# 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:** 11

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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:** [January 6, 2020, 8:22pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/238 "2020-01-06T20:22:03Z")

</div>

[USER=“7”]Jeff Wilson[/USER] This page has only white theme, would love to see a dark theme.  
[https://www.unrealengine.com/en-US/b…=Documentation](https://www.unrealengine.com/en-US/bing-search?keyword=This%20page%20needs%20a%20dark%20theme&offset=0&filter=Documentation)

Thank you.

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<div class="post-metadata">

**Author:** ![nixsnake](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/nixsnake/32/592588_2.png) [@nixsnake](https://forums.unrealengine.com/u/nixsnake)\
**Post date:** [January 8, 2020, 6:53pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/239 "2020-01-08T18:53:22Z")

</div>

> **[Vignette](https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/PostProcessEffects/Vignette/)**
>
> Effect causing the brightness of the to decrease as the distance from the viewport's center increases.

A wrong way for describe “ **Vignette** settings can be located under **Scene Color** in the **Post Process Settings**.”

You cant find **Vignette** settings that way.

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**Author:** ![teamonkey](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@teamonkey](https://forums.unrealengine.com/u/teamonkey)\
**Post date:** [January 8, 2020, 8:48pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/240 "2020-01-08T20:48:14Z")

</div>

Hi. The example code on the Programming Quickstart page doesn’t compile.

> **[Programming Quick Start](https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/ProgrammingWithCPP/CPPProgrammingQuickStart/)**
>
> Create your first code project and add a new C++ class.

First few errors:

```auto

E0070 incomplete type is not allowed ...FloatingActor.cpp 6    
E0020 identifier "PrimaryActorTick" is undefined ...FloatingActor.cpp 9    
E0020 identifier "CreateDefaultSubobject" is undefined ...FloatingActor.cpp 11    
E0254 type name is not allowed ...FloatingActor.cpp 11
...

```

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**Author:** ![Valachio](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Valachio](https://forums.unrealengine.com/u/Valachio)\
**Post date:** [January 9, 2020, 3:53am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/241 "2020-01-09T03:53:39Z")

</div>

The “Create Aim Offset” page has a glitch.

The English version always redirects to the Chinese version

[https://docs.unrealengine.com/en-US/Engine/Animation/AnimHowTo/AimOffset/index.html](https://docs.unrealengine.com/zh-CN/Engine/Animation/AnimHowTo/AimOffset/index.html)

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**Author:** ![FunAndFriendly](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@FunAndFriendly](https://forums.unrealengine.com/u/FunAndFriendly)\
**Post date:** [January 9, 2020, 4:25pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/242 "2020-01-09T16:25:06Z")

</div>

From here: [UActorComponent | Unreal Engine Documentation](https://docs.unrealengine.com/en-US/API/Runtime/Engine/Components/UActorComponent/index.html)

If I click the UObject link in the class hierarchy:

> **[UObject](https://docs.unrealengine.com/4.27/en-US/API/Runtime/CoreUObject/UObject/UObject/)**
>
> The base class of all UE4 objects.

I get 403 forbidden:

```auto
  <html> <head><title>403 Forbidden</title></head> <body bgcolor="white"> <center><h1>403 Forbidden</h1></center> </body> </html>  

```

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<div class="post-metadata">

**Author:** ![FunAndFriendly](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@FunAndFriendly](https://forums.unrealengine.com/u/FunAndFriendly)\
**Post date:** [January 9, 2020, 4:36pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/243 "2020-01-09T16:36:00Z")

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Also 403 on this page from the search box for “SetMovementMode”. WTF.

[https://docs.unrealengine.com/latest…ent/index.html](https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/GameFramework/AActor/GetRootComponent/index.html)

Searching for the classes (UCharacterMovementComponent) lets seems to you access the method pages, but searching for the method directly fails.

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**Author:** ![PuReInSaNe](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@PuReInSaNe](https://forums.unrealengine.com/u/PuReInSaNe)\
**Post date:** [January 9, 2020, 7:26pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/244 "2020-01-09T19:26:50Z")

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> **[Motion Controller Component Setup](https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/XRDevelopment/VR/VRHowTos/MotionController/)**
>
> Information on how to setup Motion Controllers for VR interaction.

Following this docu lead to my controllers not moving. (UE 4.24)

Adding an input and regenerating steamvr input fixed it for me. Should be noted there or fixed.

Also “the Motion Controller component and then changing **Hand** from Left to **Right**.”  
=\> Hand should be renamed to Motion Source.

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<div class="post-metadata">

**Author:** ![anonymous\_user\_6c9a993a](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_6c9a993a](https://forums.unrealengine.com/u/anonymous_user_6c9a993a)\
**Post date:** [January 11, 2020, 5:46pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/245 "2020-01-11T17:46:12Z")

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It crashes on 4.24.1 when i import a model i made.

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**Author:** ![anonymous\_user\_26640c721](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_26640c721](https://forums.unrealengine.com/u/anonymous_user_26640c721)\
**Post date:** [January 12, 2020, 2:47pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/246 "2020-01-12T14:47:19Z")

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hello I have a problem every time I want to make a package project its me the web page Unreal Engine 4 Documentation I can’t hit the games

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**Author:** ![dogrush](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@dogrush](https://forums.unrealengine.com/u/dogrush)\
**Post date:** [January 12, 2020, 3:50pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/247 "2020-01-12T15:50:42Z")

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Hi! thank you for opening the feedback:  
It would be so nice to be able to add comments to the posts. That could allow:  
1- Add suggestions to the documentation  
2- Add links to places in the forum, knowledgebase or youtube where these things are solved/explained by other people.  
3- Allow the chance for the community to improve the documentation as some times it’s insufficient.  
4- It will be possible to track changes that occur with the lunch of new versions of Unreal.

It would also be really great to be able to propose new articles. Today I had a big issue with an article that exists for Matinee but doesn’t exist for Sequencer. Helping out to point out these issues could save us all a big amount of time. Unreal is a fantastic tool… please consider opening the documentation to the community.

best wishes!

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**Author:** ![Bater](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Bater](https://forums.unrealengine.com/u/Bater)\
**Post date:** [January 13, 2020, 11:35pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/248 "2020-01-13T23:35:48Z")

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Hi guys but the Mobile Patch Utility Nodes documentation and the Mobile Packaging Wizard are too weak, for example, they don’t explain the details of the process of doing the patch files nor explaining where can a person find the manifest file, mean the process is unclear and is vague, what I wanted is simply to upload the levels files to the web and upload a small APK to the google play store and then when someone plays the game he only downloads the desired level to play, the documentation failed to guide me to this goal. also, why should we do a development build?

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**Author:** ![caswal](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@caswal](https://forums.unrealengine.com/u/caswal)\
**Post date:** [January 14, 2020, 11:41pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/249 "2020-01-14T23:41:12Z")

</div>

A quick simple one, in Assertions, [Asserts | Unreal Engine Documentation](https://docs.unrealengine.com/en-US/Programming/Assertions/index.html)

has ensureMsg as a macro, which no longer exists. Use just use ensureMsgf instead.

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**Author:** ![GoldenNuggsGames](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@GoldenNuggsGames](https://forums.unrealengine.com/u/GoldenNuggsGames)\
**Post date:** [January 15, 2020, 6:18am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/250 "2020-01-15T06:18:58Z")

</div>

Hi. Im new to Unreal but have some experience in Unity and small amount in C++ console apps etc. I keep getting errors every time I add or change the #includes list in any way. The errors can go often just by deleting the space behind GENERATED\_BODY(). But I am on the main website basic C++ tutorials from Unreal here [Components and Collision | Unreal Engine Documentation](https://docs.unrealengine.com/en-US/Programming/Tutorials/Components/index.html) and I might be being completely stupid but they are not easy to follow.

Reason is I think the IWYU principle now in place. But the tutorial doesn’t seem to match that.

I think if I am right the tutorial is based of some old version of Unreal. But really, not to be rude, but this isn’t really very impressive for the IWYU has been on Unreal since I first downloaded it months ago, and this tutorial is a beginner level and one of the first you find on Unreal Engine website.

In fact, I find very few tutorials that seem to mention the IWYU practice and most of them are extremely difficult to follow due to countless google searches need to find the right includes and then debugging strange errors by adding said includes.

Really isn’t it about time to add some newly written , current version tutorials?

That said, I really like the engine and am hoping to master it enough to produce some games/prototypes soon.

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<div class="post-metadata">

**Author:** ![pabitrapadhy](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/pabitrapadhy/32/495176_2.png) [@pabitrapadhy](https://forums.unrealengine.com/u/pabitrapadhy)\
**Post date:** [January 15, 2020, 3:09pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/251 "2020-01-15T15:09:02Z")

</div>

This part of doucmentation needs to be updated.  
Because Unity now supports nested prefabs and prefab variants, which is inheritance.  
UE4 Blueprint Classes can be extended [Unreal Engine 4 For Unity Developers | Unreal Engine Documentation](https://docs.unrealengine.com/en-US/GettingStarted/FromUnity/index.html)

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<div class="post-metadata">

**Author:** ![AssetDK](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@AssetDK](https://forums.unrealengine.com/u/AssetDK)\
**Post date:** [January 16, 2020, 7:27am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/252 "2020-01-16T07:27:16Z")

</div>

I think there is something missing here [https://docs.unrealengine.com/en-US/…rt/index.html?](https://docs.unrealengine.com/en-US/Engine/ArtificialIntelligence/BehaviorTrees/BehaviorTreeQuickStart/index.html?)

You also need to setup ‘run behaviortree’ and possibly there is a potential bug if you don’t run ‘use blackboard’, and you really need to elaborate on the two variations of ‘get blackboard’…??

 ![BT_BB_Setup1.png](https://d3kjluh73b9h9o.cloudfront.net/original/3X/f/6/f612f5dbd7a124a8f14897f10bb813baa3df3423.png)

… sorry, you place the Run at " **Event On Possess"** … still there is a use balckboard that needs to be there?

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<div class="post-metadata">

**Author:** ![sarisona](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@sarisona](https://forums.unrealengine.com/u/sarisona)\
**Post date:** [January 16, 2020, 10:24am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/253 "2020-01-16T10:24:26Z")

</div>

The sort order of topics / pages in the sidebar seems rather random. It would be helpful if the topics were arranged in a more logical order (or, alternatively, alphabetical)

Example:  
“Programming Guide”  
The first topic would probably be “Programming Quick Start” or “Development Setup”.

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<div class="post-metadata">

**Author:** ![FuzzyPones](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@FuzzyPones](https://forums.unrealengine.com/u/FuzzyPones)\
**Post date:** [January 17, 2020, 1:17pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/254 "2020-01-17T13:17:44Z")

</div>

> **[Programming Quick Start](https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/ProgrammingWithCPP/CPPProgrammingQuickStart/)**
>
> Create your first code project and add a new C++ class.

The header files for the UE4 C++ Quickstart Tutorial are missing in **FloatingActor.cpp**

[FONT=courier new]#include “UObject\ConstructorHelpers.h”  
#include “Components\StaticMeshComponent.h”

And for the Particles  
[FONT=courier new]#include “Particles\ParticleSystemComponent.h”

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<div class="post-metadata">

**Author:** ![yuxiaomin](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@yuxiaomin](https://forums.unrealengine.com/u/yuxiaomin)\
**Post date:** [January 18, 2020, 2:26am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/255 "2020-01-18T02:26:52Z")

</div>

Ue4的在软件中加了中文翻译，让使用更加方便，但是我在这些翻译中发现了很多浅显的错误，会中文的人一看就能明白的错误，希望官方在发布的时候可以找个会中文的员工梳理一下这些文档 [ATTACH=json]n1710112[/ATTACH]

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<div class="post-metadata">

**Author:** ![NoDecaf](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@NoDecaf](https://forums.unrealengine.com/u/NoDecaf)\
**Post date:** [January 19, 2020, 7:39am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/256 "2020-01-19T07:39:08Z")

</div>

Hello,

was following the guide below using UE4.24 and had to tweak to make it work as it should:  
[https://docs.unrealengine.com/en-US/…put/index.html](https://docs.unrealengine.com/en-US/Programming/Tutorials/PlayerInput/index.html)

The “MyPawn1” object in the tree has a subchild below “RootComponent (Inherited)” called “OurVisibleComponent(Inherited)”  
The guide tells that you should add a cylinder in the “Static Mesh” section but there is no such section.  
I could manually select “RootComponent (Inherited)” then press “+Add Component”, “Static Mesh”  
Then modify the code in AMyPawn::Tick to search for all child components until I find the static mesh node.  
This is a real hack though but I thought it could be good to know that the c++ tutorial doesn’t work with the “Grow”-feature in UE4.24  
Then a few includes are missing but I guess that’s easy to figure out by yourself 🙂

```auto

    // Handle growing and shrinking based on our "Grow" action
    {
        FString s = "StaticMesh1";
        for (int i = 0; i < RootComponent->GetNumChildrenComponents(); ++i)
        {
            USceneComponent* c = RootComponent->GetChildComponent(i);
            FString str = c->GetName();
            if (str.Equals(s)) {
                float CurrentScale = c->GetComponentScale().X;
                if (bGrowing)
                {
                    // Grow to double size over the course of one second
                    CurrentScale += DeltaTime;
                }
                else
                {
                    // Shrink half as fast as we grow
                    CurrentScale -= (DeltaTime * 0.5f);
                }
                // Make sure we never drop below our starting size, or increase past double size.
                CurrentScale = FMath::Clamp(CurrentScale, 1.0f, 2.0f);
                c->SetWorldScale3D(FVector(CurrentScale));
            }
        }
    }

```

Cheers!

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<div class="post-metadata">

**Author:** ![Selestra11](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Selestra11](https://forums.unrealengine.com/u/Selestra11)\
**Post date:** [January 19, 2020, 6:38pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/257 "2020-01-19T18:38:15Z")

</div>

> **[Multiplayer Programming Quick Start](https://docs.unrealengine.com/4.26/en-US/InteractiveExperiences/Networking/QuickStart/)**
>
> Create a simple multiplayer game in C++.

step 6 has two errors in code i believe

first one is; what the heck is 424

```auto

World->GetTimerManager().SetTimer(FiringTimer, this, &AThirdPersonMP424Character::StopFire, FireRate, false);

```

second one is HandleFire\_\*\*Implementation. \*\*According to the header file, should it not have been only HandleFire?

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