# 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:** 9

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**Author:** ![Benjii519b](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Benjii519b](https://forums.unrealengine.com/u/Benjii519b)\
**Post date:** [October 26, 2019, 10:00am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/189 "2019-10-26T10:00:01Z")

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FYI, for step 7 in this documentation: [Use the GoogleVR Touchpad | Unreal Engine Documentation](https://docs.unrealengine.com/en-US/Platforms/VR/GoogleVR/HowTo/MCTouchPad/index.html)

There is a missing referenced blueprint image that helps to explain how things are setup.

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**Author:** ![Zectbumo54](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Zectbumo54](https://forums.unrealengine.com/u/Zectbumo54)\
**Post date:** [October 29, 2019, 7:25am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/191 "2019-10-29T07:25:10Z")

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> **[Advanced Multi-User Networking](https://docs.unrealengine.com/4.27/en-US/ProductionPipelines/MultiUserEditing/Networking/)**
>
> Things to try if you can't connect to a Multi-User Editing Server.

Your documentation is confusing because the document talks about client and server but your instructions doesn’t clearly specify what computer you are doing the settings on, the client or the server? Every step or section should state: “On the server…” or “On the client…” or “On both the client and the server…”  
For example “To set the local IP address for the Unreal Editor:” is that to be done on the server? the client? or both? I don’t know.

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**Author:** ![Rekim23](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Rekim23](https://forums.unrealengine.com/u/Rekim23)\
**Post date:** [October 30, 2019, 1:01pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/192 "2019-10-30T13:01:35Z")

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I’m working through the First Person Shooter tutorial and none of the hit events fire when registering the event in the constructor as it does in the tutorial.

> **[3.4 - Getting Projectiles to Interact with the World](https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/ProgrammingWithCPP/CPPTutorials/FirstPersonShooter/3/4/)**
>
> Learn how to get projectiles to interact with the world for your First Person Shooter project.

Moving  
CollisionComponent-\>OnComponentHit.AddDynamic(this, &AFPSProjectile::OnHit);  
to the BeginPlay makes it run fine for me though.

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**Author:** ![anonymous\_user\_42190336](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_42190336](https://forums.unrealengine.com/u/anonymous_user_42190336)\
**Post date:** [October 31, 2019, 12:39pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/193 "2019-10-31T12:39:09Z")

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There is a bug in the “Player Input & Pawns” Documentation Tutorial. Code Line UCameraComponent which on build as the tutorial says after inputting it leads to an “unidentified identifier” in compile. You cannot build the instructions so the tutorial cannot be completed. This bug happens in either VisualStudio rightclick “build” or using the “compile” button in UE4 Editor.

UCameraComponent\* OurCamera = CreateDefaultSubobject\<UCameraComponent\>(TEXT(“OurCamera”));  
OurVisibleComponent = CreateDefaultSubobject\<UStaticMeshComponent\>(TEXT(“OurVisibleComponent”));

> **[Player Input and Pawns](https://docs.unrealengine.com/5.1/en-US/quick-start-guide-to-player-input-in-unreal-engine-cpp/)**
>
> React to player input by extending the Pawn class.

Can this be fixed please so the documentation is accurate?

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**Author:** ![kuyix](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@kuyix](https://forums.unrealengine.com/u/kuyix)\
**Post date:** [November 10, 2019, 1:31pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/196 "2019-11-10T13:31:06Z")

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in the “Connecting Unreal Engine 4 to Maya with Live Link” Documentation there are folders and different files in github…seems like there is a new way to connect maya with unreal…need help on how to do it with these files [MayaLiveLink/Source at master · ue4plugins/MayaLiveLink · GitHub](https://github.com/ue4plugins/MayaLiveLink/tree/master/Source) thx in advance

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**Author:** ![anonymous\_user\_5dde41ea](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_5dde41ea](https://forums.unrealengine.com/u/anonymous_user_5dde41ea)\
**Post date:** [November 11, 2019, 6:03pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/197 "2019-11-11T18:03:23Z")

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[https://docs.unrealengine.com/en-US/…ons/index.html](https://docs.unrealengine.com/en-US/Engine/Editor/ScriptingAndAutomation/Blueprints/ScriptedActions/index.html)

“Editor Utility Blueprint” does not show up in the content browser as shown in that doc. I am on 4.22.3. I have enabled the Editor Scripting Utilities plugin. It’s still not there. Apparently, you need to enable this feature in Editor Settings (which the doc doesn’t mention) and then it will appear, but it is bamed Blutility and not Editor Utility Blueprint as stated in the doc.

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**Author:** ![anonymous\_user\_3493dfb1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_3493dfb1](https://forums.unrealengine.com/u/anonymous_user_3493dfb1)\
**Post date:** [November 12, 2019, 11:39pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/198 "2019-11-12T23:39:40Z")

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[https://docs.unrealengine.com/en-US/Engine/Blueprints/UserGuide/Events/index.html](https://docs.unrealengine.com/en-US/Engine/Blueprints/UserGuide/Events/index.html)

The custom events link redirects to the Korean language version.

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**Author:** ![RemRemRemRe](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/remremremre/32/974428_2.png) [@RemRemRemRe](https://forums.unrealengine.com/u/RemRemRemRe)\
**Post date:** [November 15, 2019, 6:28am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/199 "2019-11-15T06:28:12Z")

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Is “DeterminesOutputType” a new meta data specifier which is not found in [Metadata Specifiers | Unreal Engine Documentation](https://docs.unrealengine.com/en-US/Programming/UnrealArchitecture/Reference/Metadata/index.html)

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**Author:** ![rgargvanshu](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@rgargvanshu](https://forums.unrealengine.com/u/rgargvanshu)\
**Post date:** [November 15, 2019, 5:39pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/200 "2019-11-15T17:39:07Z")

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Hello there 🙂  
Just reporting a typo  
“Whilee”

> **[Introduction to C++ Programming in UE4](https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/ProgrammingWithCPP/IntroductionToCPP/)**
>
> Introductory guide for C++ programmers new to Unreal Engine

Under Calling Functions across the C++ and Blueprint Boundary

Screenshot: [https://i.imgur.com/yw74Jq9.png](https://i.imgur.com/yw74Jq9.png)

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**Author:** ![Antonio\_Noack](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Antonio\_Noack](https://forums.unrealengine.com/u/Antonio_Noack)\
**Post date:** [November 17, 2019, 4:15pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/201 "2019-11-17T16:15:21Z")

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The images on [Real-Time Compositing Tools | Unreal Engine Documentation](https://docs.unrealengine.com/en-US/Engine/Composure/Overview/index.html) are broken. (!](AddNewLayerElement.png), etc)

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**Author:** ![berwicksagafan](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@berwicksagafan](https://forums.unrealengine.com/u/berwicksagafan)\
**Post date:** [November 18, 2019, 3:50pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/204 "2019-11-18T15:50:59Z")

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I see In someplace in the Chinese Document, “Level” is translated into “等级”, which is similar to “Grade” in English.That will confuse Chinese user,please correct it.

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**Author:** ![BlackDoorBinbin](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BlackDoorBinbin](https://forums.unrealengine.com/u/BlackDoorBinbin)\
**Post date:** [November 18, 2019, 5:08pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/205 "2019-11-18T17:08:10Z")

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Chinese people can’t watch all the YouTube Videos in the document,

This is not conducive to Chinese developers’ learning of software

It is recommended to upload the video to [youku.com](http://youku.com) or [bilibili.com](http://bilibili.com)

* * *

 ![0163246310423120431230.png](https://d3kjluh73b9h9o.cloudfront.net/original/3X/6/7/670597b8c9bc6c1921c812ede15114ad1fafe3f5.png)

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**Author:** ![jimmyt1988](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@jimmyt1988](https://forums.unrealengine.com/u/jimmyt1988)\
**Post date:** [November 21, 2019, 4:03pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/207 "2019-11-21T16:03:21Z")

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Can we add to the documentation for UGameplayStatics::ParseOptions:

that the ParseOptions method takes FString Options, and in order to get that you have to use the following:

where GEngine is found on “Engine.h” and GetWorld is on #include “Engine/World.h”

#include “Engine/World.h”  
#include “Engine.h”

…  
FWorldContext\* CurContext = GEngine-\>GetWorldContextFromWorld(GetWorld());  
…

Or even better, add a method for us to use instead on the UGameplayStatics called “GetOptions”

Thanks in advance! 🙂

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<div class="post-metadata">

**Author:** ![anonymous\_user\_62dd470b](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_62dd470b](https://forums.unrealengine.com/u/anonymous_user_62dd470b)\
**Post date:** [November 21, 2019, 9:23pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/208 "2019-11-21T21:23:13Z")

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> **[Collision Overview](https://docs.unrealengine.com/5.1/en-US/collision-in-unreal-engine---overview/)**
>
> An overview of how Collision and Collision Responses operate in Unreal Engine.

in the first collision preset example, why is world static circled out when they’re talking about world dynamic?

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**Author:** ![Anonymous\_efcab960b6a805483e40a135aeef6c08](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/anonymous_efcab960b6a805483e40a135aeef6c08/32/607901_2.png) [@Anonymous\_efcab960b6a805483e40a135aeef6c08](https://forums.unrealengine.com/u/Anonymous_efcab960b6a805483e40a135aeef6c08)\
**Post date:** [November 22, 2019, 1:50am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/209 "2019-11-22T01:50:25Z")

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The video website of youtube cannot be accessed in China. I hope the video tutorial of the document can be published and launched on the website of China  
(国内访问不了youtube视频网站，希望文档的视频教程能在国内的网站发布展开)

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<div class="post-metadata">

**Author:** ![Nameless\_Voice](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/nameless_voice/32/747563_2.png) [@Nameless\_Voice](https://forums.unrealengine.com/u/Nameless_Voice)\
**Post date:** [November 24, 2019, 2:35pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/211 "2019-11-24T14:35:08Z")

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A fairly minor one, but I was looking at the Vector API’s Normalize function and I wasn’t quite sure if I did what I thought it did, so I checked [the documentation](https://docs.unrealengine.com/en-US/BlueprintAPI/Math/Vector/Normalize/index.html). Unfortunately, the documentation doesn’t actually say what it does either, and I had to look up the definition of normalising a vector on Mathworld, and try running the function to make sure that it actually matched that definition.

It would be nice if pages like that specified what the operation actually means (e.g. “scales the vector so that its length is 1.0”).

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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:** [December 1, 2019, 7:29pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/212 "2019-12-01T19:29:58Z")

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Hi there, this function is essentially undocumented because it doesn’t describe it’s return value:

> **[APlayerController::ProjectWorldLocationToScreen](https://docs.unrealengine.com/4.27/en-US/API/Runtime/Engine/GameFramework/APlayerController/ProjectWorldLocationToScreen/)**
>
> Convert a World Space 3D position into a 2D Screen Space position.

Could you please either describe the return or link to the code? Thank you!

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<div class="post-metadata">

**Author:** ![Callipark](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Callipark](https://forums.unrealengine.com/u/Callipark)\
**Post date:** [December 1, 2019, 8:15pm UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/213 "2019-12-01T20:15:45Z")

</div>

> **[Using an Installed Build](https://docs.unrealengine.com/4.27/en-US/ProductionPipelines/DeployingTheEngine/UsinganInstalledBuild/)**
>
> This page describes the Installed Build process, including an overview of how to write Installed Build scripts.

Redirects to the Chinese language version.

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<div class="post-metadata">

**Author:** ![nitosouji](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@nitosouji](https://forums.unrealengine.com/u/nitosouji)\
**Post date:** [December 3, 2019, 8:57am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/214 "2019-12-03T08:57:47Z")

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[Symptom]  
The link to “Localization Overview” leads to the Korean page. You can not change to other languages.

[Procedure]

1. Open this URL: [Localization | Unreal Engine Documentation](https://docs.unrealengine.com/en-US/Gameplay/Localization/index.html)
2. Click “Localization Overview” link button

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<div class="post-metadata">

**Author:** ![jardinem](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@jardinem](https://forums.unrealengine.com/u/jardinem)\
**Post date:** [December 4, 2019, 12:21am UTC](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746/215 "2019-12-04T00:21:40Z")

</div>

The LPV page redirects to the Korean language version.

> **[Light Propagation Volumes](https://docs.unrealengine.com/4.27/en-US/BuildingWorlds/LightingAndShadows/LightPropagationVolumes/)**
>
> System for dynamically generating global illumination.

[Previous page](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746.md?page=8)

[Next page](https://forums.unrealengine.com/t/feedback-on-the-new-docs-site/126746.md?page=10)
