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

More functions for dino’s and players like ‘Tame’ and ‘Set Flight’, these are very useful.

There is a function ‘Clear Rider’ to get of the dino, but could you add a ‘Ride’ function, where you can set which dino the player must mount.

The ability to have the child BP implement the references. (e.g. when creating a custom melee type for the Doedicurus, it loses it’s ability to “superminestone” when added with a custom buff)
Also, the ability to specify in Buffs whether you want to include or exclude friendly targets (and also the other way around).

I would love it if it was possible to make the dev kit newb friendly aswell, currently it is pretty advanced i think. not saying to do a new dev kit, but easier options. like when i want to make a new weapon, there is so many options u have to sift through to get to where you need to go and so much to remember. maybe this is silly of me idk :stuck_out_tongue:

Ability to retain custom values and variables on items, as they were, when a destruction/creation(moving/dropping/transferring) event occurs.

-WM

+1 to documentation. Need something like the UE4 docs specific to the Ark Dev Kit.

I whole heartedly second this request.

Multi sublevel spawn zones, ability to stack custom spawn entries over different sublevels (currently spawn zones on sublevels other then PersistentGameplaySublevel_DinoSpawns will not populate)
Editing PersistentGameplaySublevel_DinoSpawns with custom spawn entries will not populate even with an override.

Hi, I’m not able to retrieve the current Pin Code of a structure.

Blueprint:
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This is for obvious reasons. They can’t expose that to modders otherwise an unsuspecting server admin could install a mod with malicious logic like retrieving the PIN code so they can just waltz through doors and containers and do whatever they want.

-WM

I dont think that is an argument here, since you can always implement mods with malicious logic to retrieve stuff anyway. Even admin commands let you just ghost through doors, join the tribe, make yourself owner etc.

Exact.
The problem here is the type of the variable, I dont even need to set a new value, I just need to test the currentPinCode of a structure against a pincode given by a player, so I can know if the player has access to it.

It seems that custom dino are ignored when using population modifiers in game.ini, some of my subscribers would like to control population counts and in some cases remove them entirely.
Changing dino spawn entries via blueprint gamemode eventually reverts back to default after some minutes.
I have a current set up of check dino count compare then set life, not sure how much junk this will create. Any insight would be most helpful.

[/script/shootergame.shootergamemode]
NPCReplacements=(FromClassName=“BPM11_c”,ToClassName="")
DinoSpawnWeightMultipliers=(DinoNameTag=M11,SpawnWeightMultiplier=0,OverrideSpawnLimitPercentage=True,SpawnLimitPercentage=0)

Server managers wipe game.ini, so we must add them to defaultgame.ini? If we can get a confirmation on this. Thank you.

Mod removal - fallback structure property.

Allow a modder to set fallback structures on their new mod structures. Hopefully the streaming engine can read the removed type as a base with said property and do a replacement rather than a removal.

When I discovered that I could translate the game into my language using a TC was a huge success among the people, many more people began to translate the game into your language. It really was a great success. Everyone loves to have the game in your language … For a while mods were the most used until the trouble started …
I know many people who bought the game because it had mods translation, the main problem that many people stopped playing is updating content. Upgrades to the TC always arrive late, people hate it … So I ask you please: some method to create a mod that does not require translation Total Conversion?
I want to create a mod clean translation, please!
Many people will join ARK if we made it!

The ability to change the Combat Music depending on what music if defined in this slot would be nice.
If you put something here, if it’s on the map in general the song will play. I just want it to change the combat
music if this specific thing is in combat near you.

So, basically, a nice little check box of ‘replace combat music’ or something, would be fantastic!

Thanks for your hard work.

“off topic”?
WAit this can be done already? I have tried and purchased several items and not a single one works. Can we have some more clarification on this item please?
From how this reads, and, maybe i am wrong here, we can use the marketplace items for Ark Dev Kit? What version of everything are we looking for here? Should we be using anything for UE4.5.1 or can we use other marketplace items that require a higher version? Are we stating that we dont need to use the ADK for modding Ark?

found answer edit:
Nevermind, i just realized i can import a ton of my UE4.10 projects right into the ADK and have them work 100%. Im doing mapping stuff, so, this may be different for modders … Its nice that i can use all my 4.10 effects and asset tools to create, then, import, place a player spawn, the global_process required item, and, BAM! killing dinos in a super realistic map !

How about this one, when you make a mod and it works perfect in the editor, even under dedicated server mode and handling the replication to UE standards, and yet, it still doesnt work in game.

How about an editor that will do in game what it does in editor?

That would be nice.

I waste more time on trouble shooting server-side issues that i cannot reproduce in the editor than anything else. Really limits the creativity time.

There is differents launching options in the editor.
1 or 2 players and if the “dedicated server” is checked or not. You dont have the same capabilities enabled.

I believe this is purely because of the “Single Process” that the DevKit defaults to for running testing environments. What this does is every thing and, consequently every instance of every thing, is all stored within the same process all sharing the same memory, so the results will be inaccurate especially because everything is done differently - this may be a situation unique to ARK as EPIC have stated that results should be accurate and disabling the Single Process method should only need to be done if something is fairly broken(like the entire testing environment in our case haha).

I also believe that disabling the single process and running everything in standalone will provide much more accurate results, there is however a few caveats to this. One, it will take significantly longer to launch the test as it will run a dedicated server, and however many clients all in standalone processes(this would be a very bad idea when testing maps I believe - unless you’re running a workstation/development machine with the RAM and CPU power to handle such a thing) but the time it takes may not be worth it. Two, I’ve not gotten it working yet. I suspect that it’s mainly because all of the command arguments need to be specified but I mostly use ASM to run my dedicated so I’ve not learnt, nor do I even know where to look for, the arguments for running the servers.

I believe jslay is well aware of them, they are the issue however, as I’ve stated above.

-WM

i would like to see a 2nd steam upload like have 1 that Steam live upload and dev-test upload so that way we have a way to test the mod before releasing it to the public