# 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:** 32

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**Author:** ![neighborlee](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/neighborlee/32/1108786_2.png) [@neighborlee](https://forums.unrealengine.com/u/neighborlee)\
**Post date:** [February 2, 2021, 10:34pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/686 "2021-02-02T22:34:54Z")

</div>

HI, suggestion at least for newbies to Source Control.  
Under source control and perforce there isn’t much info on what ‘files’ to add to server ( local host here), given:

“To submit something, first right-click on the change list and then select **Submit**. Then enter a change list description and click”.

Doing this all for the first time literally, that’s very vague. Many of us are creating landscapes , some small games etal, so something using those at least as an EX, would be very helpful, bc atm I ve no idea where to even start , for sure.

Being unsure isn’t healthy in this game.

ty

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**Author:** ![anonymous\_user\_48425221](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_48425221](https://forums.unrealengine.com/u/anonymous_user_48425221)\
**Post date:** [February 4, 2021, 7:46pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/687 "2021-02-04T19:46:58Z")

</div>

[=“sprime2019, post:298, topic:126746”]

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.  
[/]

I’ve followed the steps on that page ([Render Cinematics in Unreal Engine | Unreal Engine 5.2 Documentation](https://docs.unrealengine.com/en-US/WorkingWithMedia/MediaFramework/HowTo/ExportProMedia/index.html)), but it still doesn’t show up as an option:

 ![Screen Shot 2021-02-04 at 1.39.13 PM.png](https://d3kjluh73b9h9o.cloudfront.net/original/3X/f/b/fbd81e54b3f371dcae115dfeecf80aa6b3b109c4.png)

I’ve also followed the docs for using the Movie Render Queue Output Formats ([Cinematic Rendering Export Formats in Unreal Engine | Unreal Engine 5.2 Documentation](https://docs.unrealengine.com/en-US/AnimatingObjects/Sequencer/Workflow/RenderAndExport/HighQualityMediaExport/OutputFormats/index.html)), and these instructions don’t work, either. I’m using 4.26.1, though it wasn’t working in 4.26 either. Here’s what I see for output options inside the Movie Render Queue (note that Final Cut Pro XML is not the same as ProRes):

 ![Screen Shot 2021-02-04 at 1.44.13 PM.png](https://d3kjluh73b9h9o.cloudfront.net/original/3X/9/2/9295cd1690fb60ba90cfd084e1d9f4b1315626b4.png)

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**Author:** ![Chkoupinator](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Chkoupinator](https://forums.unrealengine.com/u/Chkoupinator)\
**Post date:** [February 7, 2021, 3:24pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/688 "2021-02-07T15:24:30Z")

</div>

The networking overview page: [Networking Overview | Unreal Engine Documentation](https://docs.unrealengine.com/en-US/InteractiveExperiences/Networking/Overview/index.html)

Has a “Multiplayer Programming Quick Start” link in “See Also” that is currently broken: [https://docs.unrealengine.com/en-US/InteractiveExperiences/Networking/Quickstart/index.html](https://docs.unrealengine.com/en-US/InteractiveExperiences/Networking/Quickstart/index.html)

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<div class="post-metadata">

**Author:** ![Dareckd](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Dareckd](https://forums.unrealengine.com/u/Dareckd)\
**Post date:** [February 8, 2021, 10:15am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/689 "2021-02-08T10:15:19Z")

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[=“FabioA, post:656, topic:126746”]

> **[In-Camera VFX Recommended Hardware](https://docs.unrealengine.com/5.2/en-US/recommended-hardware-for-in-camera-vfx-in-unreal-engine/)**
>
> Details on the hardware recommendations for an in-camera VFX setup with Unreal Engine

The image is no longer displayed. Instead I see this text boxed in red:

![An example hardware layout with three render nodes]()(h:600)](incameravfxdiagram.jpg)

Thank you  
[/]

Hello, the image is still not available, it still says ![An example hardware layout with three render nodes]()(h:600)](incameravfxdiagram.jpg)

Thank you

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<div class="post-metadata">

**Author:** ![Profit37](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/profit37/32/1039737_2.png) [@Profit37](https://forums.unrealengine.com/u/Profit37)\
**Post date:** [February 10, 2021, 11:58am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/690 "2021-02-10T11:58:44Z")

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After I had open any image and then close it, I am not able anymore to scroll page until refresh

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<div class="post-metadata">

**Author:** ![Abgaryan\_FX](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Abgaryan\_FX](https://forums.unrealengine.com/u/Abgaryan_FX)\
**Post date:** [February 11, 2021, 8:19am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/691 "2021-02-11T08:19:09Z")

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[=“Abgaryan\_FX, post:307, topic:126746”]

**NO EXAMPLES IN DOCS !!!**

> **[Get Platform Name](https://docs.unrealengine.com/5.2/en-US/BlueprintAPI/Game/GetPlatformName/)**
>
> Get Platform Name

[/]

Nothing has changed in a year …  
are you sure that feedback isn’t useless ?

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<div class="post-metadata">

**Author:** ![akeNaTIVEp](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@akeNaTIVEp](https://forums.unrealengine.com/u/akeNaTIVEp)\
**Post date:** [February 13, 2021, 6:09am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/692 "2021-02-13T06:09:33Z")

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Wrong image for step 6:

> **[UMG UI Designer Quick Start Guide](https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/UMG/QuickStart/)**
>
> Getting started with using Unreal Motion Graphics in Unreal Engine 4.

This image is supposed to show how you decrement ammo, but it is a repeat of the previous step.

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<div class="post-metadata">

**Author:** ![Oasis\_VR\_Life](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Oasis\_VR\_Life](https://forums.unrealengine.com/u/Oasis_VR_Life)\
**Post date:** [February 15, 2021, 6:53am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/693 "2021-02-15T06:53:07Z")

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How are people supposed to learn the engine and how to use it when the basic how to documents like character movement are not even up to date?

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**Author:** ![Rasie1](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rasie1/32/88710_2.png) [@Rasie1](https://forums.unrealengine.com/u/Rasie1)\
**Post date:** [February 16, 2021, 11:28pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/694 "2021-02-16T23:28:53Z")

</div>

[https://docs.unrealengine.com/en-US/…ers/index.html](https://docs.unrealengine.com/en-US/AnimatingObjects/SkeletalMeshAnimation/WorkingwithModularCharacters/index.html)

Code on this page is untested and probably not even read after writing. There are errors like “TArray UVTransforms” and “TArray\<type\>”

Also, weird style of writing “class” in member variables declarations

\*\*UPDATE: \*\*someone finished the code already and it seems to work: [GitHub - Luis24989/SkeletalMeshMerger: Plugin tha merges skeletal meshes at runtime, good for procedur](https://github.com/Luis24989/SkeletalMeshMerger) I only had to remove lines 83 and 84 from header to make it compile and replace AddInitialized with AddDefaulted in cpp to prevent it from crashing

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<div class="post-metadata">

**Author:** ![DiegoBM](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@DiegoBM](https://forums.unrealengine.com/u/DiegoBM)\
**Post date:** [February 19, 2021, 10:26am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/695 "2021-02-19T10:26:46Z")

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Is there any way to access the old C++ API reference documentation? It did provide example code and more extensive information, really valuable to get to know some methods. The new version of the reference seems quite poor and incomplete compared, probably until it’s finished, but in the meantime it would be good to have access to the previous version. Thank you

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**Author:** ![scottunreal](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@scottunreal](https://forums.unrealengine.com/u/scottunreal)\
**Post date:** [February 20, 2021, 10:38pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/696 "2021-02-20T22:38:13Z")

</div>

Niagara docs/examples are for older version? 4.26.1 slightly different than documents

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<div class="post-metadata">

**Author:** ![Starkium](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/starkium/32/1194588_2.png) [@Starkium](https://forums.unrealengine.com/u/Starkium)\
**Post date:** [February 24, 2021, 2:44pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/697 "2021-02-24T14:44:09Z")

</div>

Documentation pages need more than just what the name of the input, output, and pin type on blueprint nodes are. They need to actually say how the nodes function!

Example, I want to use ProjectPointToNavigation, it doesn’t tell me what the extent input is for or how to use the node. Documentation needs to be better.

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<div class="post-metadata">

**Author:** ![Sinbad3D](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Sinbad3D](https://forums.unrealengine.com/u/Sinbad3D)\
**Post date:** [February 25, 2021, 3:46pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/698 "2021-02-25T15:46:08Z")

</div>

A fix to the HDR documentation page: [High Dynamic Range Display Output | Unreal Engine Documentation](https://docs.unrealengine.com/en-US/RenderingAndGraphics/HDRDisplayOutput/index.html)

Following this page’s recommendation to use the “Enable HDR Display Output” will never work in a standard project. The docs fail to mention that the source checks whether the config variable “r.AllowHDR” is set to 1 or not, otherwise it ignores the request. Using the console command bypasses this check but also bypasses the automatic setting of fullscreen modes so is less useful.

The “r.AllowHDR” config variable should **really** be mentioned on this page, you’ll only find out about it by reading the source code otherwise.

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**Author:** ![HAVmatrix](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@HAVmatrix](https://forums.unrealengine.com/u/HAVmatrix)\
**Post date:** [February 27, 2021, 11:21pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/699 "2021-02-27T23:21:10Z")

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in the doc of “DemoNetDriver” please include essential information like demo recordhz, because the default value of recordihz is 8 that gives a choppy result which cannot be used. so it might be worth including one more line that shows how to increase the recordingHZ to 30 or 60. i.e “demo.recordhz 60” to get fluid recording from demorec #demorec #recording

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<div class="post-metadata">

**Author:** ![NoahBeggs](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@NoahBeggs](https://forums.unrealengine.com/u/NoahBeggs)\
**Post date:** [March 2, 2021, 2:38am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/700 "2021-03-02T02:38:32Z")

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Broken documentation:

In the page “Building for iOS on Windows”, the section “Workaround for Unprotected Private Key” needs to be redone because the SubInACL command line tool is no longer available from Microsoft (and does not appear to work with current versions of Windows 10). I’ll put one alternative method below, using the same structure as in the doc (hopefully that makes this a little easier to fix, thanks for all the documentation!):

* * *

You might see an error that reads as follows:

ERROR: Unable to determine home directory for remote user. SSH output:…WARNING: UNPROTECTED PRIVATE KEY FILE!..0660  
If you do not see this error, you can proceed with the next step. If you do see this error, use the following steps to resolve it:

1. Navigate to your RemoteToolChainPrivate.key
2. Right-click the file and select “Properties”
3. Click the “Security” tab
4. Click “Edit…”
5. Remove all group or user names
6. Click “Add…”
7. Click “Object Types…” and make sure all boxes are checked, then hit OK
8. In the text box, type “Users”, then hit Enter.
9. Make sure permissions for Users is set to Read and Read & Execute

This will change the file’s primary group so that it is not the same as your username, which is what confuses SSH when it checks group permissions. The process should then work as normal.

(Note that SubInACL could previously be used for this purpose, but is no longer available from Microsoft. Cygwin is a possible alternative which has been discussed in AnswerHub)

* * *

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<div class="post-metadata">

**Author:** ![DavidLCarson](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@DavidLCarson](https://forums.unrealengine.com/u/DavidLCarson)\
**Post date:** [March 2, 2021, 6:27am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/701 "2021-03-02T06:27:04Z")

</div>

I was attempting to post a response to a specific UE4 Document, and was led to this site. But I believe my response is valid for most of the Unreal documentation.

This documentation provides no information beyond that already available in the header file.  
This documentation provides no examples of how it would be used in a real-world situation.  
This documentation provides no links to tutorials or learning documents that would help someone understand how to use this, even though sanctioned examples exist.  
This documentation includes no ‘see also’ entries.  
There seems to be no alternate Unreal documentation on this subject.

Note that if your think my suggested level of documentation is unreasonable, I would point out that it is typical for entries in the Microsoft SDK documentation.

While this documentation may be valuable as reference for someone already familiar with this topic, I feel that this documentation is useless for anyone coming to this page attempting to learn UE4.

As someone who has been using the Unreal Engine daily for almost ten years, I find this to be an accurate assessment of the current Unreal documentation.

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<div class="post-metadata">

**Author:** ![Fizzyweasel](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Fizzyweasel](https://forums.unrealengine.com/u/Fizzyweasel)\
**Post date:** [March 2, 2021, 12:55pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/702 "2021-03-02T12:55:40Z")

</div>

On the FPS tutorial page:

[2 - Implementing your Character | Unreal Engine Documentation](https://docs.unrealengine.com/en-US/ProgrammingAndScripting/ProgrammingWithCPP/CPPTutorials/FirstPersonShooter/2/index.html)

…three is mention of an FPSCamera class, which doesn’t exist. My guess is that it used to exist but the tutorial was updated at some point and all references to it were not removed.

Secondly, the part where it asks you to move the default position of the camera so that it is near to the character’s eye level doesn’t work. It asks you to put the following code in the FPSCharacter constructor:

```auto

FPSCameraComponent->SetRelativeLocation(FVector(0.0f, 0.0f, 50.0f + BaseEyeHeight));

```

…this did not work for me. I moved it to the BeginPlay() function and it worked as it should, so it seems that the constructor was called too early before some other dependencies were initialised maybe.

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<div class="post-metadata">

**Author:** ![Fizzyweasel](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Fizzyweasel](https://forums.unrealengine.com/u/Fizzyweasel)\
**Post date:** [March 2, 2021, 3:28pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/703 "2021-03-02T15:28:06Z")

</div>

[=“Fizzyweasel, post:676, topic:126746”]

On the FPS tutorial page:

[2 - Implementing your Character | Unreal Engine Documentation](https://docs.unrealengine.com/en-US/ProgrammingAndScripting/ProgrammingWithCPP/CPPTutorials/FirstPersonShooter/2/index.html)

…three is mention of an FPSCamera class, which doesn’t exist. My guess is that it used to exist but the tutorial was updated at some point and all references to it were not removed.

Secondly, the part where it asks you to move the default position of the camera so that it is near to the character’s eye level doesn’t work. It asks you to put the following code in the FPSCharacter constructor:

```auto

FPSCameraComponent->SetRelativeLocation(FVector(0.0f, 0.0f, 50.0f + BaseEyeHeight));

```

…this did not work for me. I moved it to the BeginPlay() function and it worked as it should, so it seems that the constructor was called too early before some other dependencies were initialised maybe.  
[/]

FYI the reason SetRelativeLocation() was not working was because it just sets the default for that component. But the previous value will still be set in the Editor. So you have to go into the Blueprint Editor, click on the relevant component (in this case FPSCameraComponent) and in the Details section find the relevant value (in this case Transform-\>Location) and click the yellow reset-to-default icon next to the value. You’ll have to do this for some other stuff too.

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<div class="post-metadata">

**Author:** ![ParaLizard](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ParaLizard](https://forums.unrealengine.com/u/ParaLizard)\
**Post date:** [March 3, 2021, 1:41am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/704 "2021-03-03T01:41:00Z")

</div>

1. Pawn page: [Pawn in Unreal Engine | Unreal Engine 5.2 Documentation](https://docs.unrealengine.com/en-US/InteractiveExperiences/Framework/Pawn/index.html)  
The last sentence of the first paragraph is cut off:

[]  
This not only means that the Pawn determines what the player or AI entity looks like visually, but also how it interacts with the world in terms of collisions and other physical  
[/]

1. Camera Components page: [https://docs.unrealengine.com/en-US/Basics/Components/Camera/index.html](https://docs.unrealengine.com/en-US/Basics/Components/Camera/index.html)  
Typo in the sentence (underlined):

[]  
A related property that can be set for any **Pawn** is **Take Camera Control When Possessed** , which causesu the Pawn to become the ViewTarget automatically upon possession by a PlayerController.  
[/]

1. Transforming Actors page: [https://docs.unrealengine.com/en-US/Basics/Actors/Transform/index.html](https://docs.unrealengine.com/en-US/Basics/Actors/Transform/index.html)  
Potential missing embedded icon in the sentence (underlined):

[]  
The **Scale** fields can also be locked by clicking the button\_lock\_scale.png button.  
[/]

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<div class="post-metadata">

**Author:** ![TAD\_TMJ](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@TAD\_TMJ](https://forums.unrealengine.com/u/TAD_TMJ)\
**Post date:** [March 3, 2021, 4:05am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/705 "2021-03-03T04:05:52Z")

</div>

> **[Character Movement (キャラクターの動き) を設定する](https://docs.unrealengine.com/4.27/ja/InteractiveExperiences/HowTo/CharacterMovement/)**
>
> この操作ガイドでは、さまざまなフォームのキャラクターの動きを示すプレイ可能な キャラクターを作成します。

1. キャラクター設定の完了の2項目の日本語がおかしいです。  
「2.グラフ内で **InputAxis MoveForward** Event と **InputAxis MoveRight** Event を **右クリック** して追加します。」  
グラフ内で右クリックして、、、ではないでしょうか

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