# Feedback on the new docs site

**URL:** <https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746>\
**Category:** Feedback & Requests\
**Tags:** unreal-engine\
**Created:** [May 28, 2019, 9:27pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746 "2019-05-28T21:27:54Z")\
**Posts on this page:** 20\
**Page:** 10

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**Author:** ![Hard\_Frecorency](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Hard\_Frecorency](https://forums.unrealengine.com/u/Hard_Frecorency)\
**Post date:** [December 6, 2019, 5:45pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/217 "2019-12-06T17:45:19Z")

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Hi there, i can’t proceed with SpatialOS your exe does not download

Am trying to use SPATIALOS

But this link is not working and i needed to proceed and the exe file is stored on you server

> **[Cross-Compiling for Linux](https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Linux/GettingStarted/)**
>
> Download the Linux cross-compile toolchain.

The one am interested is this one  
[cdn.unrealengine.com/CrossToolchain\_Linux/v13\_clang-7.0.1-centos7.exe](http://cdn.unrealengine.com/CrossToolchain_Linux/v13_clang-7.0.1-centos7.exe)

What should i do?

Best Regards

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**Author:** ![tejw](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@tejw](https://forums.unrealengine.com/u/tejw)\
**Post date:** [December 7, 2019, 11:11am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/218 "2019-12-07T11:11:03Z")

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Hi,  
images still broken on the Composure page - [Real-Time Compositing Tools | Unreal Engine Documentation](https://docs.unrealengine.com/en-US/Engine/Composure/Overview/index.html)

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**Author:** ![ViperAleks](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ViperAleks](https://forums.unrealengine.com/u/ViperAleks)\
**Post date:** [December 11, 2019, 12:35am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/219 "2019-12-11T00:35:29Z")

</div>

> **[Installing the Datasmith Exporter Plugin for 3ds Max](https://docs.unrealengine.com/4.26/en-US/WorkingWithContent/Importing/Datasmith/SoftwareInteropGuides/3dsMax/InstallingExporterPlugin/)**
>
> Describes how to install and uninstall the Datasmith Exporter plugin for 3ds Max.

Installing the Datasmith Exporter for 3ds Max Download the Exporter plugin installer from the [Datasmith Export Plugins download](https://www.unrealengine.com/datasmith/plugins) page. The link " [Datasmith Export Plugins download](https://www.unrealengine.com/datasmith/plugins)" is broken.

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**Author:** ![lennysunreal](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/lennysunreal/32/984341_2.png) [@lennysunreal](https://forums.unrealengine.com/u/lennysunreal)\
**Post date:** [December 13, 2019, 2:53am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/220 "2019-12-13T02:53:11Z")

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When I follow the link to the MayaLiveLink plugin download page there is now plugin. Only cpp, cs files and a py file.  
Where can I get the maya plugin for maya 2018 and 2019?

 ![Capture.JPG](https://d3kjluh73b9h9o.cloudfront.net/original/3X/7/7/77bd1783723a930b5ce591e0ca580a53b041ca4f.jpeg)

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**Author:** ![presto423](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@presto423](https://forums.unrealengine.com/u/presto423)\
**Post date:** [December 14, 2019, 4:15pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/221 "2019-12-14T16:15:04Z")

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Composure page images are not broken for me. It could be a cache issue when it’s happening. It could also be a temporary files on system issue, in which those links to the page images get broken somehow, or the temporary files have a bad reference from a particular browser / browser settings.

Another thing I noticed, but not a big deal unless it’s perceived to be I guess:  
“…or how a shot it set up.”  
change “it” to “is” in the second paragraph at the top of the Composure page…  
There’s a number of typos / grammar / spelling errors in the docs, and I usually know what is meant, but it may be a problem in browser-based translations or other cases.

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**Author:** ![HappyPie\_PewPew](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@HappyPie\_PewPew](https://forums.unrealengine.com/u/HappyPie_PewPew)\
**Post date:** [December 14, 2019, 10:53pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/222 "2019-12-14T22:53:30Z")

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[USER=“7”]Jeff Wilson[/USER] Can we somehow help with the progress of the dark themed documentation?

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**Author:** ![House\_zu\_Heltzer](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/house_zu_heltzer/32/488662_2.png) [@House\_zu\_Heltzer](https://forums.unrealengine.com/u/House_zu_Heltzer)\
**Post date:** [December 17, 2019, 10:32pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/223 "2019-12-17T22:32:35Z")

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On the “Installing Visual Studio for UE4” page:

[Under “Visual Assist X Users, If you have Visual Assist X installed:”](http://https://docs.unrealengine.com/en-US/Programming/Development/VisualStudioSetup/index.html%22)

Turn off \*\*Format After Paste \*\*in Options \> Advanced. The “Advanced” Menu within the VA options is gone now, and you will find it under **Extensions \>**  **Visual Assist Options \> Editor \> Format After Paste.**

> **[Setting Up Visual Studio for Unreal Engine](https://docs.unrealengine.com/4.27/en-US/ProductionPipelines/DevelopmentSetup/VisualStudioSetup/)**
>
> Tips, tricks, and techniques for setting up Visual Studio to work with Unreal Engine

P.S. For quite a while now, IncrediBuild [has been causing issues with Visual Assist DELETING your code](https://youtu.be/6UX_bmFdBH8), they are expected to fix this in the next version, but I believe we have already received a new version since they have said this. As longer compile times will turn new users to try IncrediBuild, it may be a good idea to recommend against downloading this extension for now.

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**Author:** ![HertzRat](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@HertzRat](https://forums.unrealengine.com/u/HertzRat)\
**Post date:** [December 20, 2019, 9:45am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/224 "2019-12-20T09:45:13Z")

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The Unreal documentation, in general, is very unevenly fleshed-out. I feel like 2/3rds of the pages I land on just have something like “An object class” as a description (in this case, that gem is from UClass), then just a bunch of lists of function names that you could also find by pressing TAB in your IDE. Its definitely better than nothing, but it is also a little frustrating

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**Author:** ![neurocod](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@neurocod](https://forums.unrealengine.com/u/neurocod)\
**Post date:** [December 22, 2019, 9:06am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/225 "2019-12-22T09:06:46Z")

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This doc [Invalidation Box | Unreal Engine Documentation](https://docs.unrealengine.com/en-US/Engine/UMG/UserGuide/WidgetTypeReference/Invalidation/index.html) says that described feature is from Unreal 4.9 and is experimental. Is it outdated status?

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**Author:** ![CodingRook](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@CodingRook](https://forums.unrealengine.com/u/CodingRook)\
**Post date:** [December 22, 2019, 11:35pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/226 "2019-12-22T23:35:10Z")

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**This is specific feedback on the pages regarding Delegates, Dynamic Delegates, Multicast etc. etc. :**

I think there might be a small issue with nomenclature here, unless I am really bad at understanding your text and/or your logic. If I’m not mistaken the documentation goes back and forth and uses the terms “delegate function” and “binding function” interchangeably. Or just to be more specific, I suspect that in a lot of cases where you want to say (and probably - no hopefully! - mean) “binding function” you instead say “delegate function” which is rather confusing. So a handful of suggestions:

1. Perhaps another read-through to make sure you are saying exactly what you mean to say and just make the language clearer?
2. Some visual schematics would definitely help and make things clearer for beginners. This is a dense topic! You are essentially trying to hack through encapsulation and abstraction with these things…
3. I suspect (like myself) that perhaps people have understood a little bit better the Blueprint equivalents: event dispathers etc. Perhaps a visual again compare and contrast type page that shows the equivalents of the two approaches might solidify learning?

Anyway, my humble opinion. Thank you!

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**Author:** ![oldhighscore](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@oldhighscore](https://forums.unrealengine.com/u/oldhighscore)\
**Post date:** [December 23, 2019, 5:37pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/227 "2019-12-23T17:37:11Z")

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> **[UnrealVS Extension](https://docs.unrealengine.com/4.27/en-US/ProductionPipelines/DevelopmentSetup/VisualStudioSetup/UnrealVS/)**
>
> Guide for installing, setting up, and using the UnrealVS extension for Visual Studio.

I am not seeing the UnrealVS command. I am using VS2019 fresh install and I’ve followed the instructions listed above second, first I followed [Setting Up Visual Studio for Unreal Engine | Unreal Engine Documentation](https://docs.unrealengine.com/en-US/Programming/Development/VisualStudioSetup/index.html). Maybe a miss/bug for the VS2019 extension?

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**Author:** ![malcolmcdixon](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@malcolmcdixon](https://forums.unrealengine.com/u/malcolmcdixon)\
**Post date:** [December 26, 2019, 10:54pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/228 "2019-12-26T22:54:34Z")

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> **[Environment Query System Quick Start](https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/ArtificialIntelligence/EQS/EQSQuickStart/)**
>
> The Environment Query System Quick Start aims to get you up to speed on some of the systems and tools for working with EQS and AI.

1. For **UpdateSightKey** , add an \*\*Actor \*\*input called **TargetActor**.

This should read:  
9. For **UpdateTargetKey** , add an \*\*Actor \*\*input called **TargetActor**.

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**Author:** ![Anonymous\_460b792395489c9fd1f2c697c5285f2b](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Anonymous\_460b792395489c9fd1f2c697c5285f2b](https://forums.unrealengine.com/u/Anonymous_460b792395489c9fd1f2c697c5285f2b)\
**Post date:** [December 30, 2019, 8:57am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/229 "2019-12-30T08:57:01Z")

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It would be better if the document could include a link to download the example file

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**Author:** ![AutofireII](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@AutofireII](https://forums.unrealengine.com/u/AutofireII)\
**Post date:** [December 31, 2019, 12:06am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/230 "2019-12-31T00:06:19Z")

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Hiya! New user here; I have a fair amount of experience with Unity, so something stood out to me in part of the docs comparing Unity and Unreal. It’s in this page: [Unreal Engine for Unity Developers | Unreal Engine 5.2 Documentation](https://docs.unrealengine.com/en-US/GettingStarted/FromUnity/index.html)

So in the section labeled “UE4 Blueprint Classes can be extended,” there’s a paragraph which says this:

[]  
In Unity, you would implement this by creating many different GameObject prefabs: one for Dragon, one for Grue, and so on. Now, say you want to add some new functionality to all monsters, such as the ability to speak using your new Speak Component. In Unity, you have to go and update all 10 prefabs to individually copy and paste the new functionality into it.  
[/]

So… yes, this had been the only way to do things for a long time. But that’s actually changed! Aside from being able to nest prefabs, it’s also possible to make “Prefab Variants,” which work pretty much as inheritance. I could create Monster prefab, and then make variants called Dragon, Grue, etc. A modification to Monster will trickle down into the rest of the monsters, as it would in Unreal. It’s also possible to override settings coming from parent prefabs.

Now, I haven’t worked with Unreal’s blueprints yet, so I don’t know how they compare. Unity’s prefab overhaul has introduced some odd kinks into the system. (I’ve had some deeply nested prefabs for UI elements in Unity and it can get a little out-of-shape if I accidentally change the base prefabs from within the top-level prefabs.). I have no idea whether Unreal struggles with these same issues or if they’ve been solved.

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**Author:** ![star\_Viper](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@star\_Viper](https://forums.unrealengine.com/u/star_Viper)\
**Post date:** [December 31, 2019, 7:58am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/232 "2019-12-31T07:58:38Z")

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UE4 cannot connect to maya when using mayalivelink.I followed the tutorial on [https://docs.unrealengine.com/zh-CN/…gin/index.html](https://docs.unrealengine.com/zh-CN/Engine/Animation/LiveLinkPlugin/index.html).  
first,I cannot get the MayaLiveLinkPugin2018.mll file because github just have the source code.[https://github.com/ue4plugins/MayaLi…/master/Source](https://github.com/ue4plugins/MayaLiveLink/tree/master/Source)  
Finally,i got the Mayalivelink on epic marketplace.But,ue4 cannot find maya=-=like this:

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**Author:** ![Waveguide1969](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Waveguide1969](https://forums.unrealengine.com/u/Waveguide1969)\
**Post date:** [December 31, 2019, 7:07pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/233 "2019-12-31T19:07:25Z")

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Dear All,

I have the following issue while trying to run my project on my iPad according to:

> **[iOS Quick Start](https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Mobile/iOS/QuickStart/)**
>
> Instructions on setting up and launching games on iOS devices.

After setting up and running there occurs an error message. In the log window it says:

LogPlayLevel: Error: Code Signing Error: Missing private key for signing certificate. Failed to locate the private key matching certificate “iPhone Developer: \<MyName\> (EJK49S5EDA)” in the keychain. To sign with this signing certificate, install its private key in your keychain. If you don’t have the private key, select a different signing certificate for  
CODE\_SIGN\_IDENTITY in the build settings editor.  
LogPlayLevel: Error: Code Signing Error: Code signing is required for product type ‘Application’ in SDK ‘iOS 13.2’

\<MyName\> is a placeholder for my real name. I generated the Mobile Provisioning File as well as the Developer Certificate on my Apple Developer Account and included it in the project settings. What went wrong?

Any help is greatly appreciated!

Best wishes,  
Ralf

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**Author:** ![ajeets1978](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ajeets1978](https://forums.unrealengine.com/u/ajeets1978)\
**Post date:** [January 1, 2020, 4:09am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/234 "2020-01-01T04:09:20Z")

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Hi There,

The link for the source code on the documentation page seems to be a broken link

"Before you can access the repository at [https://github.com/EpicGames/UnrealEngine](https://github.com/EpicGames/UnrealEngine) " This link returns you the 404 Page Not found error.

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<div class="post-metadata">

**Author:** ![anonymous\_user\_d709f100](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_d709f100](https://forums.unrealengine.com/u/anonymous_user_d709f100)\
**Post date:** [January 3, 2020, 7:42pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/235 "2020-01-03T19:42:37Z")

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i cant download the engine i can only download epic games engine not unreal engine please make a direct download link:mad:

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<div class="post-metadata">

**Author:** ![genkala](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@genkala](https://forums.unrealengine.com/u/genkala)\
**Post date:** [January 4, 2020, 12:20am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/236 "2020-01-04T00:20:21Z")

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Hi. I haven’t been using the site for long but definitely ran into a couple of things. The search function is not great - for example, if I go to online learning -\>home and select all then search for “virtual reality” it brings up 3 courses. If I search for VR it brings up 5 courses. However, if I go into “Unreal Academy” learning path there is a really good VR best practices deck and video which was exactly what I’m looking for.  
Likewise, I need to switch to the documentation section to access some material. This means I can’t really depend on the search tools, or don’t feel I can - but instead need to hunt through a few places. This is not ideal.

that said, the materials are good and the existence of this is great.

I’ve done a few advanced classes but was interested in doing more design/blueprinty stuff and so I did the quick start for designers. It’s a tiny bit out of date for 4.24 - just the lighting details stuff but figured I’d let you know.

cheers and thanks

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<div class="post-metadata">

**Author:** ![joanpastorandreo](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@joanpastorandreo](https://forums.unrealengine.com/u/joanpastorandreo)\
**Post date:** [January 6, 2020, 9:41am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/237 "2020-01-06T09:41:37Z")

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Sequencer Quick Start  
Just a little correction. You guys just ask to divide the viewport layout in two and then in points 5 & 6 you ask for changing them both times in right one.

5- In the right Viewport, click the **View Mode** button then select **Perspective**.  
6- In the right Viewport, click the **View Mode** button then select **Cinematic Viewport**.

Thanks for all the extended and complex information you create for all the community!!

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