# 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:** 23

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**Author:** ![vinkum099](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@vinkum099](https://forums.unrealengine.com/u/vinkum099)\
**Post date:** [July 29, 2020, 8:49am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/497 "2020-07-29T08:49:46Z")

</div>

This doc is not useful. [https://docs.unrealengine.com/en-US/…ain/index.html](https://docs.unrealengine.com/en-US/Platforms/Linux/NativeToolchain/index.html)  
Could someone add more details about Mac please.

I asked a question here: [https://answers.unrealengine.com/que…-from-mac.html](https://answers.unrealengine.com/questions/973887/how-to-package-for-linux-from-mac.html)

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**Author:** ![Burnrate](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Burnrate](https://forums.unrealengine.com/u/Burnrate)\
**Post date:** [July 29, 2020, 7:21pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/498 "2020-07-29T19:21:28Z")

</div>

Is there somewhere we can suggest corrections?

For example with the GetWorldTimerManager at [https://docs.unrealengine.com/en-US/…ger/index.html](https://docs.unrealengine.com/en-US/API/Runtime/Engine/GameFramework/AActor/GetWorldTimerManager/index.html) is says the include is #include “GameFramework/Actor.h” but you actually need to #include “TimerManager.h” to use it.

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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:** [July 29, 2020, 9:44pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/499 "2020-07-29T21:44:58Z")

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Easy one here, and not high priority, but still important I would think:

In “Archviz Interior Rendering” page, under “Samples and Tutorials \> Engine Feature Examples”, there’s a typo of the label of the ray tracing quality switch replace node. The label of the actual node is, I think, “RayTracingQualitySwitchReplace”, while this page has two instances of it typed as “RayTracingQualityReplaceSwitch” in the following location:

> **[Archviz Interior Rendering](https://docs.unrealengine.com/4.27/en-US/Resources/Showcases/ArchVisInterior/)**
>
> An overview of creating photo realistic architectural visualization interiors using Unreal Engine's rendering features.

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**Author:** ![rory.snively](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@rory.snively](https://forums.unrealengine.com/u/rory.snively)\
**Post date:** [July 30, 2020, 7:28am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/500 "2020-07-30T07:28:31Z")

</div>

Hello,

A lot of the language throughout the documentation uses masculine pronouns by default. For example this passage from [Exposing C++ to Blueprints Visual Scripting in Unreal Engine | Unreal Engine 5.2 Documentation](https://docs.unrealengine.com/en-US/Engine/Blueprints/TechnicalGuide/Guidelines/index.html)

[]  
At Epic, a lot of the workflow is that content creators will make a very complex Blueprint, and a programmer can see how he can compress a lot of that work into C++ by coding a new Blueprint node, so he moves that chunk of functionality into a new C++ function.  
[/]

It would be neat if we could change the pronouns in the documentation to use the more inclusive “they” where appropriate, or at least have a more even mix.

Thanks 🙂

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**Author:** ![6Black6Cat6](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@6Black6Cat6](https://forums.unrealengine.com/u/6Black6Cat6)\
**Post date:** [July 30, 2020, 1:04pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/501 "2020-07-30T13:04:58Z")

</div>

There is no github repo named “Unreal Engine”

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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:** [July 30, 2020, 7:33pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/502 "2020-07-30T19:33:03Z")

</div>

The right side has the nav for contents of the current doc page / section in a little hovering window. In Firefox 79.0, it’s covering lots of the table text in the Sky Atmosphere Reference page for Console Commands, and is likely doing it on other pages if it’s working like that on other pages.

> **[Sky Atmosphere Reference](https://docs.unrealengine.com/4.27/en-US/BuildingWorlds/FogEffects/SkyAtmosphere/Reference/)**
>
> A reference page for the settings and properties used by the Sky Atmosphere system to create physically-based sky and atmosphere renderings in UE4.

I cannot read the text descriptions of settings and such easily enough. I’ll attempt to go to the same page in Edge and Chrome.

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**Author:** ![anonymous\_user\_7290088d](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_7290088d](https://forums.unrealengine.com/u/anonymous_user_7290088d)\
**Post date:** [August 2, 2020, 11:05am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/503 "2020-08-02T11:05:50Z")

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The Unreal Engine C++ API has many “weak” design choices i.e. ways the API allows being used that are incorrect. Case in point how “CreateDefaultSubobject” must ONLY be called from within a constructor but this is in no way of being enforced by the compiler due to the design.

If a software design choice means the software expresses MANY incorrect possible uses that the compiler will not be able to detect this increases the burden and cost on everything and everyone downstream. Even if a mistake is not made the cost of testing and uncertainty is still increased regardless.

Improving the documentation for the C++ API regarding critical programming theory for the engine is seriously needed and requires an expert on the architecture and workings of the engine in order to write it ( not another “beginners guide” by dummies for dummies please! ).

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**Author:** ![JonathanZJC](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@JonathanZJC](https://forums.unrealengine.com/u/JonathanZJC)\
**Post date:** [August 5, 2020, 1:47am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/504 "2020-08-05T01:47:02Z")

</div>

The translation of the Chinese version is not very good. In many places, the semantics are impractical, or the sentences are repeated, and some polysemous words are incorrectly translated. It feels like machine translation. I hope it can be optimized manually.

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**Author:** ![gawroon7](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@gawroon7](https://forums.unrealengine.com/u/gawroon7)\
**Post date:** [August 5, 2020, 12:38pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/505 "2020-08-05T12:38:46Z")

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That is the least issue but I thought of informing you.  
Here:  
[https://docs.unrealengine.com/en-US/…ity/index.html](https://docs.unrealengine.com/en-US/Engine/Actors/Mobility/index.html)  
In the table describing mobility types, you have a typo.  
It states: “Not, however, that their Materials can still be animated.” while it perhaps should be: “Note, however, (…)”.  
But I am not a native speaker so perhaps it is some structure I cannot understand, but probably no.

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**Author:** ![anonymous\_user\_1afd6023](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_1afd6023](https://forums.unrealengine.com/u/anonymous_user_1afd6023)\
**Post date:** [August 5, 2020, 3:48pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/506 "2020-08-05T15:48:18Z")

</div>

In the Behaviour Tree Quick Start Guide, Section 5 Step 7 shows a Blueprint setup that’s impossible since it has two Patrol Location variables. When you try to set it up that way, you get an error that says “PatrolLocation is in use by another variable or function!” If there’s a way to make this work, it’s not described in the tutorial.

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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:** [August 5, 2020, 5:36pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/507 "2020-08-05T17:36:14Z")

</div>

Hi, there are formatting errors in the macro example code here:

[https://docs.unrealengine.com/en-US/…your%20object.](https://docs.unrealengine.com/en-US/Programming/UnrealArchitecture/Delegates/Multicast/index.html#:~:text=Multicast%20delegates%20can%20have%20multiple,more%20array%2Dlike%20in%20semantics.&text=Adds%20a%20UObject%2Dbased%20member,weak%20reference%20to%20your%20object.)

e.g. DECLARE\_MULTICAST\_DELEGATE{div class=“errorhighlight” id=“Error1”\>\_RetVal, etc.{/div\>

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<div class="post-metadata">

**Author:** ![anonymous\_user\_6d390d23](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_6d390d23](https://forums.unrealengine.com/u/anonymous_user_6d390d23)\
**Post date:** [August 6, 2020, 4:09am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/508 "2020-08-06T04:09:56Z")

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Hi, I am getting broken image links on every page of the C++ API Reference.  
See the attached image for reference. (Image taken from [https://docs.unrealengine.com/en-US/…ule/index.html](https://docs.unrealengine.com/en-US/API/Runtime/AIModule/index.html))

Image is taken from the latest version of Chome, but this issue happens on Internet Explorer and Firefox as well.

Trying to open the broken URL [https://docs.unrealengine.com/Images…\*\*\*\_public.png](https://docs.unrealengine.com/Images/api_class_public.png) in a separate window or tab takes me back to the top page of the documentation.

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**Author:** ![Eskel](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/eskel/32/88710_2.png) [@Eskel](https://forums.unrealengine.com/u/Eskel)\
**Post date:** [August 6, 2020, 7:23pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/509 "2020-08-06T19:23:43Z")

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@echo_four It might have been a misinformation, thanks for clarifying. I think I’ve seen it here: [https://answers.unrealengine.com/que…-outdated.html](https://answers.unrealengine.com/questions/533226/ue4-gameplay-debugger-guide-outdated.html)  
Basically I couldn’t figure out how to display the interface, might have been due to my non-english keyboard. Right now I don’t need it anymore, but I might at a later time.

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**Author:** ![JSwigart](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/jswigart/32/469203_2.png) [@JSwigart](https://forums.unrealengine.com/u/JSwigart)\
**Post date:** [August 6, 2020, 10:40pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/510 "2020-08-06T22:40:32Z")

</div>

On this page [https://docs.unrealengine.com/en-US/…hon/index.html](https://docs.unrealengine.com/en-US/Engine/Editor/ScriptingAndAutomation/Python/index.html)it refers to “readme file under \*Engine\Plugins\Experimental\PythonScriptPlugin\SphinxDocs”. \*This readme file does not exist.

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**Author:** ![anonymous\_user\_6e0a2494](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_6e0a2494](https://forums.unrealengine.com/u/anonymous_user_6e0a2494)\
**Post date:** [August 6, 2020, 11:57pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/511 "2020-08-06T23:57:22Z")

</div>

Hi, im fairly new to UE4 and i did this tutorial documentation word for word but it doesnt work. Im not sure if im on the right subject but maybe this can help, im trying to make a game that can take real world photos (mostly selfies) from your phone while youre playing the game. please help, thank you!

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**Author:** ![anonymous\_user\_5b51a32f1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_5b51a32f1](https://forums.unrealengine.com/u/anonymous_user_5b51a32f1)\
**Post date:** [August 7, 2020, 3:17am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/512 "2020-08-07T03:17:08Z")

</div>

Hello,  
I am trying to follow the programming quick start guide ([https://docs.unrealengine.com/en-US/…art/index.html](https://docs.unrealengine.com/en-US/Programming/QuickStart/index.html)) and it does not compile. It says that quite a few things are undefined and nowhere in the guide does it have code that would define them. What is missing?

```auto

Error (active) E0020 identifier "RootComponent" is undefined
Error (active) E0020 identifier "GetActorLocation" is undefined
Error (active) E0020 identifier "GetActorRotation" is undefined
Error (active) E0020 identifier "GetGameTimeSinceCreation" is undefined 
Error (active) E0020 identifier "SetActorLocationAndRotation" is undefined
Error C2065 'RootComponent': undeclared identifier
Error C3861 'GetActorLocation': identifier not found 
Error C3861 'GetActorRotation': identifier not found 
Error C3861 'GetGameTimeSinceCreation': identifier not found 
Error C3861 'SetActorLocationAndRotation': identifier not found

```

Thanks!

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<div class="post-metadata">

**Author:** ![Boooke](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Boooke](https://forums.unrealengine.com/u/Boooke)\
**Post date:** [August 8, 2020, 9:31am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/513 "2020-08-08T09:31:20Z")

</div>

On,

> **[Programming Subsystems](https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/Subsystems/)**
>
> An overview of programming subsystems in Unreal Engine 4.

The code line

```auto

UMyEngineSubsystem MySubsystem = GEngine->GetEngineSubsystem<UMyEngineSubsystem>();

```

Doesn’t compile. However changing it to,

```auto

UMyEngineSubsystem* MySubsystem = GEngine->GetEngineSubsystem<UMyEngineSubsystem>();

```

does.

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<div class="post-metadata">

**Author:** ![B2H\_STUDIOS](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@B2H\_STUDIOS](https://forums.unrealengine.com/u/B2H_STUDIOS)\
**Post date:** [August 10, 2020, 3:54pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/515 "2020-08-10T15:54:53Z")

</div>

Blackmagic video I/O Quick Start for UE 4.25 with macOS Catalina is not showing some options. Try to keep different documentation for Windows & Mac

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<div class="post-metadata">

**Author:** ![tacomortal](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@tacomortal](https://forums.unrealengine.com/u/tacomortal)\
**Post date:** [August 10, 2020, 6:16pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/516 "2020-08-10T18:16:53Z")

</div>

Hello, I’d just like to comment that the tutorials and documentation are top notch, best in the industry.

I’m starting out so I’d really appreciate more tutorials on Modo/Unreal interaction

For instance the following page details Maya/Max workflow, it would be really nice if modo was an option.

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

---

<div class="post-metadata">

**Author:** ![Floating-Island](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/floating-island/32/903101_2.png) [@Floating-Island](https://forums.unrealengine.com/u/Floating-Island)\
**Post date:** [August 11, 2020, 1:21pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/517 "2020-08-11T13:21:38Z")

</div>

Hi, in the Automation Spec page ([https://docs.unrealengine.com/en-US/…pec/index.html](https://docs.unrealengine.com/en-US/Programming/Automation/AutomationSpec/index.html)), inside **BeforeEach and AfterEach** feature description, at the second example I think that:

```auto

BeforeEach([this]()
{
    RunOrder = TEXT("B");
});

```

Should be changed to (note the +):

```auto

BeforeEach([this]()
{
    RunOrder **+** = TEXT("B");
});

```

Because after it, the test checks if RunOrder is equal to “AB”, but it’s “B” instead.

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