The DevKit changelog is not an exhaustive list of changes. These only represent tracked changes that were specifically addressed for mod development reasons.
41.18.99.529762
41.18.99.529762
Updated Content and bug fixes from the live game
39.24.97.507236
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
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
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
36.4.89.484455
Updated the new female assets that weren't properly updated in the recent devkit update
36.4.86.484455
36.4.86.484455
Fixed a couple of editor crashes
Fixed a number of outdated & missing material functions
36.4.82.484455
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
35.6.78.483051
Updated Content and bug fixes from the live game
34.51.77.481263
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
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
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
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
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
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
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
25.53.24.449745
Enable cross-platform cooking
25.53.22.449745
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
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