Feedback on the new docs site

Ohh, yeah, I forgot about dark color schemes. Thanks.

I’ve just started to use unreal engine and I’m following some tutorials on your website when strangely the blueprint quickstart didn’t work. I tryed to do it several times but it still doesn’t work. can someone try it and tell me if it’s my problem or the tutorial is outdated

Hi, this documentation (and the screenshots) are out of date for 4.24. Thanks!

NO EXAMPLES IN DOCS !!!

Many parts of the documentation are incomplete to say the least…

Example: Tick at This Time | Unreal Engine Documentation

What is Backwards? what is the time parameter? No information at all.

This may be some very specific function but this is just one of the examples. Here’s another one:

Please add more information about what a “frame” is…

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

“For descriptions of each of the available settings, see the page for the corresponding effect below.”

**Effects

empty here**

Hi Guys i tried to search informations about the top down template. But i never get how this is setup. I want to understand how the events/blueprints/actors are working together, to make this movement by mouse clicking. But i was not able to find anything in the world settings, for example the PlayerConroller Class, its set to None by default.

I understand the state-machine and the blend space animation to and the setting of the speed variable.

But why is something happe by mous-click also in prject-settings the mouse is not considered.

And when i try to study CursorToWorld class the search does not help…

Obsolete info, please update!

no examples

Is it possible for us to contribute if we see outdated information or other errata? I haven’t been able to find a way. A github repo or wiki style editing (with peer review) would be great.

Is there anybody who responsible for documentation ?

I’m not sure what you were trying to point out, Abgaryan FX, but I’ve noticed in Chrome (80.0.3987.163) that the before/after examples in the documentation show up like what your screenshot shows. I really like that there are before and after examples of properties but would be great if seeing what those examples were trying to point out was easier.

Microsoft Edge (80.0.361.109) displays the before picture on top of the after picture, for at least the Moveable lights documentation, though.

Was able to make the examples in the Moveable lights documentation work by refreshing the page a few times in both Chrome (version mentioned above) and Edge.

The interactive examples found here at Sky Atmosphere | Unreal Engine Documentation don’t seem to be loading.
These errors were received in the page inspector’s console



Unchecked runtime.lastError: The message port closed before a response was received.
index.html:1 A cookie associated with a cross-site resource at http://youtube.com/ was set without the `SameSite` attribute. A future release of Chrome will only deliver cookies with cross-site requests if they are set with `SameSite=None` and `Secure`. You can review cookies in developer tools under Application>Storage>Cookies and see more details at https://www.chromestatus.com/feature/5088147346030592 and https://www.chromestatus.com/feature/5633521622188032.
index.html:1 A cookie associated with a cross-site resource at https://youtube.com/ was set without the `SameSite` attribute. A future release of Chrome will only deliver cookies with cross-site requests if they are set with `SameSite=None` and `Secure`. You can review cookies in developer tools under Application>Storage>Cookies and see more details at https://www.chromestatus.com/feature/5088147346030592 and https://www.chromestatus.com/feature/5633521622188032.
undefined/index.html:1 Failed to load resource: the server responded with a status of 403 ()

I’m currently studying this page: https://docs.unrealengine.com/en-US/…1/2/index.html
and i set the platform to Linux in the header, but still visual studio is used … this is available for Linux? And screens show, the developer is using windows …

So when you use https://docs.unrealengine.com/en-US/…tor/index.html
You have to install qtcreator and 10gb of data … you will definitiely only ~2gb of it …
Make a Deal with Qt, a pure IDE

I could find out that there are myn hooks for the content to install, but how can I know, what UnrealEngine will need?!
Hopefully nothing of it …

The newer Versions of Qt have different gui-layout, different from what you show …

Finally Compiling I found a warning: Extras/ThirdPartyNotUE/SDKs/HostLinux/Linux_x64/v15_clang-8.0.1-centos7/x86_64-unknown-linux-gnu/bin/x86_64-unknown-linux-gnu-ld: /home/nikolai/UE4/UnrealEngine/Engine/Source/ThirdParty/FBX/2018.1.1/lib/gcc4/x86_64-unknown-linux-gnu/release//libfbxsdk.a(fbxutils.o): in function `fbxsdk::FbxPathUtils::GenerateFileName(char const*, char const*)':

(.text+0x4b8): warning: the use of tempnam' is dangerous, better use mkstemp’

I’m pretty sure, you dont want this. (CleanCode)

And can you tell me, why i have to rebuild UE4, I built it before using the shell-scripts.
Why I cant just run it with qt … It just started building when i clicked run.

You really should mention this in your qt-inetgration article: [https://forums.unrealengine.com/deve...essor-on-linux

or this:](Configuring source code accessor on linux - C++ - Epic Developer Community Forums)GitHub - fire-archive/QtCreatorSourceCodeAccess

But I’m wondering I cannot find this plugin from UnrelEdtior Plugin Menue.

Meanwhile in qtcreator the %{buildDir}-Variable did not work, i had to use absolute path

So I concluded you can forget about using newest version of UE and qt with the mentioned plugin from fire (K. S. Ernest (iFire) Lee) · GitHub.
I have no source-code-accessor and the compile button is not available.

So I can see my sources in qt, but they are different:
https://docs.unrealengine.com/en-US/…1/2/index.html
my editor shows not *GameMode.cpp but *GameModeBase.cpp
same for headers.
Hopefully this difference is up to new version of UE i use: UE4.24.2-0

I would use KDevelop, but many problems reported …

Unable to compile the additions in the FPS tutorial 2.7: https://docs.unrealengine.com/en-US/…2/7/index.html

The section header says the version is 4.15 (works only for 4.15?, works 4.15+?, this is unclear). Anyways I’m running 4.22.3 and this doesn’t compile :confused:

After looking into the camera problem further, I noticed from here (UCameraComponent | Unreal Engine Documentation) that the UCameraComponent requires the #include Camera/CameraComponent.h file. This is nowhere specified in the documentation, and I’m assuming that h-file was included in the given includes for different versions … It’s worth noting which versions specific tutorials have been tested on.

Thanks

when ever i try to export my game for android it takes me to unreal documentation
why i am having that fault

the tutorial: https://docs.unrealengine.com/en-US/…2/7/index.html is not up to date with version 4.24.2
the include: https://docs.unrealengine.com/en-US/…ent/index.html is missing

and when i then try to compile GetCapsuleComponent() returns USceneComponent instead of necessary type UCapsuleComponent.

I tried to cast, but then engine crashes.

added this header: https://docs.unrealengine.com/en-US/…ent/index.html
to make polymorphism recognized, compiles, but engine crashes.

fixed i added functions not to the constructor, shame on me :wink: but the headers are still necessary, maybe this is up to the visual code prj settings.

while importing: HeroFPP.fbx
“Failed to merge bones”
but seems to work.

3.2 12. Double-click the BP_FPSCharacter icon to open it in the Blueprint Editor. Is wrong
you need to click BP_FPSProjectile

I needed to import HeroFPP a second time, but finally I made the tutorial working under Linux.

20200412161612.png

Can you download documents like blender so that learners can view learning offline without network?

I really hope so. My learning network is not very good.

The tutorial: Sample Game Projects for Unreal Engine | Unreal Engine 5.1 Documentation
cant be done, the version I downloaded does not provide the hambone-stuff.

Also the first tutorial about adding random number of souls is already implemented.