# 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:** 5

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**Author:** ![Alex\_Chozabu\_P-B](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Alex\_Chozabu\_P-B](https://forums.unrealengine.com/u/Alex_Chozabu_P-B)\
**Post date:** [July 29, 2019, 12:49pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/90 "2019-07-29T12:49:41Z")

</div>

on this page: [Create a New Global Shader as a Plugin | Unreal Engine Documentation](https://docs.unrealengine.com/en-US/Programming/Rendering/ShaderInPlugin/QuickStart/index.html)

I followed all the instructions, and was given an error along the lines of “unable to find shader files”

However, looking at other plugins that include their own shaders, it seems a step was missed from the docs

Something along the lines of: (

```auto

void FFooModule::StartupModule()
{
    // This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
    FString PluginShaderDir = FPaths::Combine(IPluginManager::Get().FindPlugin(TEXT("Foo"))->GetBaseDir(), TEXT("Shaders"));
    AddShaderSourceDirectoryMapping(TEXT("/Plugin/Foo"), PluginShaderDir);

}

```

Along with the relevant headers  
seems necessessary for UE4 to find the shaders

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<div class="post-metadata">

**Author:** ![KristofMorva](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/kristofmorva/32/1194508_2.png) [@KristofMorva](https://forums.unrealengine.com/u/KristofMorva)\
**Post date:** [July 29, 2019, 1:54pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/91 "2019-07-29T13:54:48Z")

</div>

In the “Class Specifiers” documentation ([Class Specifiers | Unreal Engine Documentation](https://docs.unrealengine.com/en-US/Programming/UnrealArchitecture/Reference/Classes/Specifiers/index.html)), it is stated that `HideCategories` “Lists one or more categories that should be hidden in the Unreal Editor Property window for Objects of this class.”.

Now, it would be awesome if it was only affecting Property Windows, but that’s not how it works: it also makes the default values of the properties uneditable in the children and the functions not searchable in the graph - which is just plain horrible and renders this feature useless. Why would I want to hide a property category instead of setting the members to private? Probably most of us just want to hide the categories from the detail panels, as their default values of run-time variables make no sense.

Back on topic, is it a documentation error, or does it work incorrectly?

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<div class="post-metadata">

**Author:** ![anonymous\_user\_b1e79b4e](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b1e79b4e](https://forums.unrealengine.com/u/anonymous_user_b1e79b4e)\
**Post date:** [July 31, 2019, 7:25pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/92 "2019-07-31T19:25:28Z")

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I found typo in this document.

> **[Installed Build を使用する](https://docs.unrealengine.com/5.1/ja/using-an-installed-build-of-unreal-engine/)**
>
> このページでは、Installed Build スクリプトの書き方など、Installed Build プロセスについて説明します。

This is wrong.  
\> BuildGraph-target=“Make Installed Build [PLATFORM]” -script=Engine/Build/InstalledEngineBuild.xml -clean

may be.  
\> BuildGraph -target=“Make Installed Build [PLATFORM]” -script=Engine/Build/InstalledEngineBuild.xml -clean

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<div class="post-metadata">

**Author:** ![Benedikt\_Orn](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Benedikt\_Orn](https://forums.unrealengine.com/u/Benedikt_Orn)\
**Post date:** [August 1, 2019, 7:46am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/93 "2019-08-01T07:46:10Z")

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This page says the max apk file size to upload to Google Play is 50 MB. It is now 200 MB

[https://docs.unrealengine.com/en-US/…ize/index.html](https://docs.unrealengine.com/en-US/Platforms/Mobile/Android/ReducingAPKSize/index.html)

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<div class="post-metadata">

**Author:** ![xux](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@xux](https://forums.unrealengine.com/u/xux)\
**Post date:** [August 1, 2019, 11:01am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/94 "2019-08-01T11:01:12Z")

</div>

Browser: Microsoft Edge.

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<div class="post-metadata">

**Author:** ![yakuzaknight99](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@yakuzaknight99](https://forums.unrealengine.com/u/yakuzaknight99)\
**Post date:** [August 7, 2019, 3:57am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/96 "2019-08-07T03:57:19Z")

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Since many of us spend a lot a time reading Documentations. A dark mode would be really great. Thank you unreal developers for such fantastic job. I like the new Documentation. It’s so much better.

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<div class="post-metadata">

**Author:** ![plasticacid](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@plasticacid](https://forums.unrealengine.com/u/plasticacid)\
**Post date:** [August 8, 2019, 12:05am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/97 "2019-08-08T00:05:42Z")

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**Author:** ![Rakottt](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Rakottt](https://forums.unrealengine.com/u/Rakottt)\
**Post date:** [August 9, 2019, 12:25pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/98 "2019-08-09T12:25:10Z")

</div>

Please tell me why you have the wrong sequence of items in your documentation tree. Because of this, the study of documentation becomes inconvenient, incomprehensible. How to fix?

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<div class="post-metadata">

**Author:** ![Rakottt](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Rakottt](https://forums.unrealengine.com/u/Rakottt)\
**Post date:** [August 12, 2019, 7:03am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/99 "2019-08-12T07:03:25Z")

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The sequence of items in the documentation tree seems illogical, for example.

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<div class="post-metadata">

**Author:** ![anonymous\_user\_0846af92](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_0846af92](https://forums.unrealengine.com/u/anonymous_user_0846af92)\
**Post date:** [August 12, 2019, 3:17pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/100 "2019-08-12T15:17:17Z")

</div>

Thank you for such fantastic documentation.  
On the Objects page, there are documentation links to NewObject\<\>(), NewNamedObject\<\>(), and ConstructObject\<\>(). These links are broken.

> **[UObject Instance Creation](https://docs.unrealengine.com/5.1/en-US/creating-objects-in-unreal-engine/)**
>
> Methods of creating new instances of Objects in gameplay code.

Thanks

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<div class="post-metadata">

**Author:** ![anonymous\_user\_0846af92](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_0846af92](https://forums.unrealengine.com/u/anonymous_user_0846af92)\
**Post date:** [August 12, 2019, 3:19pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/101 "2019-08-12T15:19:11Z")

</div>

[=“GmakerDOB, post:91, topic:126746”]

Since many of us spend a lot a time reading Documentations. A dark mode would be really great.  
[/]

Try the dark reader browser extension. Works beautifully on the UE4 docs and beyond.

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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:** [August 13, 2019, 2:32pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/102 "2019-08-13T14:32:45Z")

</div>

A bug in audio docs.

 ![screenshot.1565706677.png](https://d3kjluh73b9h9o.cloudfront.net/original/3X/c/d/cda24abc46aae25965f7b4460c69f4466b3756b1.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:** [August 23, 2019, 10:41pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/107 "2019-08-23T22:41:57Z")

</div>

Some weird asterix issues here:

> **[Calling Events through Sequencer](https://docs.unrealengine.com/4.27/en-US/AnimatingObjects/Sequencer/HowTo/TracksEvent/)**
>
> Example of how you can use Sequencer's Event Track to fire off Events in Blueprint.

 ![screenshot.1566599976.png](https://d3kjluh73b9h9o.cloudfront.net/original/3X/8/9/89f22d0d7414e8be93ccf573654572883ac8c073.png)

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<div class="post-metadata">

**Author:** ![Valkyrie\_Sound](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Valkyrie\_Sound](https://forums.unrealengine.com/u/Valkyrie_Sound)\
**Post date:** [August 26, 2019, 4:15pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/109 "2019-08-26T16:15:42Z")

</div>

**Setting up android phone and PC for debugging**  
[https://docs.unrealengine.com/en-US/…ent/index.html](https://docs.unrealengine.com/en-US/Platforms/Mobile/Android/SettingAndroidDeviceDevelopment/index.html)

Several minor issues: 1, states 4.19 for example but unclear if it will work with later engines; I think this is a general issue; 2, steps 5 to 9 should be sub-steps; 3, you can’t run the adb command from a general command exe at Step 3 (or I couldn’t); 4, you have to have Android Studio installed for these things to work.

To get the adb command to work you can go to C:\Users[NAME]\AppData\Local\Android\Sdk\platform-tools then shift-right click and select powershell / command. If you type in **adb devices** you may get an error. Powershell advised I can override the error by typing **.\adb** followed by any additional commands.

Doing this got me the RSA key fingerprint on my phone and allowed me to properly connect - but I had to go to about 5 other sites to figure this out. Would be great if it can be properly updated 😉

Oh - and the phone absolutely has to be in PTP mode for the RSA to pop up (confirmed on several sites).

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<div class="post-metadata">

**Author:** ![MCX292](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@MCX292](https://forums.unrealengine.com/u/MCX292)\
**Post date:** [August 28, 2019, 6:00pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/112 "2019-08-28T18:00:46Z")

</div>

Probably just a work in progress item but on the Objects documentation page ([Objects | Unreal Engine Documentation](https://docs.unrealengine.com/en-US/Programming/UnrealArchitecture/Objects/index.html)) the link in the sentence:

See [UObject Instance Creation](https://docs.unrealengine.com/en-US/Programming/UnrealArchitecture/Objects/Creation/index.html) for detailed info on the various methods of creating instances of UObject classes for gameplay

Goes to a re-direct that comes back to the same page (I’m actually looking for the page on UObject Instance Creation).

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<div class="post-metadata">

**Author:** ![wmassingham](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@wmassingham](https://forums.unrealengine.com/u/wmassingham)\
**Post date:** [August 30, 2019, 1:16am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/113 "2019-08-30T01:16:24Z")

</div>

The steps on this page are out of order: [Environment Query System Quick Start Guide | Unreal Engine Documentation](https://docs.unrealengine.com/en-US/Engine/AI/EnvironmentQuerySystem/QuickStart/index.html)

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<div class="post-metadata">

**Author:** ![SEnergy](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SEnergy](https://forums.unrealengine.com/u/SEnergy)\
**Post date:** [August 31, 2019, 6:23pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/114 "2019-08-31T18:23:18Z")

</div>

> **[Programming Quick Start](https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/ProgrammingWithCPP/CPPProgrammingQuickStart/)**
>
> Create your first code project and add a new C++ class.

you mention that the code will be at the bottom of the page several times, yet there’s nothing

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<div class="post-metadata">

**Author:** ![Talad](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Talad](https://forums.unrealengine.com/u/Talad)\
**Post date:** [September 1, 2019, 2:38pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/116 "2019-09-01T14:38:38Z")

</div>

Hi, I think I found a bug in the official documentation. Can you look at this page: [https://docs.unrealengine.com/en-US/…ers/index.html](https://docs.unrealengine.com/en-US/Engine/Animation/WorkingwithModularCharacters/index.html) and in particular to the picture with the blueprint using Set Master Pose Component.

Set Master Pose Component function will never take multiple parameters as shown in the picture, but it will only parse the first one, so “Feet”, am I right? To have all components properly setup you will have to call Set Master Pose Component for each component.

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<div class="post-metadata">

**Author:** ![KristofMorva](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/kristofmorva/32/1194508_2.png) [@KristofMorva](https://forums.unrealengine.com/u/KristofMorva)\
**Post date:** [September 1, 2019, 3:28pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/117 "2019-09-01T15:28:57Z")

</div>

[=“Talad, post:107, topic:126746”]

Hi, I think I found a bug in the official documentation. Can you look at this page: [https://docs.unrealengine.com/en-US/…ers/index.html](https://docs.unrealengine.com/en-US/Engine/Animation/WorkingwithModularCharacters/index.html) and in particular to the picture with the blueprint using Set Master Pose Component.

Set Master Pose Component function will never take multiple parameters as shown in the picture, but it will only parse the first one, so “Feet”, am I right? To have all components properly setup you will have to call Set Master Pose Component for each component.  
[/]

I don’t think that’s true, you can connect as many objects to a `Target` as you want, so it seems to be alright. Also in Blueprint there isn’t “first one”, it doesn’t make a difference if you put something above something else.

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<div class="post-metadata">

**Author:** ![Talad](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Talad](https://forums.unrealengine.com/u/Talad)\
**Post date:** [September 1, 2019, 3:58pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/118 "2019-09-01T15:58:59Z")

</div>

[=“KristofMorva, post:108, topic:126746”]

I don’t think that’s true, you can connect as many objects to a `Target` as you want, so it seems to be alright. Also in Blueprint there isn’t “first one”, it doesn’t make a difference if you put something above something else.  
[/]

The signature of that function is:  
void USkinnedMeshComponent::SetMasterPoseComponent(class USkinnedMeshComponent\* NewMasterBoneComponent, bool bForceUpdate)

How can a function call take multiple variables into the first parameter? Are you saying that the engine will call that function multiple times automatically? That’s not how it works. Also I came to this as that setup is not working for me, it works only if I call Set Master Pose Component for each component.

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