Critical - UEFN - UX/UI Convoluted documentation, tooltips, and engine hard to learn for beginners

Currently UE and UEFN is a hard engine to learn for a beginner that doesn’t know gamedev and potentially doesn’t have too much patience due to overload of information. I will explain all the reasons below:

1) Not helpful tooltips.

I 've mentioned this before, but when you hover on a tool you usually should get what that tool/option does in a popup tooltip window. Most of the tooltips in UE/UEFN are explaining the same thing the name of the tool is, or at best just descriptive. They need to show a simple example and also mention what this option is useful for.

Some examples of not useful tooltips:

dYHuCp88Xn
VgFBwkPVll

Photoshop currently has very useful tooltips:
Photoshop_xLlwLYPQ03
Photoshop_LNY41Yzmxl

2) Hotkeys are not consistent/missing.

Some buttons have hotkeys, but not others. It would be nice if everything has a hotkey associated with it, even if it means a complex keyboard combination
bVjrscY0s3
ghaL6ri6r8

I love how Blender binds everything to a hotkey, even if one key opens a menu and another executes that setting

3) Documentation in bulk:

Another issue is that its very hard to learn a specific setting, because documentation bundles everything into walls of text. Same with tutorials. All tutorials for UE4/5 features are 10min long+ and they usually go through info in bulks. Would love if documentation is split into chunks and each section explains that setting in great detail, rather than brief details and everything on one page. This is not helpful if you want to go deep into a specific feature.

Unity’s documentation does exactly that and learning Unity is so much easier IMO.
Also Unity’s documentation is so much simpler to navigate, because the titles are much easier to understand:

Unity:
chrome_AhZIyQbQMh

UE5:
chrome_acq4j7CMQE

“working with audio” >> “AUDIO” so its easier to see. Helps selective readers.

Also the documentation itself is so much slower to load. Devs are impatient people, especially when you tackle with 4 things at the same time. Below is a comparison.

Sometimes I cant see what the section is too (I know I can scroll it to the right, but there is so much empty space between section titles and its not utilized well):
chrome_8ryHrdXS0y
chrome_LWPQxmgx3C

4) Google indexing

When searching for a specific setting in UE4, its very hard to have google come up with what you are looking for, especially because the UE5 documentation result doesn’t mention what you are looking for, it just says “UE5 documentation” and you again get the walls of text that may or may not include what you are looking for. This makes me quit looking at what I want and manually experiment in the engine, until I get tired and stop trying to figure it out. In Unity, what you are looking for always (90%) comes up, in an easily digestable format and a page that loads pretty fast (or YT, but that’s out of your control).

5) Convoluted wording

Documentation is full of convoluted titles and terms in general, makes it really hard for non-UE people to understand what it is talking about. The terms are highly technical and sometimes even weird (for example, don’t expect a newcomer to understand what an “actor” is, or even connect it to what it should mean, because no other medium uses that word to define props and objects, for example)

Another example. If someone wants to understand a specific module of Niagara (which is currently the most searched thing for Niagara), where does he navigate here?


Why not have:
-Intro
-Emission Types
(then straight from Niagara itself):
9qZqrbLx9Q
-Modules
(again from NIagara):
wtNa0JLi2q

and each page goes in detail what that module does?

The trick to making understandable UI is “can I read/understand it in 3 seconds?”. If it fails that test, it needs to be simpler and split in chunks.

  1. Lacking Documentation

Sometimes documentation will not provide useful examples that illustrate what a specific term means or what a function/tool does, and in worst of cases they wont even cover what it means (like how relative transformation works, in this page: Blending Multiple Transform Tracks | Unreal Engine Documentation , all you get is a one line sentence that clearly needs an example to be understood)

Having major difficulty learning the engine in general because I always have to watch 1hr seminars about this one tool that I believe I could learn in 5 mins with the right tutor and documentation.

I agree with this 100%! I am very excited to learn about UEFN, but I am finding it hard to learn the basics. I want to know how things are intended to work, so then when I am watching outside tutorials for specific things, I can understand the verbiage and tools properly.
I am a mom and sometimes finding enough quiet time to fully indulge myself in wordy documentation or windy video tutorial is difficult. Which of course is not something everyone deals with, but I certainly know others have distractions as well. When you have to schedule blocks of time where you can force learning time, it’s difficult to retain what you’re taking in. And even worse so when you have to cut your learning into several parts for a single tutorial or documentation.

We’ve been saying it for a while now, but SNIPPETS will be key in this learning space. We can digest small chunks of use case material much easier than thesis documentation!

2 Likes

I am also in the same boat, super excited to get in and create but I don’t feel like I have a clear starting point that explains what I need to do to create a game made from scratch. I have many ideas that I want to try with verse and creating my own devices. As a beginner to coding entirely I feel like there needs to be a very simple way that teaches you how to write code that actually executes in game rather than just a print function. Even with the forums here I still am having trouble finding a good starting point.

2 Likes

Thanks for your feedback Wert!
We’re working hard on making our UEFN documentation accessible and well organized. You can find many beginner-friendly tutorials and feature descriptions right here in the dev community.

We are always adding new docs to clarify more complex procedures, so it’s likely you’ve run into issues that we have yet to sink our teeth into, but be assured that our goal is to provide users the kind of easy-to-use, straightforward explanations that you’re talking about!

3 Likes

I took a quick look and it looks great! Great job, hopefully google indexing is supported so its easy to find specific things too. Love it, cant wait to see it when its ready

1 Like

Bumping this again, because I run into an issue again in sequencer and tooltips didn’t provide the hotkeys for basic things like moving the timeline. Would love to get all these things added.

It’s been awhile but I thought it was worth mentioning that the docs team is working on a way to easily update tooltips. Stay tuned!

1 Like

I’m tuned on 50 different UEFN frequencies already but nothing’s happening.

Has this been implemented yet? and if so, is there a link to this?