• Content count

  • Joined

  • Last visited

  • Feedback


Community Reputation

6 Gathering Thatch

About WoefulMacabre

  • Rank
  • Birthday

Personal Information

  • XBOX Gamertag

Recent Profile Visitors

426 profile views
  1. It's how I expect it would work with my experience with UMG in the DevKit thus far. Last I checked pressing TAB does nothing while the send field is receiving keyboard input, but I do recall that it shows the mouse cursor when you press enter, which makes absolutely zero sense to me, considering that the pawn/viewport still responds to the mouse movement so if you move the mouse it just goes nuts. -WM
  2. They probably mean when the Chat box is consuming input already(otherwise it would need a little more manipulation to determine if the chatbox is what is intended to be changed by TAB). So if you hit enter or something or whatever it is to open the chat to send a message, pressing TAB after that would change the channel. -WM
  3. Something causes an extraneous .arkprofile file to be created or at the very least causes the server to think there is an invalid/unknown player, some have stated TheIsland is not affected, whereas TheCenter and ScorchedEarth repeatedly crop up. ACM not being compiled against the live game build for 2-3 months could be part of the issue but is likely to not be the entire reason. Regardless, ACM won't be updated in the immediate future, if it's causing problems remove it and either use something else like ARK Commander(an external program) or DavidBC's "cheat" mod(part of his larger TC project or something), or simply wait... V2.7 is too large of an update to rush and due to complications when work started my live build source and backups were overwritten with the development build so there is absolutely zero chances of doing a quick "cook and update" against the current ARK build. -WM
  4. tutorial

    Doesn't really matter which event graph you put it in. That graph just happens to be within ACM's central processing actor which is hidden in the world. It just needs to be within a graph that is executed at some point in the world so that the command(s) will be valid in the console. And that is a Custom Event of my own making told to run on the server. -WM
  5. tutorial

    Or you can bypass a map extension and/or unstackable mod entirely by just binding to that dispatcher from outside of the GameMode... -WM EDIT: @Jat @Jen Whoever's in charge of media/the forum really needs to re-evaluate their link filtering decisions... every time I try to edit in the attached screenshot from Gyazo using "Insert Other Media > Image from URL, it gets stripped out... not really acceptable. If an image is going to get stripped out due to some stupid URL filter/whitelist/blacklist nonsense, perhaps trigger an error like when trying to use this image preview URL in place of this direct URL.
  6. " Upcoming Version: v251.0, ETA: Nov 23 - ARK: Turkey Trial 2! New challenge and cosmetics! Earnable Emotes! (this system also enables Mods to add more Emotes to the game!) " ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Is there some form of limitation to Post Process materials that can be used via this method? I have several complex-ish PostProcess materials that will work perfectly fine either when added to the GPPV(GlobalPPVolume) directly, or via a dirty workaround at run-time on a client-by-client basis, but when used in the Buff' explicit Post Process Effect and added to the additional array for the PGD, absolutely zero of the effects work. Some of the materials make use of the CustomDepth buffer for a "highlighting/outlining" effect. As the same effect is shown to be working in the reveal trailer, does that mean this is a current limitation and has since been overcome internally - in regards to being used in buffs - or is there some key point that needs to be considered when doing these kinds of materials for PostProcessing. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ EDIT: Secondary question(s) that just jumped into my head as I begin a refactoring of my Admin Command Menu mod: Can we possibly get a function that can return all child classes of a specified class, NOT actor references but an array of returned class references (so pass in the PrimalItem class for example, and return every class that is a child of that class including all childs of those and childs of those and so on until the end of the hierarchy is reached); And; Potentially a secondary function that takes a class input and can return the path to that class as a string, i.e the same that you would get from 'Right Click > Copy Reference' on a file in the content browser(Blueprint'/Game/PrimalEarth/... etc.). In my Admin mod, I have an array of almost 700 structs that I needed to create by hand, because the Master list was abandoned in the PrimalGameData some time ago, to facilitate easy and simple spawning of items, but if I can generate the spawn commands dynamically at run-time by assessing all valid classes, it nullifies my need to update the mod with every content release, plus it would be a pretty neat feature to have in the editor. References: https://answers.unrealengine.com/questions/216411/get-all-child-blueprints-of-parents-not-just-those.html https://answers.unrealengine.com/questions/92651/get-blueprint-class-by-string-in-c.html https://answers.unrealengine.com/questions/182569/how-do-i-get-the-folder-path-of-an-actor.html -WM
  7. I appreciate the answer to my last question regarding logging in and out and respawn logic, and the declaration of global actors is great, but I think I need to rephrase my query with something a little more direct as I think I skewed Jeremy's response by the wording of my question as the response didn't really make sense regarding basic knowledge in how Dispatchers work. In the GameMode, ShooterCharacterSpawned and Died are bindable Event Dispatchers that can call upon custom logic if we bind to these dispatchers with just a reference to said GameMode. Given that, my question is why doesn't there already exist an Event Dispatcher each for player respawns(i.e choosing not to create a new character - the only current means of calling ShooterCharacterSpawned) and player connection events(ideally once the player has taken possession of their previous character in the case of logging in), and/or if they were on the cards for getting added into the GameMode so events can be bound to the dispatchers for our own custom needs while maintaining the ability to stack our mod(s) with others. Thanks. -WM
  8. Yes, it does. Unless you pack up and move before it happens... which you should probably do sooner than later. -WM
  9. Hey Jeremy, thanks for the answer to my question but I think I may have confused you with how I phrased it? I was mainly trying to determine if the dispatchers in question didn't exist already because there was something special about the ShooterCharSpawn/Died dispatchers that are bindable from outside of the GameMode - and all you need is a reference to attach your logic to those events. I certainly don't have the knowledge of UE4 that you or really any of the designers/programmers under ARK's various studios, but from my understanding it would be "relatively" simple to call a dispatcher each - in the GameMode that is bindable - after say the respawn has completed and when a player has been given their character(if they've been on the server before and aren't dead) that passes through the ShooterChar/controller reference so we can do whatever it is we like already. I'm technically already doing with my Admin Command Menu mod what you suggested - though with a different approach, but the actor goes into stasis so timers won't work(to my knowledge anyway) so I'll be looking into using either a timeline or I'll experiment with the Map Extension route, but my main purpose for trying to get such dispatchers callable and bindable like the existing ShooterChar ones is currently due to the way in which I have to detect players, it increases RAM usage on servers considerably because the server needs to keep the actor in RAM and processing at all times(the logic runs from an event that never ends - it just delays before it goes back to the start - but can be stopped via a Gate when required). Thanks, -WM
  10. Will there ever be triggers/dispatchers added for player respawns and login/logout? Currently, you can only detect when a player spawns, and this only occurs when they "create" a character, not if they respawn. There is also no means of detecting when a player has logged in or, more specifically and accurately, been assigned the character they will use for play, and the only means of detecting someone leaving the game is by listening to when their controller is destroyed. All of this can be resolved "adequately" by replacing the GameMode and implementing such detections directly, but this then prevents others from using the GameMode OR can prevent a mod from working when the GameMode gets replaced by a mod that either does use it, or doesn't but is following the bad habit set out from the beginning of specifying your own GameMode even when you don't need to. -WM
  11. Well, they're not exactly brand new... I think ARK was in development for at least a year or two before going into Early Access on Steam or something. -WM
  12. I'm in the process of rapid testing now with my ACM mod to rapid spawn each creature, but I know that the Dilo and Compy are not affected by this command at all when used on Dedicated servers. The taming commands work, but Kill and DestroyMyTarget don't seem to affect either of these, so far the only ones discovered, is there a reason for this? I can't profess to know for certain how the commands function, but I assume they use a trace function(which is precisely how ACM's Target-Commands work) to return the target at the center of the screen, and it was during my testing when building ACM's Target-Commands that I learned I needed to use three different "Object Types" for returning the dino I was looking at in order to get every single creature to be recognised by the trace. Can the Kill and DestroyMyTarget commands, at the least, please be looked at? Bugged Admin commands on dedicated servers doesn't make all that much sense. -WM
  13. Well, I can't say for PS4, but I expect for Xbox One it could certainly be possible, and is probably coming(admittedly if it is it'll be a while as the PC DevKit is riddled with issues) as Microsoft is bringing Windows 10 and Xbox One much closer together. It may take time, but ARK is going to be similar to Skyrim in that Mods will be what allows the game to be continued to be enjoyed well past it's built life-expectancy. -WM
  14. You'll probably get more help on the actual modding forums. These forums are mostly an afterthought for the majority of modders. Everything we know usually ends up on the UE4 forums. UE4 ARK Forums -WM
  15. Are you playing on an official server, or a private server that uses mods? I only ask because there are several core-data mods out there that interfere with the player pawn files. Are you able to check on another machine if the problem persists - to rule out some sort of fluke(you'd be surprised what can happen - especially with alpha-level stuff). -WM