Feedback on the new docs site

Found issue in documentation here: FHttpModule | Unreal Engine Documentation
The Description for function: SetMaxReadBufferSiz has copy-paste error from function above.

Sub-Graph Input node no longer exists. I believe its suppose to be the Linked Anim Graph node now. Also appears there are some additional steps to get it set up because by default is does not have an input slot. Or maybe its intended to be blended through other blend nodes?

I’m sorry n.ehrhardt-de, but I didn’t understand your answer to my question.
Anyway, I appreciate your attention.

I’m really not sure if this is where I would ask tech questions but the site Feedback bubble took me here so, here it is.

I am using the A.R.T. v01 and have been for a while, its fantastic. But I recently switch computers and now I have a bug I cannot figure out. Every time I click “Add Character for Animation” I get a pop up box over the “Add Character” window saying “There are no projects to add a character from” But in the window behind it, is my project. I hit “confirm” and get this error line:

Error: RuntimeError: file C:/Program Files/Epic Games/UE_4.11/Engine/Extras/Maya_AnimationRiggingTools/MayaTools/General/Scripts\ART_addCharacter_UI.py line 215: Object ‘addCharacter_UI|columnLayout59|formLayout150|textScrollList3’ not found.

I have tried re-downloading and replacing the A.R.T v01. I have tried re-installing maya 2019. I have tried older versions of maya.

I can open older files and find my rig and export files but the “Animation interface” doesn’t recognize there is a character for animation and the Picker is the only thing I can use from it.

Please help. I don’t know how to fix this. D:

On the Media Framework Quick Start: Media Framework Quick Start for Unreal Engine | Unreal Engine 5.1 Documentation

Step 12. Connect the remaining pins as shown below. shows an asset not previously covered, “O” with a single pin connecting to “B”. What is it?

https://docs.unrealengine.com/Images/Engine/MediaFramework/QuickStart/MediaFrameworkQS_08.jpg

Hi. Do these classes not exist in the current 4.24 version of unreal python?

unreal.ImagePlate
unreal.ImagePlateFileSequence
unreal.ImagePlateFileSequenceFactory


import unreal

a = unreal.ImagePlate()
LogPython: Error: Traceback (most recent call last):
LogPython: Error:   File "<string>", line 1, in <module>
LogPython: Error: AttributeError: 'module' object has no attribute 'ImagePlate'

b = unreal.ImagePlateFileSequence()
LogPython: Error: Traceback (most recent call last):
LogPython: Error:   File "<string>", line 1, in <module>
LogPython: Error: AttributeError: 'module' object has no attribute 'ImagePlateFileSequence'

c = unreal.ImagePlateFileSequenceFactory()
LogPython: Error: Traceback (most recent call last):
LogPython: Error:   File "<string>", line 1, in <module>
LogPython: Error: AttributeError: 'module' object has no attribute 'ImagePlateFileSequenceFactory'

Can you use level and map synonymous?

I was not able to find out easily how you can package all your levels on Launch:

Maybe you can add some stuff here, packaging is options for packaging, but not launching?
[https://docs.unrealengine.com/en-US/...ing/index.html

I understood now, packaging settings are also for launching.

But wtf until my app is started on handy its over 4 minutes (testbuild).
The option “Cooking on the fly hook” causes very weird stuff for me… I reported it
You can also clean your launching on mobile device with:

adb shell
rm -r /UE4Game
exit](Packaging Unreal Engine Projects | Unreal Engine 5.1 Documentation)

Hi,

Good Morning All,

Recently, I was trying to export SketchUp Model into Unreal 24. In the release notes it says that it supports the datasmith. However, In datasmith plugin it show that is not compatible with the 4.24. Does any one has this problem so far yet? Please provide me a solution for that ?

Regards,
Rohan.

Another topic:

Its strange i created c+±class derived from Blueprint-Function-Library, implemented some functions and compiled it.
Yes i added macro for function: UFUNCTION(BlueprintCallable, Category=“Acc”)

But i cant create Blueprint from it. And when i use functions (that i can find in event-graph), i need an instance of this class, but no constructor was generated
and i cant create variable of this class …

So I played around with this a bit, following article works fine: Blueprint Function Libraries in Unreal Engine | Unreal Engine 5.1 Documentation

But imagine following scenario:

I create a C++ class derived from GameModeBase. And I add some functions in C++ to it. Then I will derive BP from it, now I have two classes, and when I update C++ Class, the BP-Class will NOT be updated. And when i want my BP to be updated, I have to create it new? Or is there any update method?

If theres no update method for such BP you can have a lot of work and trashcode … its hard to maintain.

You should give at least a hint about this …

Missing required #include on a C++ tutorial page:

On the “Player Input and Pawns” tutorial page, a part of the code seems to require an include I had to find on my own, by looking up through the resources. There is no mention of having to add the include, and trying to follow the instructions just leads to errors on my end. Also, while trying to compare code and make sure I try getting it exactly as the tutorial has it, it seems the tutorial’s code is slightly outdated, or at least different from the auto-generated code when new projects are created for me now. (I’m using version 4.24.3).

Link to “Player Input and Pawns”: Quick Start Guide to Player Input in Unreal Engine CPP | Unreal Engine 5.1 Documentation
(I’ve only gone up to just before the “2 - Configure Game Input” section; The code there is what seems outdated and different from auto-generated code)

The include I found was #include “Camera/CameraComponent.h”]. I had to add that for the sample code to compile correctly.
Please add it to the tutorial!
I used up a lot of time trying to find out what I did wrong.

Thanks everyone!

Hi, I can’t add Myplayer_video to the image it doesn’t appear the asset in Appearance / Brush menu. Please help

https://forums.unrealengine.com/unreal-engine/feedback-for-epic/documentation-feedback/1625105-feedback-on-the-new-docs-site?p=1748141#post1748141

I’ve noticed there’s an overlap with the text crossing one of the images. Otherwise, looks good :slight_smile:

I can’t see some of the documentation, I tried to look for a solution online but I can’t seem to find even the topic as it is always shadowed by my search words

many of the pages looks like this:

https://docs.unrealengine.com/en-US/Gameplay/SaveGame/Blueprints/index.html doesn’t appear to load. I assume it is redundant information from Saving and Loading Your Game | Unreal Engine Documentation but the link to the first URL is still listed in the left navigation menu.

[=“Itairozen, post:339, topic:126746”]

I can’t see some of the documentation, I tried to look for a solution online but I can’t seem to find even the topic as it is always shadowed by my search words

[/]

I have the exact same issue. The site seems to work on a different computer running Opera, but here on Chrome with no addons it’s totally borken exactly like your picture.
There is that arrow on the left of the broken sidebar, but clicking it causes the arrow to disappear while the sidebar remains.

ok

[=“Itairozen, post:339, topic:126746”]

I can’t see some of the documentation, I tried to look for a solution online but I can’t seem to find even the topic as it is always shadowed by my search words

many of the pages looks like this:

[/]

Ok I seriously don’t find how to comment to your comment @echo_four so I wrote my answer here.

For example this page also don’t work for mehttps://docs.unrealengine.com/en-US/BlueprintAPI/Math/Color/index.html and there is a few more here and there.
scaling down and refreshing works but it’s not ideal as it is small and not comfortable to read

thanks

It appears I have a similar issue. I am unable to read the pages at the default settings. When I zoom larger, the text goes off the page to the right and I found many items overlapping at any scale.
I am using build version 75 of Firefox. The pages I have the most problems with is the first tutorial on how to use the Unreal Engine and create my first C++ demo/game.
Even with a 43 inch monitor right in front of me, the fonts are way too small to read.

If anyone at epic follows this thread, currently all doc pages are trashed on mobile.
Literally white pages covered by a menu slider that won’t go away.

@echo_four This is probably an issue everywhere, here is a screenshot of the render from Firefox web view.

It’s just a bad implementation / something that was overlooked.

The Player Input and Pawns tutorial seems to have some code errors in it.

this section:


 
 UCameraComponent* OurCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("OurCamera")); 

The UCameraComponent class doesn’t seem to be provided by the includes that come with a ‘basic code project’. Perhaps the preamble needs to be more specific as to what type of template to use to follow the tutorial. I resolved the issue by adding:


#include "Camera/CameraComponent.h"