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

I heard you loud and clear :slight_smile: I’ll get this added to the request list.

Ability to set custom quantity for the option “additional items to give when crafted”. As of right now each item listed in the array is only given in the quantity specified in that item’s “Item Quantity” field. In order to get more you can list the item multiple times, but can only get multiples of the default value with this loophole.

Brush size hotkey working with foliage paint brush, not just sculpt brush. It would save some time when you have a long list of foliage, so you don’t need to keep scrolling up the window to change the paint brush size.

Along the same lines a hotkey for tool strength on the sculpt brush as well as the landscape paint brush would also be nice (there might actually be one, but I haven’t found it yet.)

I would like to see a “bool” input added to the “InitOptionBool” node like the other ones have(float, int, etc). It’s missing which means that we can’t write bool the GameUserSettings.ini file.

Can we get a little bit of a redundancy checking for the cook process?

By this I mean a cook will say it completed successfully, people go to upload and that “completes” successfully, but then they found out their mod isn’t working in-game because some, most or all of their files didn’t actually cook(the latter they don’t find out until they come to the forums or Discord asking why their mod isn’t working). Would it be possible to do a check either at the start of the cook process or when it “completes” to display actually how many files it will/has cooked and outputted - perhaps on the “Successful” pop-up and in the log window or something - as a tiny means of spurring people to begin self-diagnosing/troubleshoot their issues?

-WM

Hey WM, is there any way to reproduce this consistently? I’d like to see if we could do something about this and making sure everything is cooking. I haven’t had this problem myself. Any info you can provide would be helpful. Thanks!

-Ced

Sure, just don’t link things together properly and they won’t cook! Haha.

My suggestion is really an ease-of-use enhancement I guess, and a means at trying to help those who haven’t really done much in the DevKit yet and don’t know about references, the Reference Viewer or really how to use it effectively and things like that, to try and get them to go digging a little bit as with no official documentation or really laid out and extensive but digestible tutorials or overview of what does what, what this or that means, when this should be used over that or what the DevKit does or can do(and I think that really should be better suited to WC arranging as there’s a lot to cover with the Editor and no one person knows what WC do as they use it every day to a much more intensive extent than modders), etc., etc… Hell, or even to just provide a subtle reminder if there’s a discrepancy to any who know how to do all this correctly the first time through as we can always make mistakes and forget about things.

I think something like a check in the process - if it’s possible - to count the files in a mod folder when it goes to cook, goes through the cooking process and spits out a warning or something along the lines of ‘x’ amount of files found, ‘x’ amount actually cooked on the “Job Successful” pop-up when cooking completes would be a good start to making things a little friendlier.

-WM

Hello SW and Modders,

I’ve been trying to code and make some of the ‘placement’ variables/bools in my primal item structure editable through INI Configuration. I was able to setup my graph with some help from Jslay and (Thank you so much!)

Basically I have the “Allow Attach to Saddle” (Off) and “Prevent Attach to Saddle” (On) in the default primal structure BP to prevent placement of these structures on saddles. I’ve received multiple requests to add options in the GUS.ini file so they can enable placement of the primal structures on saddle platforms again. I was able to get the green structure placeholder to appear on the saddle but when I tried to place the structure it would show the destructible mesh but won’t consume the primal item in the inventory as if the structure didn’t place:


I could be doing something wrong. Is there anyway to have access to the placement function or more control of structures?

Could you show how the first person dino view is done as seen in the Survival Devolved trailer? I would love to add something like that in my mod and i know someone else is interested in this too.

I have some requests that feel like they’re specific to my mod so I’m not sure how likely they apply to other mods. That’s why I never really brought some of them up, but here’s hoping they have enough logic to affect a change:) I realize that some of these things might be my lack of understanding in the dev kit but without proper documentation I’m at a stand still on figuring ways around these things.

While I understand that, from a security standpoint, you might not want modders to tinker with the primalitem data of vanilla structures, it makes zero sense to restrict modders from doing so when its items we created. It was a bummer having to discontinue the low material version of my mod but time spent there wasn’t advancing the main version. I would love to have the ability to change the crafting costs via ini. Lots of interesting things to play with in those files but no way to do so.

We need a simple check box for block weather on our pieces. I’ve spent hours researching this topic and the best I can come up with is that the materials or specifically named pieces are the only things that block rain. Duplicating and overwriting something vanilla seemed to work but making it a child instantly broke the piece so that precipitation comes through. Collisions have been duplicated but extra boxes set to block everything have no effect.

Shelter creation code needs to find the distance between the center of the structure and its edge and not look at the default distance based on vanilla structures if that’s possible. I guess that might also be an issue with mine being one of the only mods so far to create entirely different sized structures but the system leads to some very drafty castles:( I assumed it was the distance when I could find pockets of shelter where the foundation’s pivot is, but nothing a few feet away.

Can we have a check box that turns off the ‘Shove your player from the top of a wall’ code? Again, for vanilla items, I could see where you would want that feature to keep players from glitching into places they shouldn’t be but its a PITA watching videos of people using my mod, seeing that the wall has a large walkable space, but then watching as they fall to their deaths without warning. I created another piece to snap onto my walls to get around this but its one of those things that I can’t figure out why its a default option for items classed as walls. This one is minor, but ties into the shelter code issue because making them something other than walls fixes this issue but takes away what little space they already have for ‘sheltered’ areas.

The first one is a major request that I will duplicate in that form that was posted at the top but the others seem minor or maybe even my lack of knowledge so I’ll just leave those here. Thank you for your time!

Could you add the ability for Total Conversions to stack their “Additional Engram Blueprint Classes”, “Additional Structures to Place”, etc with other normal mods that use these fields in “PrimalGameData_BP” too? Normal mods seem to stack these fields together just fine with each other, but Total Conversions that use these fields just seem get overwritten by any normal mod that uses these fields, making any additional engrams from the Total Conversion not show up in game. I could add the new engrams to the “Engram Blueprint Classes” list, but that defeats the purpose of using the “Additional Engram Blueprint Classes” because the new Scorched Earth Engrams will not show up in game if you edit the “Engram Blueprint Classes” list, which I do not want to happen.

So i viewed the spreadsheet and the last entry was in March… by Complexminded… Lol, it appears very little to non of the request ever got implemented. The biggest issue i see is new modders asking questions that could easily be remedied with some decent tool tips within the devkit, just actually add real descriptions to the tool tips… i learned a long time ago asking for features is a waste of time but what the hell, tool tips does not required a contracted programmer to type up, i am sure one of the staff at the actual studio could spend some time doing it.

faster cooking procedure. it takes ages to cook even a small mod.

in the SOTF devkit can we get Evo Events exposed so we can make custom EVO events?

Probably not gonna happen soon, this is optimaztion

Cooking has nothing to do with optimization, it depend on your PC, the same as rendering a video or a 3D model.

Add an enumerated list in the properties of items that we can use to add Engrams to the items. This would be useful for creating workshops, and ideally would work like the Engram Blueprint Classes property in the PGD bp.

  1. the source again … so modders can actually see what they are breaking internally (error in XXXX.cpp(601))
  2. Global Reflections :wink: to resolve the reflection issue with “only display reflections with whats in camera view”

i heart your face for them!

  1. Update the dev kit engine to at least UE 4.9. (Latest engine would be ideal)
  2. Variable for xp “needed to level up”.
  3. Expose more code in graphs for the default core blueprints.

1.) A node that adds $100 to my bank account every time its called.

(since we are doing completely unrealistic things)