - ARK: Survival Evolved - Epic Developer Community Forums

Hey all, I’ve compiled everything in this thread into a spreadsheet. I’m going to go through that and try to prioritize what’s been asked for. After that, I will post it here and give the community a chance for feedback before talking to the dev team.

Crash with Texture2D, save is corrupted. Same crash with mod removed
I applied dynamic material to flag mesh, this crash occurs sometimes when the mod is removed

  • LowLevelFatalError [File:C:\SVN_Ark\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp] [Line: 1800]
  • Gamethread hitch waiting for resource cleanup on a UObject (Texture2D /Game/Maps/TheIslandSubMaps/TheIsland.TheIsland:PersistentLevel.Brazil) overwrite. Fix the higher level code so that this does not happen.

I suggest the addition of HairWorks or TressFX for the game: No HairWorks or TressFX? - ARK: Survival Evolved - Unreal Engine Forums

Make it more stable… I had 10 crashes today when trying to make a new sublevel.

Random ones every other day fighting with the dev kit is getting a little annoying, my maps never gonna be done for the comp…

Wonder if I can submit a half finished map ? :slight_smile:

+1 to this. Just started trying to make an icy tundra for my map only to find that all methods to do so require multiple work arounds, could impact performance, or just come out looking sloppy. It would be great to have all the terrain paints from new biomes added to the list of current ones to streamline the process.

I’d be happy with it actually, you know… working every time i open it. I haven’t been able to successfully open the engine in about 4 days now.

Xbox Live Cross-Network with PC and PS4 would be very welcome : Xbox Live Cross-Network with PC and PS4 - ARK: Survival Evolved - Unreal Engine Forums

Changing Attack Infos and performing new attack gives crash in PIE http://pastebin.com/VJT9Mph4

  1. What I’m doing is changing the anim blueprint/Attack Infos with matching animations for anim blueprint. I tried replicating with no success.

For now it seems attack info can only be set in the construction script, changing a live dino’s Attack Info you must duplicate/spawn it again

STILL NO ROOM FOR ADDITIONAL POST PROCESSING EFFECTS SO MODS ARE STACKABLE WITHOUT NEED OF TC GET ON THIS >>>>>>>SOOOOOO EASY TO IMPLEMENT I CAN EVEN MAKE THE CORE C ++ FILES YOU NEED TO MAKE IT HAPPEN GET ON THIS STUDIO WILD CARD<<<<<<< WAITING SINCE LAST OCTOBER FOR SOMETHING THAT WOULD LITERALLY TAKE TWO HOURS OF CODE TIME AND ADDING THIS WILL ALLOW FOR MUCH MORE UNIQUE MODS WITH BUFF THAT DO MORE THAN STAT INCREASES! Your death and poison PROCESSING EFFECTS SUCK AND COULD BE MUCH BETTER… ADD THIS FEATURE AND LET THE MODDERS MAKE BETTER PP EFFECTS FOR YOU!

Yes because nothing says “I have a feature request that I’m going to convey in a civil manner” more than an all caps post berating the Devs on their priorities…

-WM

As promised, I got these added to a spreadhseet. I’m going to add a priority to these in hoped to try and get attention to things that are heavily requested. I’d love to hear your feedback! As always, I’ll continue to add to this list as time goes on.