# 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:** 20

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**Author:** ![xxozmozxx](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@xxozmozxx](https://forums.unrealengine.com/u/xxozmozxx)\
**Post date:** [June 7, 2020, 11:48pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/429 "2020-06-07T23:48:14Z")

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Tutorial page is fully white it hurts my eyes

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**Author:** ![LordPosix](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@LordPosix](https://forums.unrealengine.com/u/LordPosix)\
**Post date:** [June 8, 2020, 7:18pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/430 "2020-06-08T19:18:44Z")

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Hello,  
in this page: [https://docs.unrealengine.com/en-US/…art/index.html](https://docs.unrealengine.com/en-US/Engine/Blueprints/QuickStart/index.html)  
the section where it shows this text: The **Create Blueprint from Selection** dialog box appears. We are going to edit the default path of the blueprint.  
does not show the image and instead show this: !](CreateBPFromSelection.png)(w:500)

thanks!

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**Author:** ![KGB1st](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@KGB1st](https://forums.unrealengine.com/u/KGB1st)\
**Post date:** [June 9, 2020, 2:39pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/431 "2020-06-09T14:39:12Z")

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[https://docs.unrealengine.com/en-US/…art/index.html](https://docs.unrealengine.com/en-US/Engine/OpenWorldTools/Grass/QuickStart/index.html)  
The 4.24 version supported new material expression landscape layer weight with new Const Base node  
In tutorial this feature was skipped when changed, what is it and how it works?

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**Author:** ![kamhh\_94](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@kamhh\_94](https://forums.unrealengine.com/u/kamhh_94)\
**Post date:** [June 10, 2020, 12:46am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/432 "2020-06-10T00:46:11Z")

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I might be missing something here but I can’t find the instructions on how to use engine events in c++. There are some examples that are no longer present in the documentation page. For example, here is a video that shows the example for OnComponentBeginOverlap ([https://youtu.be/0ZvAnUTodfI?t=262](https://youtu.be/0ZvAnUTodfI?t=262)) but when i go to that page, it only has the remarks and no example. Have the code examples for engine functions/events moved elsewhere?

Thanks

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**Author:** ![echo\_four](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@echo\_four](https://forums.unrealengine.com/u/echo_four)\
**Post date:** [June 10, 2020, 1:56pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/433 "2020-06-10T13:56:31Z")

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[=“KGB1st, post:413, topic:126746”]

[https://docs.unrealengine.com/en-US/…art/index.html](https://docs.unrealengine.com/en-US/Engine/OpenWorldTools/Grass/QuickStart/index.html)  
The 4.24 version supported new material expression landscape layer weight with new Const Base node  
In tutorial this feature was skipped when changed, what is it and how it works?  
[/]

Hey KGB1st! Thanks for reaching out to us. I’m unsure about a “Const Base” node, but according to the Landscape Materials doc Const Base is a node property that can be used to “…specify a base color that you would like for your Landscape to have.” Please let me know if I’m misunderstanding you, or if there’s something else I can help with.

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**Author:** ![anonymous\_user\_b8b53c57](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b8b53c57](https://forums.unrealengine.com/u/anonymous_user_b8b53c57)\
**Post date:** [June 11, 2020, 2:37pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/435 "2020-06-11T14:37:29Z")

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Anybody know how to make avatar creator?I try a lot of way but still can not do it.

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**Author:** ![Dennisimus](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Dennisimus](https://forums.unrealengine.com/u/Dennisimus)\
**Post date:** [June 12, 2020, 9:23pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/436 "2020-06-12T21:23:47Z")

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maybe it’s a small thing but I had a big trouble figuring it out.

Under “\*\*Set Actor Label” \*\*in the Documentation page, Please state that the parent class must be “ **Editor Utility Actor** ”.  
I made a regular actor blueprint to use this node, yet it didn’t exist anywhere in the graph editor no matter what i did.

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**Author:** ![TAKA2](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@TAKA2](https://forums.unrealengine.com/u/TAKA2)\
**Post date:** [June 13, 2020, 4:51pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/437 "2020-06-13T16:51:54Z")

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Concerning this page: [Introduction to C++ Programming in UE4 | Unreal Engine Documentation](https://docs.unrealengine.com/en-US/Programming/Introduction/index.html)

**Non-UObject References**

Normal C++ objects (not derived from UObject) can also have the ability to add a reference to an object and prevent garbage collection. To do that, your object must derive from **FGCObject** and override its **AddReferencedObjects** class.

\>\>\> I think that what was meant here was:  
To do that, your object must derive from \*\*FGCObject \*\*and override its **AddReferencedObjects** method.

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**Author:** ![anonymous\_user\_75502e321](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_75502e321](https://forums.unrealengine.com/u/anonymous_user_75502e321)\
**Post date:** [June 13, 2020, 7:45pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/438 "2020-06-13T19:45:44Z")

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Concerning the grass tool here [https://docs.unrealengine.com/en-US/…art/index.html](https://docs.unrealengine.com/en-US/Engine/OpenWorldTools/Grass/QuickStart/index.html)

On step 5.3 applying the material doesn’t work some step must be missing. I’ve followed this tutorial and watched a video too. Clicking the arrow to apply does nothing so im stuck now ☹

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**Author:** ![MostHost\_LA](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/mosthost_la/32/907035_2.png) [@MostHost\_LA](https://forums.unrealengine.com/u/MostHost_LA)\
**Post date:** [June 15, 2020, 12:19pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/439 "2020-06-15T12:19:40Z")

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[https://docs.unrealengine.com/en-US/…ide/index.html](https://docs.unrealengine.com/en-US/Engine/Landscape/TechnicalGuide/index.html)

[]

**Calculating Heightmap Z Scale**

Unreal Engine 4 calculates your heightmap’s Z scale by using a grayscale value between 0 and 255 taken from a point on the map (0 being completely black and 255 being completely white).That value is then multiplied by the Z scale value input when you import the heightmap data… If your Z scale is set to 1, a grayscale value of 255 will be set to a height of 1 meter. A Z scale that is set to 100 will set a grayscale value of 255 as 100 meters.

When importing a heightmap file, changing the value in the Z scale field will adjust the preview of your Landscape in the viewport. This will allow you to try several values and determine which one best fits your level’s needs.

[/]

Completely wrong information.

Setting the landscape scale to 1 causes the maximum height to be 256 and the minimum to be -256

Therefore,  
Setting the scale to 100, the default, sets the maximum to 256meters and the minimum to -256meters OR ±25600.0 unreal units. (there is some margin of error that can be noted maximum size is only 25599.0)

To calculate a landscape maximum size you have to use proportions.  
The landscape min/max range is 256\*2 or 512

The ratio is therefore calculated as follows:  
1 / 512 is 0.001953125‬

You use this number to multiply your maximum height in CM to obtain the exact landscape scale.

For example, if I need my landscape to be 600 meters tall from 0 to 255:  
First we go from Meters to Cm, that’s done by adding 2 zeros at the end.  
60000.  
Then, we multiply by the ratio, getting: 117.1875‬

The result will be a landscape with the lowest area at -30000.0, and the tallest area at 29999.0

Another example,  
If I wanted to go from sea level to the peak of K2 (8,611m)  
First, we need centimeters:  
861100, then we multiply by the ratio: 861100\*0.001953125‬ = 1681.8359375

This very high value will produce a landscape with the minimum set to -430550.0 while the maximum will be set to 430537.0  
430550.0+430537.0 = 861,087‬cm = 8,610.87m (margin of error mentioned before).

Hopefully the docs can be updated, the information contained within them is completely misleading.

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**Author:** ![TheloTheGreat](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@TheloTheGreat](https://forums.unrealengine.com/u/TheloTheGreat)\
**Post date:** [June 16, 2020, 1:53am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/440 "2020-06-16T01:53:27Z")

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[=“TheloTheGreat, post:391, topic:126746”]

Hey TheloTheGreat! I think we resolved the login problem. Can you keep an eye out over the next few days and let us know if it’s improved?  
[/]

Yes, I can confirm the issue is fixed now, thanks.

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**Author:** ![Nino\_Mancuso](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Nino\_Mancuso](https://forums.unrealengine.com/u/Nino_Mancuso)\
**Post date:** [June 16, 2020, 4:16am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/441 "2020-06-16T04:16:55Z")

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The using Transparency subject under Materials should be updated the Translucent option for a material grays out metallic, specular, and opacity now, so by step 5 the notation is not able to be followed.

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**Author:** ![a1s1234](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@a1s1234](https://forums.unrealengine.com/u/a1s1234)\
**Post date:** [June 17, 2020, 12:58am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/444 "2020-06-17T00:58:55Z")

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[https://docs.unrealengine.com/zh-CN/…Map/index.html](https://docs.unrealengine.com/zh-CN/Programming/UnrealArchitecture/TMap/index.html)  
“binary predicate” is tranlated as “二进制谓词”，probably “二元谓词” could be better

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**Author:** ![Suicidadgi](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Suicidadgi](https://forums.unrealengine.com/u/Suicidadgi)\
**Post date:** [June 17, 2020, 1:07pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/445 "2020-06-17T13:07:21Z")

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[https://docs.unrealengine.com/en-US/…ing/index.html](https://docs.unrealengine.com/en-US/Engine/Animation/AnimationSharing/index.html)  
How Can I understand if it works or not? Documentation is really anoying and confusing. Any step-by-step videoguides\project? Because now i cannot cast to BP like actor to Enum(But in screen it should work fine). I really have the situation with perfect usage of this plugin and i dont know how to use it because of poor step-by step info(

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**Author:** ![AlexYopp](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@AlexYopp](https://forums.unrealengine.com/u/AlexYopp)\
**Post date:** [June 17, 2020, 5:03pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/446 "2020-06-17T17:03:12Z")

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Found a sentence fragment, probably from a previous re-write:

> **[Asserts](https://docs.unrealengine.com/4.26/en-US/ProgrammingAndScripting/ProgrammingWithCPP/Assertions/)**
>
> Reference to Unreal Engine 4's Assert Functionality

Under the “Verify” heading: **If you have an expression that** This means that you should use Verify macros only when the expression needs to run independently of diagnostic checks.

(emphasis mine)

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<div class="post-metadata">

**Author:** ![anonymous\_user\_6c5ee76d](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_6c5ee76d](https://forums.unrealengine.com/u/anonymous_user_6c5ee76d)\
**Post date:** [June 18, 2020, 2:06am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/447 "2020-06-18T02:06:14Z")

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These two categories have their lists switched, it looks like, comparing what’s shown here on the overview page versus their organization in the side bar.

Overview page: “Programming Guide” - [https://docs.unrealengine.com/en-US/Programming/index.html](https://docs.unrealengine.com/en-US/Programming/index.html)  
Category 1: “Unreal Engine Architecture”  
Category 2: “Gameplay Architecture”

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<div class="post-metadata">

**Author:** ![chadmv](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@chadmv](https://forums.unrealengine.com/u/chadmv)\
**Post date:** [June 18, 2020, 8:51pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/448 "2020-06-18T20:51:50Z")

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In the Niagara Quickstart  
[https://docs.unrealengine.com/en-US/…art/index.html](https://docs.unrealengine.com/en-US/Engine/Niagara/QuickStart/index.html)

Step 8: Drag off the **RGB** output of the Texture Sample node, and plug it into the **Gradient** input of the Value Step node.

Should be “Drag off the **R** output…”

Connecting RGB will give a compilation error. The image in step 9 shows the R channel correctly connected.

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**Author:** ![StormBearGames](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@StormBearGames](https://forums.unrealengine.com/u/StormBearGames)\
**Post date:** [June 19, 2020, 2:17pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/450 "2020-06-19T14:17:54Z")

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I cannot download Source Code

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**Author:** ![JChapmanIO](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@JChapmanIO](https://forums.unrealengine.com/u/JChapmanIO)\
**Post date:** [June 20, 2020, 1:06pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/451 "2020-06-20T13:06:05Z")

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Bug: On the Profiler Tool Reference page ([https://docs.unrealengine.com/en-US/…ler/index.html](https://docs.unrealengine.com/en-US/Engine/Performance/Profiler/index.html)), under the first section “Enable Profiler” then “Live Connection” sub-section, it looks like the page has interpreted the two ‘-messaging’ flags as underline markups. I’m assuming that’s what it is, as the underline travels from the start of the first ‘messaging’ to the beginning of the next ‘messaging’.

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**Author:** ![Strieglitz](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Strieglitz](https://forums.unrealengine.com/u/Strieglitz)\
**Post date:** [June 20, 2020, 1:18pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/452 "2020-06-20T13:18:16Z")

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Is it possible that in the Tutorial [Multiplayer Programming Quick Start | Unreal Engine Documentation](https://docs.unrealengine.com/en-US/Gameplay/Networking/QuickStart/index.html) The use of the **Role** Variable is not possible anymore because this one is shown me as a private member and i tried to use\*\* GetLocalRole() \*\*

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