ARK DevKit Docs - Changelog (2024)

The DevKit changelog is not an exhaustive list of changes. These only represent tracked changes that were specifically addressed for mod development reasons.

ARK DevKit Docs - Changelog (1)

ARK DevKit Docs - Changelog (2)

ARK DevKit Docs - Changelog (3)

41.18.99.529762

  • Updated Content and bug fixes from the live game

39.24.97.507236

  • Mod upload window should default to "general" now

  • Added the following materials as alternatives to MM_Dino_Eye_Refractive

    • MM_Dino_Eye_Refractive_Simple

    • MM_Dino_Eye_Refractive_Texture

39.24.94.507236

  • Updated Content and bug fixes from the live game

  • Attempted improvements to cooking time of cloud cooking tools.

    • Will monitor following deployment

38.6.90.488581

  • Updated Content and bug fixes from the live game

  • Added Scorched Earth Content

  • Added Bob's Tall Tales Content

    • Mods may derive from the Bob's Tall Tales content but may not circumvent the entitlement checks.

36.4.89.484455

  • Updated the new female assets that weren't properly updated in the recent devkit update

36.4.86.484455

  • Fixed a couple of editor crashes

  • Fixed a number of outdated & missing material functions

36.4.82.484455

  • Updated Content and bug fixes from the live game

  • Female Character Refactor

    • For anyone that had assets dependent on the female character skeleton please refer to Legacy Female Armor Conversion

  • Fixed "default buffs" not stacking from multiple mods when they use the same class for matching

  • The following properties have been exposed to blueprint. They are limited to read only because these properties are volatile and frequently overridden by native code when in use

    • PrimalCharacter->bIsBuffed

    • PrimalCharacter->BuffedDamageMult

    • PrimalCharacter->BuffedResistanceMult

  • Inventory Components can now "impersonate" a different owning actor class. This should allow mod structures/dinos to get any "AdditionalStructureEngrams" entries from other mods. For example, all modded smithy versions can get all smithy engrams from other mods that try to add to the vanilla smithy structure.

    • On your custom inventory component blueprint, implement the "ImpersonateOwnerClass" function and return the class of the structure you want it to impersonate. (Not the inventory class of those actors, but the actual actor class)

  • Buffs can now override the HurtFX based on victim/attacker information.

    • PrimalBuff->OverrideHurtFX

    • PrimalBuff->OverrideAttackerDamageImpactFX

35.6.78.483051

  • Updated Content and bug fixes from the live game

34.51.77.481263

  • Fixed a bunch of missing material functions.

  • Included a fix aimed to improve editor performance when working on maps.

  • Was the wrong SOTF map mod included this whole time?

34.51.75.481263

  • Improved performance in the level editor viewport.

    • there is potential further fixes to be made here but this should relieve the issue somewhat

  • Added back some assets that were lost in the update to major version 34

34.51.74.481263

  • Updated Content and bug fixes from the live game

  • Fix SP Mod load ordering

  • Two Curseforge Categories now have special handling

    • Custom Cosmetics will never appear in the host session UI and do not merge like normal mods. Only use it for the Custom Cosmetics System

    • Total Conversion has been changed to load like maps, and will warn the players if they try to launch with other active mods

  • Added Custom Cosmetics system

    • 4 Mod sources have been included as examples

  • Added Simple Game Framework Support

    • 1 Mod Source Added as example (Super Steamboat Willie)

  • Fixed seamless travel

  • Added Mod filter to the server list on client (not really a devkit change but good to be aware of)

  • Added localization support for mods (This needs further testing still)

  • Fix the big empty gap on the hostsession UI when hiding a mod from SP

  • Added the ability for mods to disable the non-dedicated button on the hostsession UI

    • This does not actually disable nondedicated support, just disables the button. Super Steamboat Willie manages it's own nondedi support

  • User can now uniquely hand multiple unique users from the dedi/client bat files using the following

    • start Engine\Binaries\Win64\UnrealEditor.exe "ShooterGame/ShooterGame.uproject" 127.0.0.1 -game -userid=AnotherArkSurvivor -log -NoTimeout -EnablePlugins=DinoDefense

  • Please note that there were a number of shader changes, and mods may have been observed to have been impacted by them. if you notice issues with materials being incorrect or just invisible, please recook your mod

  • Mods can now include and use bink movies in their projects

    • All bink movies (.bk2 files) MUST be located in the Content/Movies directory of your mod

  • Mods can now override the loading screen by including a bink movie explicitly named LoadingScreen.bk2

    • It MUST be located at /Content/Movies/LoadingScreen.bk2 in your mod.

    • First mod in load order has priority for loadingscreen override

  • Fix JSON object crashes

    • Fixed off by one error when cleaning blueprint generated structs

    • Fixed bad null reference check

  • DoMate is now overridable

  • Properties marked Blueprint ReadWrite

    • WildAmbientHarvestingComponentClasses

    • WildAmbientHarvestingAnimations

    • MyEquipmentType

    • MyConsumableType

    • MyItemType

  • Functions made blueprint callable

    • BPAllowSwitchToVariant

    • CheckForRepairResources

    • ConsumeResourcesForRepair

33.47.49.478326

  • Updated Content and bug fixes from the live game

  • Fixed PS5 mod packages not being properly compressed on cook

  • SOTF mod sources added to the DevKit so that mod authors can refer to it for making their own versions or custom maps for SOTF

33.2.47.476065

  • Updated Content and bug fixes from the live game

  • There is a changed function signature for IsValidSnapTo & IsValidSnap from

    • Mods using these functions may need to recook to resolve any issue that might arise from those signatures having changed.

32.12.37.468658

  • Updated Content and bug fixes from the live game

    • Including TurkeyTrial support content

  • Functions made BlueprintCallable

    • BPOnStructurePickup

    • BPAllowCrafting

    • BPOverrideAllowStructureAccess

    • BPDinoPrepareforARKUploading

    • BPWeaponZoom

    • BPAllowPickupGiveItem

    • SetBuffCauser

    • BPRefreshedStructureColors

  • Properties made BlueprintReadWrite

    • PrimalItem.CanSlot

    • PrimalItem.bAllowInvalidItemVersion

    • PrimalTargetableActor.StructureSettingsClass

    • PrimalStructure.bUsingStructureColors

    • PrimalStructure.PickupGivesItem

    • PrimalStructure.bAllowSnapRotation

    • PrimalStructureItemContainer.PoweredNearbyStructureRange

    • PrimalDinoCharacter.RequiredTameAffinity

  • Mods can now set a mod Icon that will be displayed in the pause menu and spawn screen. (First mod in load order to use it gets priority)

  • OnInventoryItemRemoved & OnInventoryItemAdded can now be enabled using UseItemQuantityUpdateEvents

  • Server/client scripts should now be usable with mods.

    • In order to use the standalone server/client scripts you must add -EnablePlugins=HereAMod,ThereAMod,EverywhereAModMod to the server launch arguments. Using the actual name of the mod plugin and not the mod ID.

    • It is also currently necessary to have the server use a map that has the desired mod PGD already linked (If applicable)

  • The WorldPartitionDuplication commandlet should now be able to duplicate TheIsland_WP without crashing.

    • There will be many errors in the resulting duplicated level, this is expected as it will not have duplicated the additional levels

  • Added an ExtraResources array and ExtraResourcesSoft Array to the mod data asset

  • Significantly increased the UObject limit in editor

  • Fixed a few errant crashes that could occur during cooks due to ensure macros

  • Added support for Structure Skins

    • Please refer to the following Blueprints as examples

      • /Game/PrimalEarth/Structures/Skins/Thanksgiving/TurkeyTrough/PrimalItemStructureSkin_TurkeyTrough

      • /Game/PrimalEarth/Structures/Skins/Thanksgiving/TurkeyTrough/StructureSkin_TurkeyTrough

      • /Game/PrimalEarth/Structures/Skins/Thanksgiving/TurkeyFryer/PrimalItemStructureSkin_TurkeyFryer

      • /Game/PrimalEarth/Structures/Skins/Thanksgiving/TurkeyFryer/StructureSkin_TurkeyFryer

  • Added additional debugging support to aide investigation of cloud cooking failures

  • Servers now support the use of -MapModID=####### in the server commandline arguments.

    • Make sure to completely remove the map name (e.g. TheIsland_WP) from the start of the commandline arguments when using -MapModID. Any explicit map name will take priority over the use of -MapModID.

    • Using -MapModID will first check the entry_map.txt value for whatever map the mod author has set as the appropriate main level to load for the map. if the entry_map is not set it then attempt to use the current default loading behavior seen in singleplayer when entry_map hasn't been set, loading the first map that the game finds in the plugin.

31.35.32.452716

  • Content and code updates sync with live game

  • Fixed a few crashes

  • Fixed some missing asset action tools.

    • These are in the right click context menu when clicking on files in the content browser under "Scripted Asset Actions" and "Mod Kit Utilities"

  • Fixed some missing textures on the dolphin and kentro

25.53.24.449745

  • Enable cross-platform cooking

25.53.22.449745

  • Update to content version 25.53

  • Fix client/server network mode functionality in PIE

  • Fix local cooks not opening the output directory after finished cook

  • Fix local cook menu not releasing controls when a cook finishes

  • Fixed some D3D crashes (hopefully, notify me if you still see them with this build)

  • Updated Compressed DDC

  • Fix CurseForge Steam account link in the upload window

    • Additionally made the link a brighter purple color to make it more clear that it is a link

  • Added details about the CurseForge policy on description length and requirements in the upload screen to try and help avoid situations where the moderation policy is enforced

    • Enforce minimum length description on upload UI to also help prevent these situations

  • Properties changed from BlueprintReadOnly to BlueprintReadWrite

    • APrimalTargetableActor::DescriptiveName

    • APimalStructurerElevatorPlatform::bIsPinLocked

    • PrimalStructureItemContainer::bIsPinLocked

    • PrimalStructureDoor::bIsPinLocked

    • PrimalInventoryComponent::bFreeCraftingMode

    • ShooterWeapon::MeleeDamageType

    • ShooterWeapon::MeleeDamageAmount

    • ShooterWeapon::TheMeleeSwingRadius

    • ShooterWeapon::WeaponAmmoItemTemplate

    • ShooterWeapon::HyperThermiaInsulation

    • ShooterWeapon::HypoThermiaInsulation

    • ShooterGameMode::BabyMatureSpeedMultiplier

    • ShooterGameMode::EgghatchSpeedMultiplier

    • PrimalTargetableActor::DescriptiveName

    • PrimalTargetableActor::DeathSound

    • PrimalItem::BaseCraftingResourceRequirements

    • PrimalItem::EggDinoClassToSpawn

    • PrimalItem::EggLoseDurabilityPerSecond

    • PrimalItem::ItemDescription

    • PrimalItem::ItemIconMaterial

    • PrimalItem::ItemIconMaterialParent

    • PrimalItem::MaxItemQuantity

    • PrimalStructureItemContainer::bIsPowered

    • PrimalStructureItemContainer::HyperThermiaInsulation

    • PrimalStructureItemContainer::HypoThermiaInsulation

    • PrimalStructureItemContainer::InsulationRange

    • PrimalStructureItemContainer::bActiveRequiresPower

    • PrimalStructureItemContainer::ActiveRequiresFuelItems

    • PrimalInventoryComponent::DefaultInventoryItems

    • PrimalInventoryComponent::EquippableItemTypes

    • PrimalInventoryComponent::bFreeCraftingMode

    • PrimalBuff::bUseBPGetGravity

    • PrimalBuff::bUseGetGravityZScale

    • PrimalBuff::AOEOtherBuffToApply

    • PrimalDinoCharacter::AttackInfos

    • PrimalDinoCharacter::bUseColorization

    • PrimalDinoCharacter::bIsBossDino

    • PrimalDinoCharacter::bUsesGender

    • PrimalDinoCharacter::bNeutered

    • PrimalDinoCharacter::BreakFleeHealthPercentage

    • PrimalDinoCharacter::DinoNameTag

    • PrimalDinoCharacter::TamedInventoryComponentTemplate

    • PrimalDinoCharacter::TameIneffectivenessByAffinity

    • PrimalDinoCharacter::CloneBaseElementCost

    • PrimalDinoCharacter::CloneElementCostPerLevel

    • PrimalDinoCharacter::MeleeDamageAmount

    • PrimalDinoCharacter::NextAllowedMatingTime

    • PrimalDinoCharacter::MutagenApplied

    • PrimalDinoCharacter::DinoAncestors

    • PrimalDinoCharacter::bIsCorrupted

    • PrimalDinoSettings::FoodEffectivenessMultiplier

    • PrimalCharacterStatusComponent::bInfiniteStats

    • PrimalCharacter::CurrentAimRot

    • BiomeZoneVolume::BuffToPreventActiveUse

  • The Following Functions were made BlueprintCallable

    • PrimalStructureItemContainer::BPNotifyInventoryItemChange

    • UPrimalItem::BPServerHandleItemNetExecCommand

21.1.21.449081

  • Fix local cook workers not releasing resources.

  • Fix Local cooks trying to rebuild UBT.

  • Default enable PCG.

  • Fix for HTTPCacheStore build errors (Unsupported)

  • Fix an issue that causes cooks to fail if the mod uplugin file has extra bytes after the Json structure.


  • Known issues introduced

    • When a local cook finishes it no longer opens the output directory (It's in ModTools/Output though) and the user must hit "Cancel" before they can start another cook

ARK DevKit Docs - Changelog (2024)

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