It is great to hear that ARK will now be supporting generic mods that can replace core game assets. ARK will be the first game I will be actually uploading mods for (excluding meddling around in Minecraft previously) and I will likely have more questions if I run in to problems with the test mod I have now uploaded (but waiting on the 185 deployment to test it).
Since it is unlikely one modder is going to make a complete package of everything a user/server admin would like, how does one go about subscribing/selecting multiple mods for both single player and dedicated servers? (I am assuming the UI hasn’t been changed in the client for this change).
Must mods be uploaded to the Steam workshop in order for a server to provide mods to a client? I understand that the servers tell clients to download the mod, but I am unclear whether the server is actually providing the mod folder it has, or if it is simply telling the client to subscribe to the mod in the Steam workshop.
How are mods going to be enforced from a server perspective? More specifically, must all mods be also loaded to a server in order to be loaded for a client?
After looking over the GenericMod template given in the ARK Devkit, I assume that the presence of the GenericMod.umap is required for any generic mod. However, how does a replacement of a base game asset exactly work? Is creating a child of a base component all that is necessary? Must it be <original name>_GenericMod.uasset or is <original name>_child.uasset for example also okay? Or am I going the complete wrong direction (since my little test mod did not take effect it seems in singleplayer)?
As I play around more I may stumble upon answers to my own questions, but thanks ahead of time!
Edit I suspect maybe game data overrides are completed purely though the PrimalGameData_BP so I will try that now instead. The problem with this though is I need to then alter the StructurePlacerBlueprint if I want to change a place-able structure. Otherwise, the item given (if it was originally place-able) is no longer place-able.
The test mod I am creating is to quadruple the light radius provided by torch emplacements. Another problem I ran across is that creating a child of a standing torch (if that is even necessary over just duplication) results in a component named ActivatedEmitter which can not be altered (because I assume the parent handles this component instead). Unfortunately, that emitter is exactly what I am trying to change in this instance.