Yeah got it already Updating my mods just in case.
Hello Dev“s
Dev Kit 193 is out and AdditionalStructureEngrams += InMergeCanidate->AdditionalStructureEngrams;
still dont work. If you have 2 Mods and both use AdditionalStructureEngrams in for example the smithy only the first Mod in your list who use AdditionalStructureEngrams work !
Please fix this so we can give a better stackable mod support
Yes, that release notes are awesome! Thank you,
By the way, as Maya is too expensive for normal users, I speak for the Blender Community here. Please, please, add Blender Support - that would be epic!
Are you certain you are selecting the StorageBox_AnvilBench in the For Class with the Class Addition being the PrimalItem (not engram) you are wanting? I just tested adding Standing Torches to it and it worked once my character learned standing torches.
Didnāt you make a tutorial on how to import fbx blender files in to the dev kit? Iām confused now.
Hi,
Trying to determine how best to help. Neither the dev kit nor ue4 specifically supports any one type of 3d program. They export as fbx, and prefer fbx as import, which Blender can use. By āsupportā - are you referring to the source model and rig files being in maya format? That just happens to be the program the devs use internally, but luckily the files can be converted to something like fbx. Is that the sort of thing you are looking for, or have I missed the issue? I can convert some of the files for you if you tell me which ones, and if that helps, maybe the devs can do an official conversion sweep.
The DevKit just needs .FBX files.
Indeed, but the source files are Maya (.ma) files, so I was offering to convert some of them into the usable fbx that the kit and blender can use. I imagine the devs do the same thing, seeing as how the kit canāt import .ma files directly anyway.
AHHHH, that was my misunderstanding, sorry about that.
I really hope we get the Devkit content sooner than later for versions 194/195ā¦
I am having major issues cooking my map with 193, each cook ends up being 9mb, containing none of my umaps. Cooking has been fine until now, does anyone have similar issues?
Never mind that last statement iām apparently a ******
im wondering how u even contact Ark team for things that are impossible to work out ourself?
Your best bet is just to make a thread here. Boris, and a couple others check this forum regularly.
Yes, I did. And it wouldnāt be the last one.
What I mean with support is: For now āUE4/ARK Dev Kitā support only Maya and 3DS Max by the developers. It would be fine, when the programmers of the UE4/ARK dev Kit supports Blender by default. Like with Maya and 3DS Max.
But I know, what you mean.
Hello,
This might be helpful - ADDON-BLENDER-UE-Tools
I can tell you that Maya is definitely not supported by default. It can get quite tricky trying to import/export things from the Devkit into Maya, and the reverse.
Awesome Thank you very much. Very interesting!
Ah ⦠okay Then forget, what i said
FYI not seeing this anywhere on the forums as of yet but the latest Devkit has wreaked terror upon unsuspecting modders as T-Rexes have usurped the spawn locations of Dodoās. Way to go guys. My tribe is ****** off at me to no end and it isnāt my fault lost allot of Dinos to Alphas spawning inside our base. Fix the PrimalGameData or wherever the problem is with the really horrible bug. Funny how it comes right before the mod contest.
I havenāt experienced this problem myself, my beaches are filled with dodoās and dilos, and no Rexās to be found. This would be a great topic for you to create, and we can see if we can get this resolved for you!
Thanks to .
Found it. The main PrimalGameData_BP is clean. It is the PrimalGameData_BP_GenericMod and any copies of it that have this NPC remap of the Dodoās and Rexes.
Really nasty thing to do.