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BugsNotesFollow-Up
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***Bug: A possible remap issue: Dodos and raptors cannot be remapped, the vanilla versions spawn. The same seems to be happening to alpha predators.repro this, and if it repro's, fix it. maybe the map's npc replacements -- for alpha dinos -- are overriding the mods'?
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***Bug: Dino Icons do not work when adding Dino to Additional Dino Entries in PGDrepro this, and if it repro's, fix it.
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***Bug: "NPC Spawn Container Additions" & "Additonal Structure Engrams" arrays in the PrimalGameDataEarly exit optimizations didn't allow the mod data to be fully loaded
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SuggestionsVotes
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Please expose more game data structures and functions to Blueprints. E.g. Dino's individual attributes is a simple example.24
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We would like to be able to freely spawn wild baby dinos via helper function (Instead of dropping eggs set to spawn immediately).23
wrapped expose the parameters to a blueprint wrapper function: StaticCreateBabyDino
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Improve mod bootstrapping by enabling more hooks into the engine life-cycle. Enable mod initializing events so there's no need to have a mod loaded at the first slot (and inhibit this on non-TCs).22 UPROPERTY(EditDefaultsOnly)
TArray<TSubclassOf<AActor>> ServerExtraWorldSingletonActorClasses;

UFUNCTION(BlueprintImplementableEvent)
void LoadedWorld(UWorld* TheWorld);
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Harvest component per plant type (each bush type, bamboo, etc) - they can be children of the existing ones, but it would allow customization by modders.22Remap_ResourceComponents in the gamedata should do this!
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Expose more functions related to snap points to allow the creation of a custom snap point system.21UFUNCTION(BlueprintCallable, Category = "Structure")
virtual bool AllowSnappingWith(APrimalStructure* OtherStructure, APlayerController* ForPC);

UFUNCTION(BlueprintImplementableEvent)
virtual bool BPAllowSnappingWith(APrimalStructure* OtherStructure, APlayerController* ForPC);
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Please add custom item generation with specific crafting requirements. Allow spawning specific items, at specific color qualities (green, blue, purple, etc) and make every stat customizable for that item class. This would enable a wide array of "reasearch" type mods possible.21getter/setter for
UPROPERTY(EditDefaultsOnly)
FItemStatInfo ItemStatInfos[EPrimalItemStat::MAX];

UPROPERTY(Transient, SaveGame, SaveData)
uint16 ItemStatValues[EPrimalItemStat::MAX];
and wrapped the InitItem functions to generate their random qualities
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Inventory functions: Functions that can allow/prevent adding/removing/dropping items would be very handy.19
Inventorycomponent:
bool RemoteInventoryAllowAddItems(class AShooterPlayerController* PC, class UPrimalItem* anItem = NULL, int* anItemQuantityOverride=NULL);

bool RemoteInventoryAllowRemoveItems(class AShooterPlayerController* PC, class UPrimalItem* anItemToTransfer = NULL, int* requestedQuantity=NULL);

item itself:
virtual bool AllowRemoteAddToInventory(UPrimalInventoryComponent* invComp);
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Ability to "use" an item from blueprint as if the player pressed use. For example: putting structures into "placement" state and using up consumables.17
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Please expose the greenhouse buff / graph or give us any way to attach it to any structure, with any radius we choose.16
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Please add a helper function to get the final temperature at a certain location to enable more realistic simulations of i.e crop growth.15ADayCycleManager
UFUNCTION(BlueprintCallable, Category = Game)
virtual float GetTemperatureAtLocation(FVector AtLocation, APrimalCharacter* forPrimalCharacter=NULL);
this is how the power generators overheat on ScorchedEarth.
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Inventory functions: Update the remove notification to also cover dropping items out of inventories, or add a specific dropped notification.14UPROPERTY(EditDefaultsOnly)
uint32 bUseBPInventoryItemDropped : 1;

UFUNCTION(BlueprintImplementableEvent)
virtual void BPInventoryItemDropped(UObject* InventoryItemObject);
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Please add a stackable default buff array.14
UPROPERTY(EditDefaultsOnly)
TArray<FBuffAddition> AdditionalDefaultBuffs;
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Add Scorched Earth assets (Note by Tao: Not sure which assets exactly, but I guess some are missing? If not you can probably ignore this)14
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Please make sure to fix redirectors before pushing an ADK update - fixing up that many redirectors can take half an hour or more on slower machines.12Every time the ADK updates 10-200 of these unresolved redirectors pop up. If they are not properly resolved they can lead to issues when copying/moving/editing files that still referencing those redirectors. Resolving (which basically means loading any file using them, updating the reference and then deleting the redirector file) them on a low-end pc can take ages
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Please add an INI option for the property "server use dino list", or find another workaround to prevent requiring a core mod for any mod that wants to get all npcs for a tribe.12GameData bForceServerUseDinoList
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Please expand http capabilities by HTTP GET/POST nodes to be able to parse in strings, and POST custom data. POST structs may be useful for this.11UFUNCTION(BlueprintCallable, Category = "HTTP")
void HTTPGetRequest(FString InURL);

UFUNCTION(BlueprintCallable, Category = "HTTP")
void HTTPPostRequest(FString InURL, FString Content);
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Please add event hooks for when stat points have been assigned when leveling up.10PrimalCharacter.BPNotifyLevelUpUPROPERTY(BlueprintAssignable, Category = "Character")
FPrimalCharacterNotifyLevelUp NotifyLevelUp;
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Smart string editing in side the property matrix using wildcards or regular expressions to add info before or after the existing value for that setting.9
FPrimalCharacterNotifyLevelUp NotifyLevelUp;
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Please add events for when an actor is about to be uploaded/has been downloaded.9
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Please enable an update process that doesn't wipe out TC changes to existing data.6
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Please change OwningPlayerName and OwningPlayerID to BlueprintReadWrite so that we can dynamically change the owning player on Primal Structure.6
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Please add range component to get all structures of class so it doesn't return everything in a map if we don't need it to. (Note by Tao: This should be covered using the Sphere Overlap, if this is the case please ignore it)5 UFUNCTION(BlueprintCallable, Category = "Helpers")
static TArray<AActor*> ServerOctreeOverlapActors(UWorld* theWorld, FVector AtLoc, float Radius, EServerOctreeGroup::Type OctreeType);

UFUNCTION(BlueprintCallable, Category = "Helpers")
static TArray<AActor*> ServerOctreeOverlapActorsBitMask(UWorld* theWorld, FVector AtLoc, float Radius, int32 OctreeTypeBitMask);

UFUNCTION(BlueprintCallable, Category = "Helpers")
static TArray<AActor*> ServerOctreeOverlapActorsClass(UWorld* theWorld, FVector AtLoc, float Radius, EServerOctreeGroup::Type OctreeType, TSubclassOf<AActor> ActorClass);

UFUNCTION(BlueprintCallable, Category = "Helpers")
static TArray<AActor*> ServerOctreeOverlapActorsClassBitMask(UWorld* theWorld, FVector AtLoc, float Radius, int32 OctreeTypeBitMask, TSubclassOf<AActor> ActorClass);

with EServerOctreeGroup::STRUCTURES,//=16,
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Please add in base mod templates, for new maps that include all the bare bones working things like sea, day/night and weather. 5
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Please increase the maximum amount of clutter levels.3
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Features from ue4.6: 3D Unreal Motion Graphics UI Static Lighting from Emissive Materials Web Browser UI Widget.3
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Features from ue4.14: Improved Support for Vehicles Automatic LOD Generation or Simplygon or Instalod.3
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On the "E" to rotate "Flippable" allow it to cycle through the different rotations instead of just one. Allow (1,-1), (-1,1),(-1,-1), and back to (1,1).3
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Add animation overrides for female anims to weapon and item blueprints2 UPROPERTY(EditDefaultsOnly)
TArray<FOverrideAnimBlueprintEntry> AdditionalHumanMaleOverrideAnimBlueprints;

UPROPERTY(EditDefaultsOnly)
TArray<FOverrideAnimBlueprintEntry> AdditionalHumanFemaleOverrideAnimBlueprints;
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Option to freeze or pause a dino on attack / move / fall / etc.1this is already possible with Blueprint -- we do plenty of stuff like that with our more recent dinos.
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A "ShootProjectile" node that works for all actors, not just dinos.1You can already spawn and initialize projectiles at will with BPInitVelocity() -- you don't need a helper funcftion for it .
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Ability to add custom color definitions in the PGD.1this now stacks but it will become wrong if mods get installed/uninstalled on the server which stack colors (the indices would change)
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Non-Polled Suggestions
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Add animation overrides for female anims to weapon and item blueprints. Reasoning: If you want to say change the swing sound it's a major pain to get it working with female
UPROPERTY(EditDefaultsOnly)
TArray<FObjectCorrelation> AdditionalHumanMaleAnimSequenceOverrides;

UPROPERTY(EditDefaultsOnly)
TArray<FObjectCorrelation> AdditionalHumanFemaleAnimSequenceOverrides;

UPROPERTY(EditDefaultsOnly)
TArray<FObjectCorrelation> AdditionalHumanMaleAnimMontagesOverrides;

UPROPERTY(EditDefaultsOnly)
TArray<FObjectCorrelation> AdditionalHumanFemaleAnimMontagesOverrides;
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