# 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:** 14

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**Author:** ![S-ed](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/s-ed/32/1194558_2.png) [@S-ed](https://forums.unrealengine.com/u/S-ed)\
**Post date:** [March 13, 2020, 2:13pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/300 "2020-03-13T14:13:15Z")

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[=“DarienCaron, post:282, topic:126746”]

Hello,  
The documentation currently states that this function -\> GetNotifyName\_Implementation is only available in AnimNotify\_PlaySound. But it can be overriden from the base AnimNotify class.

[/]

It’s wrapped in

```auto

/// @cond DOXYGEN_WARNINGS

```

That’s why it’s missing from the docs.

[USER=“7”]Jeff Wilson[/USER] Works! Thanks!

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<div class="post-metadata">

**Author:** ![YawLighthouse](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/yawlighthouse/32/1125831_2.png) [@YawLighthouse](https://forums.unrealengine.com/u/YawLighthouse)\
**Post date:** [March 13, 2020, 2:41pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/301 "2020-03-13T14:41:42Z")

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Including related header files for C++ related docs help without having to search for them separately from the documentation page would be a nicety

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**Author:** ![SirTainly](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SirTainly](https://forums.unrealengine.com/u/SirTainly)\
**Post date:** [March 17, 2020, 1:01am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/302 "2020-03-17T01:01:36Z")

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Hi.

The provided C++ code doesn’t compile. I managed to find information to get it compiling but you might need to add what is missing or is incompatible

Cheers.

> **[Working with Modular Characters](https://docs.unrealengine.com/4.27/en-US/AnimatingObjects/SkeletalMeshAnimation/WorkingwithModularCharacters/)**
>
> Describes the different methods you can use to create modular characters comprised of multiple Skeletal Meshes.

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<div class="post-metadata">

**Author:** ![ShyshyXD](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ShyshyXD](https://forums.unrealengine.com/u/ShyshyXD)\
**Post date:** [March 17, 2020, 8:15am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/303 "2020-03-17T08:15:56Z")

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CCDIK-Node Properties-Enable Rotation Limit  
This note is wrong, and I think someone copies it from CCDIK-Node Properties-Precision

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<div class="post-metadata">

**Author:** ![AssassinBF1984](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@AssassinBF1984](https://forums.unrealengine.com/u/AssassinBF1984)\
**Post date:** [March 17, 2020, 2:11pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/304 "2020-03-17T14:11:38Z")

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Hello, I’m trying to introduce Datasmith into my Sketchup Pro to UE4 workflow, and I just recently purchased Sketchup Pro. I’ve been using Sketchup, I’m logged into my Sketchup Pro Account (so it’s a valid installation on my Windows 64 Bit System.) I downloaded the latest Datasmith plugin, I’ve made sure I closed Sketchup before trying to run the Datasmith launcher. I’ve even emailed Trimble (Sketchup application development company) about the issue of Datasmith not recognizing a valid version of Sketchup Pro. I was thinking that maybe it’s not working because I have the subscription type of access and log in, there’s no product key associated with it per se (at least that’s what Trimble has said so far). I’m in the process of talking with them still. Does anyone have a recommendation? I saw there was an older thread with the same issue, but it looks as if the user stopped writing to the thread and gave up after waiting a while and not getting a solution. I would really appreciate some feedback, thanks.

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**Author:** ![mousesanya](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@mousesanya](https://forums.unrealengine.com/u/mousesanya)\
**Post date:** [March 20, 2020, 6:36am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/305 "2020-03-20T06:36:42Z")

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[https://docs.unrealengine.com/en-US/Engine/Content/Importing/FBX/ImportOptions/index.html  
  ![UFiYpJINxE.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/3X/a/3/a306e769a40c8d0e82bc0e37cddf92c0d1173c99.jpeg)](https://docs.unrealengine.com/en-US/Engine/Content/Importing/FBX/ImportOptions/index.html)

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<div class="post-metadata">

**Author:** ![mousesanya](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@mousesanya](https://forums.unrealengine.com/u/mousesanya)\
**Post date:** [March 20, 2020, 9:22am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/306 "2020-03-20T09:22:48Z")

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> **[FBX Skeletal Mesh Pipeline](https://docs.unrealengine.com/4.27/en-US/WorkingWithContent/Importing/FBX/SkeletalMeshes/)**
>
> Setting up, exporting, and importing Skeletal Meshes using the FBX content pipeline.

1. When we click on those links (red circle in the image) we are moved on top of the document (I want to say if those are hyperlinks they don’t work)
2. “On this page” is empty (orange circle in the image)[ATTACH=JSON]{“data-align”:“none”,“data-size”:“full”,“data-tempid”:“temp\_186393\_1584690183667\_532”,“title”:“UFiYpJINxE2.jpg”}[/ATTACH]  
[https://forums.unrealengine.com/core/image/gif;base64](https://forums.unrealengine.com/core/image/gif;base64)  
​  
[Bones to Prioritize | Unreal Engine Documentation](https://docs.unrealengine.com/en-US/Engine/Content/Types/SkeletalMeshes/SkeletalMeshReductionTool/BonesToPrioritize/index.html)
3. typo (red circle)
4. That image is so small, is it ok or bug? (orange circle)

![03e78b06552776ff10c3fae86ae12b26f76edfc6.jpeg](https://d1ap1mz92jnks1.cloudfront.net/images/transparent.png)

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<div class="post-metadata">

**Author:** ![presto423](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@presto423](https://forums.unrealengine.com/u/presto423)\
**Post date:** [March 20, 2020, 5:56pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/307 "2020-03-20T17:56:35Z")

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[]

1. When we click on those links (red circle in the image) we are moved on top of the document (I want to say if those are hyperlinks they don’t work)
2. “On this page” is empty (orange circle in the image)
3. typo (red circle)
4. That image is so small, is it ok or bug? (orange circle)

[/]

For 1, those are simply a list of features, so shouldn’t be links to other parts of the page because those parts don’t exist on the page.  
For 2, the image didn’t show up in the post so I don’t know what is referenced. Is it a link or reference to an empty page?  
For 4, I’ve seen this all over the docs lately. Every slider picture is either small like that or doesn’t work correctly. When it’s a full picture, or close to it, a portion of the picture (e.g., lower half) is a blank, solid color such as white or grey or black. Or it’s somehow not showing what the slider would reveal by adjusting it.

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<div class="post-metadata">

**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:** [March 21, 2020, 12:26am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/308 "2020-03-21T00:26:05Z")

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Hello everyone, [Epics In-Editor Source Control](https://docs.unrealengine.com/en-US/Engine/Basics/SourceControl/InEditor/index.html)documentation states you can check in a .ini file for modification in the editor, but you cannot check it back out and push it through the editor, and need to manually push the .ini to the source control.

 ![RsZZ6vv1aC.png](https://d3kjluh73b9h9o.cloudfront.net/original/3X/d/0/d0a8843228f0583f7804a9f3e8c6d062c77f6b27.png)  
After some testing with our team, **this is not the case anymore**. You check out the .ini through the editor, and check it back in through the editor, will show up for others.  
 ![1Bjvc5xsU7.png](https://d3kjluh73b9h9o.cloudfront.net/original/3X/8/8/8877252635014e8eb31da3ac2c35d58c9c2bebb8.png)  
Cheers! Thank you Epic and amazing community!

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<div class="post-metadata">

**Author:** ![anonymous\_user\_e0bd5016](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_e0bd5016](https://forums.unrealengine.com/u/anonymous_user_e0bd5016)\
**Post date:** [March 22, 2020, 3:40pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/309 "2020-03-22T15:40:52Z")

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In the programming quick start im getting a list of errors after copying the code correctly that is not letting me compile my code. Here’s The List of Errors.Please Help.  
IntelliSense errors

pointer to incomplete class type is not allowed  
name followed by :: must have a class or namespace name(ConsturctorHelpers dosen’t work)  
Expected a semicolon after \<UStaticMesh\>(The line is not complete there is mroe after \<UStaticMesh\>  
Identifier CubeVisualAsset is not defined  
Pointer to incomplete class type is not allowed 2 times  
no instance of Constructor FVector::FVector matches the Argument List

Build Errors  
Member variable declaration: Missing variable type  
The Command (fileLocations) exited with code 5. Please verify that you have sufficient rights to run this command.

Totally 9 errors(7 intellisense from VS 2019 and 2 build errors)  
I even tryed to compile manually in the editor but the compile failed with error 1 in build errors.

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<div class="post-metadata">

**Author:** ![presto423](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@presto423](https://forums.unrealengine.com/u/presto423)\
**Post date:** [March 23, 2020, 1:34am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/310 "2020-03-23T01:34:17Z")

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_**[FONT=trebuchet ms]In the “From Material Expression” entry, at the bottom of the page, is a bullet point of Additional Information about the Unlit Shading Model. It says, "**__**[FONT=trebuchet ms]There is a lot of information that is compiled out, which means means that shading path cannot be properly supported without introducing regressions." A few things in the sentence need correcting. One is the word “means” is written twice. Two is in reference to “that shading path”, which is grammatically wrong, so needs to read “that the shading path…” and the rest is alright in terms of grammar. The third is the term “regressions”, which is certified jargon for those heavily familiar with the engine’s material editor and shader system and the engine’s programmers. Perhaps giving an example, or being more descriptive about it in easier to comprehend terms would be a way to correct it.**_

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<div class="post-metadata">

**Author:** ![mousesanya](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@mousesanya](https://forums.unrealengine.com/u/mousesanya)\
**Post date:** [March 23, 2020, 2:23am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/311 "2020-03-23T02:23:21Z")

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[=“presto423, post:291, topic:126746”]

For 1, those are simply a list of features, so shouldn’t be links to other parts of the page because those parts don’t exist on the page.  
[/]

But they are clickable 🙂 I know it’s a minor bug, but still.

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<div class="post-metadata">

**Author:** ![mousesanya](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@mousesanya](https://forums.unrealengine.com/u/mousesanya)\
**Post date:** [March 23, 2020, 3:22am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/312 "2020-03-23T03:22:28Z")

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[https://docs.unrealengine.com/en-US/…nts/index.html](https://docs.unrealengine.com/en-US/Engine/Content/Types/SkeletalMeshes/SkeletalMeshReductionTool/SpecifyingMaximumTriangleandVertexCounts/index.html)

There are no images at the bottom.

Volumetric Correction - no images as well. [Volumetric Correction | Unreal Engine Documentation](https://docs.unrealengine.com/en-US/Engine/Content/Types/SkeletalMeshes/SkeletalMeshReductionTool/VolumetricCorrection/index.html)

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<div class="post-metadata">

**Author:** ![mousesanya](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@mousesanya](https://forums.unrealengine.com/u/mousesanya)\
**Post date:** [March 23, 2020, 3:57am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/313 "2020-03-23T03:57:54Z")

</div>

Typo

Is it worth sending such feedbacks? 🙂 I just want to improve docs (don’t want to nitpick)

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<div class="post-metadata">

**Author:** ![sprime2019](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@sprime2019](https://forums.unrealengine.com/u/sprime2019)\
**Post date:** [March 23, 2020, 10:07am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/314 "2020-03-23T10:07:09Z")

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Can’t find anywhere in the documentation how to get ProRes to appear in the Sequencer Capture Settings drop down. Very much appreciate a heads ups.

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<div class="post-metadata">

**Author:** ![geverk](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@geverk](https://forums.unrealengine.com/u/geverk)\
**Post date:** [March 23, 2020, 2:16pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/315 "2020-03-23T14:16:37Z")

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Hi,

at this page: [Set Up the SteamVR Input System | Unreal Engine Documentation](https://docs.unrealengine.com/en-US/Platforms/VR/SteamVR/HowTo/SteamVRInput/index.html)

Set Up the SteamVR Input System,

there is a tip: While SteamVR is stopped, you may also need to edit _C:\Program Files (x86)\Steam\config\steamvr.vrsettings_ to remove the block caching the action manifest settings generated for the Unreal Editor.

It will be good to have more instructions about how to do it. and is no so clear if it is a tip since it says: “you may also need” sound more like a needed step

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<div class="post-metadata">

**Author:** ![S-ed](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/s-ed/32/1194558_2.png) [@S-ed](https://forums.unrealengine.com/u/S-ed)\
**Post date:** [March 24, 2020, 3:13pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/316 "2020-03-24T15:13:48Z")

</div>

[=“presto423, post:294, topic:126746”]

_**[FONT=trebuchet ms]In the “From Material Expression” entry, at the bottom of the page, is a bullet point of Additional Information about the Unlit Shading Model. It says, "**_ _**[FONT=trebuchet ms]There is a lot of information that is compiled out, which means means that shading path cannot be properly supported without introducing regressions." A few things in the sentence need correcting. One is the word “means” is written twice. Two is in reference to “that shading path”, which is grammatically wrong, so needs to read “that the shading path…” and the rest is alright in terms of grammar. The third is the term “regressions”, which is certified jargon for those heavily familiar with the engine’s material editor and shader system and the engine’s programmers. Perhaps giving an example, or being more descriptive about it in easier to comprehend terms would be a way to correct it.**_

[/]  
**Please don’t use colored text. Even if you think that will be a good idea.**

The Material Domain’s list is outdated. Volume and Virtual Texture are missing.  
[https://docs.unrealengine.com/en-US/…1\_5/index.html](https://docs.unrealengine.com/en-US/Resources/ContentExamples/MaterialProperties/1_5/index.html)

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<div class="post-metadata">

**Author:** ![presto423](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@presto423](https://forums.unrealengine.com/u/presto423)\
**Post date:** [March 24, 2020, 3:53pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/317 "2020-03-24T15:53:08Z")

</div>

Well, I re-read it, and the part of “that shader path” isn’t gramatically wrong. It could be either, and actually sounds more correct without “the” in it. Why did you use light grey text? Is colored text applicable for any posts or parts of posts? It was a darker, easier to read color. I almost missed your text saying not to use colored text because it’s such a light grey.

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<div class="post-metadata">

**Author:** ![S-ed](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/s-ed/32/1194558_2.png) [@S-ed](https://forums.unrealengine.com/u/S-ed)\
**Post date:** [March 24, 2020, 4:02pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/318 "2020-03-24T16:02:10Z")

</div>

Slider Compare windows sometimes are collapsed to 18px tall.

> **[Volumetric Fog](https://docs.unrealengine.com/4.26/en-US/BuildingWorlds/FogEffects/VolumetricFog/)**
>
> An overview of the Volumetric Fog features available when using Exponential Height Fog.

I’ve asked several users on Discord to confirm the issue. It happens on Firefox/Chrome/Edge.

 ![screenshot.1585063845.png](https://d3kjluh73b9h9o.cloudfront.net/original/3X/d/1/d1402a65421c1eee0321d6ecb57369075e9e86f7.png)

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<div class="post-metadata">

**Author:** ![S-ed](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/s-ed/32/1194558_2.png) [@S-ed](https://forums.unrealengine.com/u/S-ed)\
**Post date:** [March 25, 2020, 1:21am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/319 "2020-03-25T01:21:45Z")

</div>

[=“presto423, post:301, topic:126746”]

Why did you use light grey text? Is colored text applicable for any posts or parts of posts? It was a darker, easier to read color. I almost missed your text saying not to use colored text because it’s such a light grey.  
[/]

 ![screenshot.1585099139.png](https://d3kjluh73b9h9o.cloudfront.net/original/3X/9/1/91f9d57f696a840e1ed07ec605e9f8c3d9d64bdd.png)

Page head banner says

[]  
As of Unreal Engine 4.24, we recommend using [Take Recorder](https://docs.unrealengine.com/en-US/Engine/Sequencer/Workflow/TakeRecorder/index.html) instead of Sequence Recorder.  
[/]

[Cinematic Workflow Guides and Examples in Unreal Engine | Unreal Engine 5.2 Documentation](https://docs.unrealengine.com/en-US/Engine/Sequencer/HowTo/SequenceRecorder/index.html)

But Take Recorder is not a replacement for the Sequence Recorder.

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