# 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:** 34

<div class="post-metadata">

**Author:** ![Trent\_4](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Trent\_4](https://forums.unrealengine.com/u/Trent_4)\
**Post date:** [March 20, 2021, 8:47pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/727 "2021-03-20T20:47:35Z")

</div>

> **[Level Editor](https://docs.unrealengine.com/4.27/en-US/BuildingWorlds/LevelEditor/)**
>
> An overview of the interface used for the design and construction of game levels and environments.

There’s a mistake in there, scroll down to The Default interface with the numbers.  
It’s saying the viewport is the content browser, and the content browser is the viewport (got it mixed up)

1. content browser (wrong, that’s the viewport)
2. viewport (wrong, that’s the content browser)

---

<div class="post-metadata">

**Author:** ![Sage\_1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Sage\_1](https://forums.unrealengine.com/u/Sage_1)\
**Post date:** [March 25, 2021, 7:24am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/728 "2021-03-25T07:24:47Z")

</div>

![1616656873(1).png](https://d3kjluh73b9h9o.cloudfront.net/original/3X/c/8/c8b9e99517ca45e8a8d775cf74fdfd5557d24a06.png)

这个学习文档中的下载链接没有东西，是无效的。

---

<div class="post-metadata">

**Author:** ![Lewalker\_Ren](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Lewalker\_Ren](https://forums.unrealengine.com/u/Lewalker_Ren)\
**Post date:** [March 26, 2021, 8:44am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/729 "2021-03-26T08:44:55Z")

</div>

Should be “with”

---

<div class="post-metadata">

**Author:** ![ACS](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/acs/32/869857_2.png) [@ACS](https://forums.unrealengine.com/u/ACS)\
**Post date:** [March 27, 2021, 9:07am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/730 "2021-03-27T09:07:23Z")

</div>

[Behavior Tree tutorial](https://docs.unrealengine.com/en-US/InteractiveExperiences/ArtificialIntelligence/BehaviorTrees/BehaviorTreeQuickStart/index.html) has a mistake at point 5 (Task setup - find random patrol).

“Off the **Random Location** pin, use **Set Blackboard Value as Vector** with the **Key** promoted to a variable called **PatrolLocation** ”

So we have a PatrolLocation (key) that is stored in BTT\_FindRandomPatrol only.  
Let’s say that i have 2 Blackboard values as vector:  
PatrolLocation (vector); InitialLocation (vector).

Key doesn’t know what vector must be updated.  
With this tutorial, BT\_Enemy behaviour tree will always fail on a try to “MoveTo”(patrol location).  
Also, PatrolLocation (vector) in BB will always be invalid and Enemy\_Character will not move if not chasing.

In this example, The **Set Blackboard Value as Vector** node should be replaced with **Set Value as Vector**.  
PatrolLocation (key) is not needed. We need PatrolLocaTionName (name) as const variable.

Event receive Execute AI (controlled pawn) -\> get blackboard -\> Set Value as Vector (tag is PatrolLocationName that is preset to PatrolLocation).

---

<div class="post-metadata">

**Author:** ![wlawski](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@wlawski](https://forums.unrealengine.com/u/wlawski)\
**Post date:** [March 28, 2021, 12:45pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/731 "2021-03-28T12:45:43Z")

</div>

[https://docs.unrealengine.com/en-US/InteractiveExperiences/Physics/Collision/HowTo/AddConvexHulls/index.html  
  ![Collision-Hull-Bug.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/3X/4/2/423f1e94ea71787ddd34d091afe064404427a2d9.jpeg)](https://docs.unrealengine.com/en-US/InteractiveExperiences/Physics/Collision/HowTo/AddConvexHulls/index.html)  
In the 2nd step you guide to go to: **Window** \> **Auto Convex Collision**  
but it conflicts with the screenshot below showing that it should be: **Collision** \> **Auto Convex Collision**

---

<div class="post-metadata">

**Author:** ![wlawski](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@wlawski](https://forums.unrealengine.com/u/wlawski)\
**Post date:** [March 28, 2021, 4:32pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/732 "2021-03-28T16:32:05Z")

</div>

> **[Particle System Level of Detail (LOD)](https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/ParticleSystems/LODs/)**
>
> GPU-simulation of particles that allows for hundreds of thousands of particles at any time.

Section \*\*LOD Method and Distance Settings \*\*mentions two modes/methods to control particle system LODs but the list in table has 3 methods.

![Particle-System-LOD-modes-bug.png](https://d3kjluh73b9h9o.cloudfront.net/original/3X/2/f/2f97b7ff1b01b843c6054f1223bf902cd323404d.png)

And here:

 ![Particle-System-LOD-Method-bug.png](https://d3kjluh73b9h9o.cloudfront.net/original/3X/6/7/67a4a67d5dfdad0e3cdc519b6cb604fcd69c1c6f.png)

---

<div class="post-metadata">

**Author:** ![Raptagon\_Studios](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Raptagon\_Studios](https://forums.unrealengine.com/u/Raptagon_Studios)\
**Post date:** [March 29, 2021, 4:38pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/733 "2021-03-29T16:38:14Z")

</div>

> **[Gameplay Debugger](https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/GameplayDebugger/)**
>
> Tool that enables analyzing realtime gameplay data at runtime.

UGameplayDebuggingComponent does not show up under c++ classes that can be derived from.  
Neither does GameplayDebuggingHUDComponent

So it seems the **Basic extension** section’s tutorial is out of date.

 ![Screenshot 2021-03-29 103649.png](https://d3kjluh73b9h9o.cloudfront.net/original/3X/a/0/a0eead29ab019e8f58e9f7297251ea483055a75f.png)

---

<div class="post-metadata">

**Author:** ![Baron\_von\_Whimsy](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Baron\_von\_Whimsy](https://forums.unrealengine.com/u/Baron_von_Whimsy)\
**Post date:** [March 30, 2021, 2:40am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/734 "2021-03-30T02:40:11Z")

</div>

“Blutilites” were “dropped”, but the “Blutilites” page wasn’t updated to reflect that, or to overtly state that the replacement is “Editor Utility Blueprints”.

> **[Blueprint Utilities (Blutilities)](https://docs.unrealengine.com/4.27/en-US/ProductionPipelines/ScriptingAndAutomation/Blueprints/Blutilities/)**
>
> The experimental Blutilities feature gives you more ways to use Blueprints to create your own tools and workflows in the Unreal Editor.

> **[Scripting the Editor using Blueprints](https://docs.unrealengine.com/4.27/en-US/ProductionPipelines/ScriptingAndAutomation/Blueprints/)**
>
> Describes how to use Blueprints in the editor to automate content production tasks.

---

<div class="post-metadata">

**Author:** ![Shi2015](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Shi2015](https://forums.unrealengine.com/u/Shi2015)\
**Post date:** [March 31, 2021, 12:24pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/735 "2021-03-31T12:24:42Z")

</div>

In this page: [https://docs.unrealengine.com/en-US/…r/3/index.html](https://docs.unrealengine.com/en-US/ProgrammingAndScripting/ProgrammingWithCPP/CPPTutorials/FirstPersonShooter/3/index.html)

the RootComponent is assigned twice, which is redundant.

```auto

if(!RootComponent) {
    RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("ProjectileSceneComponent"));
}
if(!CollisionComponent) {
    // Use a sphere as a simple collision representation.
    CollisionComponent = CreateDefaultSubobject<USphereComponent>(TEXT("SphereComponent"));
    // Set the sphere's collision radius.
    CollisionComponent->InitSphereRadius(15.0f);
    // Set the root component to be the collision component.
   RootComponent = CollisionComponent; }

```

---

<div class="post-metadata">

**Author:** ![IrSoil](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@IrSoil](https://forums.unrealengine.com/u/IrSoil)\
**Post date:** [March 31, 2021, 3:07pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/736 "2021-03-31T15:07:06Z")

</div>

Don’t know whether it’s source or site bug, but descriptions on [this](https://docs.unrealengine.com/en-US/API/Runtime/Engine/Engine/UWorld/SeamlessTravel/index.html)page [are doubled](https://i.imgur.com/1SUeOzz.png)

---

<div class="post-metadata">

**Author:** ![samrrr](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@samrrr](https://forums.unrealengine.com/u/samrrr)\
**Post date:** [April 3, 2021, 3:09am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/737 "2021-04-03T03:09:14Z")

</div>

Where is \*\*ILayoutDetails? \*\*[Details Panel Customization | Unreal Engine Documentation](https://docs.unrealengine.com/en-US/ProgrammingAndScripting/Slate/DetailsCustomization/index.html)

---

<div class="post-metadata">

**Author:** ![dyzai](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@dyzai](https://forums.unrealengine.com/u/dyzai)\
**Post date:** [April 3, 2021, 9:49am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/738 "2021-04-03T09:49:41Z")

</div>

There is a mistake：

> **[术语表](https://docs.unrealengine.com/4.27/zh-CN/Basics/Glossary/)**

“  
蓝图类  
**蓝图类（Blueprint Class）** 是一种资产，内容创建者可以使用它在现有的游戏类之上轻松添加功能。它通常简称为\_蓝图（Blueprint）\_。蓝图在虚幻编辑器（Unreal Editor）中以可视化方式而非代码方式创建，并作为资产保存在内容包中。它们的实质是定义一个新类或新的Actor类型，后者可以作为实例放置在地图种，其行为与其他类型的Actor相似。  
碰撞  
”  
It should be 中， not 种。  
You are welcome。

---

<div class="post-metadata">

**Author:** ![Guy\_Paddock](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Guy\_Paddock](https://forums.unrealengine.com/u/Guy_Paddock)\
**Post date:** [April 8, 2021, 4:48am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/739 "2021-04-08T04:48:46Z")

</div>

In [https://docs.unrealengine.com/en-US/InteractiveExperiences/GameplayAbilitySystem/index.html](https://docs.unrealengine.com/en-US/InteractiveExperiences/GameplayAbilitySystem/index.html), the page indicates that “GameplayAbilities”, “GameplayTags”, and “GameplayTasks” should be added as public module dependencies, but the Action RPG sample from Epic has them as private module dependencies. They should be private according to the answer to this question:  
[What is the difference between PublicDependencyModuleNames and PrivateDependencyModuleNames - Plugins - Unreal Engine Forums](https://answers.unrealengine.com/questions/23384/what-is-the-difference-between-publicdependencymod.html)

---

<div class="post-metadata">

**Author:** ![Hawk\_UK](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Hawk\_UK](https://forums.unrealengine.com/u/Hawk_UK)\
**Post date:** [April 8, 2021, 1:46pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/740 "2021-04-08T13:46:51Z")

</div>

Go to this link: [https://learn.unrealengine.com/course/2494849/module/5411070?LPId=0](https://learn.unrealengine.com/course/2494849/module/5411070?LPId=0)

Navigate to page 8 of 9.

At the 2nd to last paragraph on page 8, You see a link that should take you to the system specs required to run UE4. This is the page it sends you to: [https://docs.unrealengine.com/en-US/Basics/GettingStarted/RecommendedSpecifications/index.html](https://docs.unrealengine.com/en-US/Basics/GettingStarted/RecommendedSpecifications/index.html)

As you can see, it does not link to a page that shows the system requirements for using UE4 as stated in the previous UE4 learning document.

---

<div class="post-metadata">

**Author:** ![professor687](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@professor687](https://forums.unrealengine.com/u/professor687)\
**Post date:** [April 8, 2021, 5:01pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/741 "2021-04-08T17:01:11Z")

</div>

Is there anyway to get the old format back?

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_bd1d29981](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_bd1d29981](https://forums.unrealengine.com/u/anonymous_user_bd1d29981)\
**Post date:** [April 8, 2021, 8:23pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/742 "2021-04-08T20:23:51Z")

</div>

I like the current Docs site,I find it very well organized and easy to use. Kudos! I do wish that there was a way to view instructions for other platforms besides Windows and Visual Studio. My core development is on a Mac and Linux, using VS Code. Perhaps using tabs to switch between platform instructions? Otherwise current documentation is a non-starter for things like “Right Click in Explorer and click `Generate Visual Studio Project Files`”.

Thanks!

---

<div class="post-metadata">

**Author:** ![Angus.Losier](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Angus.Losier](https://forums.unrealengine.com/u/Angus.Losier)\
**Post date:** [April 9, 2021, 6:35pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/743 "2021-04-09T18:35:40Z")

</div>

Hey **Nino\_Mancuso** , just wanted to follow up on this post. The guide works as intended, you must have skipped a critical step. You need to change the Translucency Lighting Mode from Volumetric NonDirectional to Surface Translucency Volume. Once you make that change, the pins that were greyed out become usable again, and the how-to guide is perfectly functional.

We are planning on updating this page in the future, as UE5 is on the way, but for now it’s still functional as-is.

---

<div class="post-metadata">

**Author:** ![Angus.Losier](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Angus.Losier](https://forums.unrealengine.com/u/Angus.Losier)\
**Post date:** [April 9, 2021, 6:45pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/744 "2021-04-09T18:45:29Z")

</div>

Hi **Guy\_Paddock** , thanks for the feedback. I’ve submitted a ticket to the doc team to get this updated.

---

<div class="post-metadata">

**Author:** ![Angus.Losier](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Angus.Losier](https://forums.unrealengine.com/u/Angus.Losier)\
**Post date:** [April 9, 2021, 6:53pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/745 "2021-04-09T18:53:37Z")

</div>

Hi **Hawk\_UK** , this looks like a case where the redirect from the old ToC layout isn’t working quite right. I’ll see about getting that fixed.

---

<div class="post-metadata">

**Author:** ![wlawski](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@wlawski](https://forums.unrealengine.com/u/wlawski)\
**Post date:** [April 17, 2021, 3:24pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/746 "2021-04-17T15:24:43Z")

</div>

> **[Scalability Reference](https://docs.unrealengine.com/4.27/en-US/TestingAndOptimization/PerformanceAndProfiling/Scalability/ScalabilityReference/)**
>
> Scalability options, properties, and console variables.

There is a typo in the name of file containing base scalability settings (BaseScalaiblity.ini instead of BaseScalability.ini - 4 times).

[Previous page](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746.md?page=33)

[Next page](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746.md?page=35)
