Never going to happen. The core code-base changes between .5 and .9(and this goes for any engine really, later than 4.7) alone are too great to be futzing around with an already working engine and a game that is used by hundreds of thousands of people. They have an entirely custom engine and they pull features they want or changes/fixes they need from newer engines, no need to deviate.
This is already a thing? Either directly or workable, I’m pretty sure there’s two means of determining this.
Also not going to happen. The core of ARK is done entirely in C++… you can’t just turn C++ into graphs either literally or ethically due to the inherent performance/optimisation gains from working largely in native code and some things just can’t be done in Blueprint. The best you’re going to get is when they decide to do new mechanics/features in blueprint, which they started doing a couple of months back.
i’ll elaborate a little bit on what i meant for each one…
the first, yes it’s a custom dev kit, which means more updated features can be added from newer engine versions…
the second, i have looked for weeks and short of creating my own xp variable i have not been able to locate one, if you know where it is located can you please share that with me as it is a critical function in my ui mod…
the third, i meant exposing more of the core variables to be “blueprint callable”, they are already exposed in the “defaults” section of bps but being able to call them even if they are read only would increase everyones modding capabilities.
That seems to be related to the actual building of the engine and not compiling/cooking things within the engine once it’s loaded.
Anyway, is that claim of 8 cores not being used by default pertaining to AMD specifically? Back when I was using a HT’ed i7 920, shader compiling and cooking utilised all threads correctly, and my two X5690’s use all 24 threads during these tasks and nothing was changed to exhibit this behaviour, the DevKit does it by default.
Do AMD CPU’s not function correctly in this regard?
Please add a way to configure uploads so when a file gets corrupted we can repair it and we do not lose all access to updating our mods on the steam workshop forcing us to recreate a new one.
How about an event for cheat input, called before the cheat activates, so that we can catch and prevent certain cheats. This would be nice for servers who want moderators, not administrators, as well as owner only cheats, etc.
any chance of getting the steam ark dev pulled, since it’s no longer supported, and wastes time & bandwidth doing the download. or have Steam change the info to point at the working dev kit that is supported?
We really need a way to edit the Header in HTTP Post/Get mothods. I don’t want some noob hacker to just be able to fiddle with my Mod API I have on the webserver for it by just figuring the URL and start messing with the mod stuff. If you have to implement it string based like the the POST content please include a String Base64 encoding function so we can at least include BASIC authentication to our POST/GET methods.
Right now we have to use unsecured method over HTTP that’s fine for the webhook thing you did but to build advanced stuff it’s not. I imagine the Auction house mod must have an issue wit it as well.
Security over HTTP is very basic stuff. I’d like to at least be able to include and AWS API Gateway key in the header at the very least. Yes we’re building on aws like you guys.
I’m trying to create a new user interface mod using the existing UI widget as a base, but,
when I try to save a copy of “PlayerHUDNew” widget BP, I get this error about missing a couple of external files.
I would like to make mods for ARK. So I’m requesting the dev kit is also made available in the Mac version of the Epic Game Launcher/Unreal4 editor.
I made an Epic account, installed the Epic Game Launcher and the UE4editor (4.16.3), they work fine, but I have no Modding tab.
Currently I am unable to use the ARK dev kit because of that.
Not sure if this is Wildcard or Epic’s problem.
Thank you.
Mac Pro 2010 4-core Xeon, 32GB RAM, MacVidCards GTX980/4GB, OSX 10.12.6, nvidia drivers 378.05.05
How about the ability to access dinos’ modifiers from the event graphs, like changing Movement Speed through events? I’ve been trying to make a mod where flyers’ speed and acceleration will change depending on their current angle, but key features are missing in ADK that are present in base UE4, such as the CharacterMovement node.
A fix to AdditionalDinoEntries array in PGD, to enable icons to show up in game.
Adding an AdditionalBabySetups array in PGD to enable the customization of custom creature baby bone scales and growth settings.
These settings can be modified by accessing each Dino’s CharacterMovement component. Dragging off from the component in the the event graph exposes various functions. Hope this helps (:
you forget you are using 4.5.1 UE with some added in 4.7 features.
To add to that > ADK is a fully edited and “hacked up” custom version of UE4 engine, so, you simply are missing a ton because it wasn’t needed when development start by Wildcard Studios. I have no idea if Snail Games (company that bought Wildcard Studios) plans on opening those back up, adding in those features … etc etc.