Feedback on the new docs site

I left feedback about the Landscape Technical Guide and recommended settings but i have since read it several times and tried to understand the differences but i need to test the settings to see what you intend them to do.

I can’t explain what i read as they differ in both naming and representation in the documentation page v.s in the Editor . I will post back here if i eventually get it and if there are something to “report”

This is why i deleted content in this post

Cheers

[=“DarienCaron, post:282, topic:126746”]

Hello,
The documentation currently states that this function -> GetNotifyName_Implementation is only available in AnimNotify_PlaySound. But it can be overriden from the base AnimNotify class.

[/]

It’s wrapped in


/// @cond DOXYGEN_WARNINGS

That’s why it’s missing from the docs.

[USER=“7”]Jeff Wilson[/USER] Works! Thanks!

Including related header files for C++ related docs help without having to search for them separately from the documentation page would be a nicety

Hi.

The provided C++ code doesn’t compile. I managed to find information to get it compiling but you might need to add what is missing or is incompatible

Cheers.

CCDIK-Node Properties-Enable Rotation Limit
This note is wrong, and I think someone copies it from CCDIK-Node Properties-Precision

Hello, I’m trying to introduce Datasmith into my Sketchup Pro to UE4 workflow, and I just recently purchased Sketchup Pro. I’ve been using Sketchup, I’m logged into my Sketchup Pro Account (so it’s a valid installation on my Windows 64 Bit System.) I downloaded the latest Datasmith plugin, I’ve made sure I closed Sketchup before trying to run the Datasmith launcher. I’ve even emailed Trimble (Sketchup application development company) about the issue of Datasmith not recognizing a valid version of Sketchup Pro. I was thinking that maybe it’s not working because I have the subscription type of access and log in, there’s no product key associated with it per se (at least that’s what Trimble has said so far). I’m in the process of talking with them still. Does anyone have a recommendation? I saw there was an older thread with the same issue, but it looks as if the user stopped writing to the thread and gave up after waiting a while and not getting a solution. I would really appreciate some feedback, thanks.

https://docs.unrealengine.com/en-US/Engine/Content/Importing/FBX/ImportOptions/index.html
UFiYpJINxE.jpg

  1. When we click on those links (red circle in the image) we are moved on top of the document (I want to say if those are hyperlinks they don’t work)
  2. “On this page” is empty (orange circle in the image)[ATTACH=JSON]{“data-align”:“none”,“data-size”:“full”,“data-tempid”:“temp_186393_1584690183667_532”,“title”:“UFiYpJINxE2.jpg”}[/ATTACH]
    https://forums.unrealengine.com/core/image/gif;base64

    Bones to Prioritize | Unreal Engine Documentation
  3. typo (red circle)
  4. That image is so small, is it ok or bug? (orange circle)

03e78b06552776ff10c3fae86ae12b26f76edfc6.jpeg

[]

  1. When we click on those links (red circle in the image) we are moved on top of the document (I want to say if those are hyperlinks they don’t work)
  2. “On this page” is empty (orange circle in the image)
  3. typo (red circle)
  4. That image is so small, is it ok or bug? (orange circle)

[/]

For 1, those are simply a list of features, so shouldn’t be links to other parts of the page because those parts don’t exist on the page.
For 2, the image didn’t show up in the post so I don’t know what is referenced. Is it a link or reference to an empty page?
For 4, I’ve seen this all over the docs lately. Every slider picture is either small like that or doesn’t work correctly. When it’s a full picture, or close to it, a portion of the picture (e.g., lower half) is a blank, solid color such as white or grey or black. Or it’s somehow not showing what the slider would reveal by adjusting it.

Hello everyone, Epics In-Editor Source Controldocumentation states you can check in a .ini file for modification in the editor, but you cannot check it back out and push it through the editor, and need to manually push the .ini to the source control.


After some testing with our team, this is not the case anymore. You check out the .ini through the editor, and check it back in through the editor, will show up for others.

Cheers! Thank you Epic and amazing community!

In the programming quick start im getting a list of errors after copying the code correctly that is not letting me compile my code. Here’s The List of Errors.Please Help.
IntelliSense errors

pointer to incomplete class type is not allowed
name followed by :: must have a class or namespace name(ConsturctorHelpers dosen’t work)
Expected a semicolon after <UStaticMesh>(The line is not complete there is mroe after <UStaticMesh>
Identifier CubeVisualAsset is not defined
Pointer to incomplete class type is not allowed 2 times
no instance of Constructor FVector::FVector matches the Argument List

Build Errors
Member variable declaration: Missing variable type
The Command (fileLocations) exited with code 5. Please verify that you have sufficient rights to run this command.

Totally 9 errors(7 intellisense from VS 2019 and 2 build errors)
I even tryed to compile manually in the editor but the compile failed with error 1 in build errors.

[FONT=trebuchet ms]In the “From Material Expression” entry, at the bottom of the page, is a bullet point of Additional Information about the Unlit Shading Model. It says, " [FONT=trebuchet ms]There is a lot of information that is compiled out, which means means that shading path cannot be properly supported without introducing regressions." A few things in the sentence need correcting. One is the word “means” is written twice. Two is in reference to “that shading path”, which is grammatically wrong, so needs to read “that the shading path…” and the rest is alright in terms of grammar. The third is the term “regressions”, which is certified jargon for those heavily familiar with the engine’s material editor and shader system and the engine’s programmers. Perhaps giving an example, or being more descriptive about it in easier to comprehend terms would be a way to correct it.

[=“presto423, post:291, topic:126746”]

For 1, those are simply a list of features, so shouldn’t be links to other parts of the page because those parts don’t exist on the page.
[/]

But they are clickable :slight_smile: I know it’s a minor bug, but still.

https://docs.unrealengine.com/en-US/…nts/index.html

There are no images at the bottom.

Volumetric Correction - no images as well. Volumetric Correction | Unreal Engine Documentation

Typo

Is it worth sending such feedbacks? :slight_smile: I just want to improve docs (don’t want to nitpick)

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.

Hi,

at this page: Set Up the SteamVR Input System | Unreal Engine Documentation

Set Up the SteamVR Input System,

there is a tip: While SteamVR is stopped, you may also need to edit C:\Program Files (x86)\Steam\config\steamvr.vrsettings to remove the block caching the action manifest settings generated for the Unreal Editor.

It will be good to have more instructions about how to do it. and is no so clear if it is a tip since it says: “you may also need” sound more like a needed step

[=“presto423, post:294, topic:126746”]

[FONT=trebuchet ms]In the “From Material Expression” entry, at the bottom of the page, is a bullet point of Additional Information about the Unlit Shading Model. It says, " [FONT=trebuchet ms]There is a lot of information that is compiled out, which means means that shading path cannot be properly supported without introducing regressions." A few things in the sentence need correcting. One is the word “means” is written twice. Two is in reference to “that shading path”, which is grammatically wrong, so needs to read “that the shading path…” and the rest is alright in terms of grammar. The third is the term “regressions”, which is certified jargon for those heavily familiar with the engine’s material editor and shader system and the engine’s programmers. Perhaps giving an example, or being more descriptive about it in easier to comprehend terms would be a way to correct it.

[/]
Please don’t use colored text. Even if you think that will be a good idea.

The Material Domain’s list is outdated. Volume and Virtual Texture are missing.
https://docs.unrealengine.com/en-US/…1_5/index.html

Well, I re-read it, and the part of “that shader path” isn’t gramatically wrong. It could be either, and actually sounds more correct without “the” in it. Why did you use light grey text? Is colored text applicable for any posts or parts of posts? It was a darker, easier to read color. I almost missed your text saying not to use colored text because it’s such a light grey.

Slider Compare windows sometimes are collapsed to 18px tall.

I’ve asked several users on Discord to confirm the issue. It happens on Firefox/Chrome/Edge.