Feedback on the new docs site

Tutorial page is fully white it hurts my eyes

Hello,
in this page: https://docs.unrealengine.com/en-US/…art/index.html
the section where it shows this text: The Create Blueprint from Selection dialog box appears. We are going to edit the default path of the blueprint.
does not show the image and instead show this: !](CreateBPFromSelection.png)(w:500)

thanks!

https://docs.unrealengine.com/en-US/…art/index.html
The 4.24 version supported new material expression landscape layer weight with new Const Base node
In tutorial this feature was skipped when changed, what is it and how it works?

I might be missing something here but I can’t find the instructions on how to use engine events in c++. There are some examples that are no longer present in the documentation page. For example, here is a video that shows the example for OnComponentBeginOverlap (https://youtu.be/0ZvAnUTodfI?t=262) but when i go to that page, it only has the remarks and no example. Have the code examples for engine functions/events moved elsewhere?

Thanks

[=“KGB1st, post:413, topic:126746”]

https://docs.unrealengine.com/en-US/…art/index.html
The 4.24 version supported new material expression landscape layer weight with new Const Base node
In tutorial this feature was skipped when changed, what is it and how it works?
[/]

Hey KGB1st! Thanks for reaching out to us. I’m unsure about a “Const Base” node, but according to the Landscape Materials doc Const Base is a node property that can be used to “…specify a base color that you would like for your Landscape to have.” Please let me know if I’m misunderstanding you, or if there’s something else I can help with.

Anybody know how to make avatar creator?I try a lot of way but still can not do it.

maybe it’s a small thing but I had a big trouble figuring it out.

Under “**Set Actor Label” **in the Documentation page, Please state that the parent class must be “Editor Utility Actor”.
I made a regular actor blueprint to use this node, yet it didn’t exist anywhere in the graph editor no matter what i did.

Concerning this page: Introduction to C++ Programming in UE4 | Unreal Engine Documentation

Non-UObject References

Normal C++ objects (not derived from UObject) can also have the ability to add a reference to an object and prevent garbage collection. To do that, your object must derive from FGCObjectand override its AddReferencedObjects class.

>>> I think that what was meant here was:
To do that, your object must derive from **FGCObject **and override its AddReferencedObjects method.

Concerning the grass tool here https://docs.unrealengine.com/en-US/…art/index.html

On step 5.3 applying the material doesn’t work some step must be missing. I’ve followed this tutorial and watched a video too. Clicking the arrow to apply does nothing so im stuck now :frowning:

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

[]

Calculating Heightmap Z Scale

Unreal Engine 4 calculates your heightmap’s Z scale by using a grayscale value between 0 and 255 taken from a point on the map (0 being completely black and 255 being completely white).That value is then multiplied by the Z scale value input when you import the heightmap data… If your Z scale is set to 1, a grayscale value of 255 will be set to a height of 1 meter. A Z scale that is set to 100 will set a grayscale value of 255 as 100 meters.

When importing a heightmap file, changing the value in the Z scale field will adjust the preview of your Landscape in the viewport. This will allow you to try several values and determine which one best fits your level’s needs.

[/]

Completely wrong information.

Setting the landscape scale to 1 causes the maximum height to be 256 and the minimum to be -256

Therefore,
Setting the scale to 100, the default, sets the maximum to 256meters and the minimum to -256meters OR ±25600.0 unreal units. (there is some margin of error that can be noted maximum size is only 25599.0)

To calculate a landscape maximum size you have to use proportions.
The landscape min/max range is 256*2 or 512

The ratio is therefore calculated as follows:
1 / 512 is 0.001953125‬

You use this number to multiply your maximum height in CM to obtain the exact landscape scale.

For example, if I need my landscape to be 600 meters tall from 0 to 255:
First we go from Meters to Cm, that’s done by adding 2 zeros at the end.
60000.
Then, we multiply by the ratio, getting: 117.1875‬

The result will be a landscape with the lowest area at -30000.0, and the tallest area at 29999.0

Another example,
If I wanted to go from sea level to the peak of K2 (8,611m)
First, we need centimeters:
861100, then we multiply by the ratio: 861100*0.001953125‬ = 1681.8359375

This very high value will produce a landscape with the minimum set to -430550.0 while the maximum will be set to 430537.0
430550.0+430537.0 = 861,087‬cm = 8,610.87m (margin of error mentioned before).

Hopefully the docs can be updated, the information contained within them is completely misleading.

[=“TheloTheGreat, post:391, topic:126746”]

Hey TheloTheGreat! I think we resolved the login problem. Can you keep an eye out over the next few days and let us know if it’s improved?
[/]

Yes, I can confirm the issue is fixed now, thanks.

The using Transparency subject under Materials should be updated the Translucent option for a material grays out metallic, specular, and opacity now, so by step 5 the notation is not able to be followed.

https://docs.unrealengine.com/zh-CN/…Map/index.html
“binary predicate” is tranlated as “二进制谓词”,probably “二元谓词” could be better

https://docs.unrealengine.com/en-US/…ing/index.html
How Can I understand if it works or not? Documentation is really anoying and confusing. Any step-by-step videoguides\project? Because now i cannot cast to BP like actor to Enum(But in screen it should work fine). I really have the situation with perfect usage of this plugin and i dont know how to use it because of poor step-by step info(

Found a sentence fragment, probably from a previous re-write:

Under the “Verify” heading: If you have an expression that This means that you should use Verify macros only when the expression needs to run independently of diagnostic checks.

(emphasis mine)

These two categories have their lists switched, it looks like, comparing what’s shown here on the overview page versus their organization in the side bar.

Overview page: “Programming Guide” - https://docs.unrealengine.com/en-US/Programming/index.html
Category 1: “Unreal Engine Architecture”
Category 2: “Gameplay Architecture”

In the Niagara Quickstart
https://docs.unrealengine.com/en-US/…art/index.html

Step 8: Drag off the RGB output of the Texture Sample node, and plug it into the Gradient input of the Value Step node.

Should be “Drag off the R output…”

Connecting RGB will give a compilation error. The image in step 9 shows the R channel correctly connected.

I cannot download Source Code

Bug: On the Profiler Tool Reference page (https://docs.unrealengine.com/en-US/…ler/index.html), under the first section “Enable Profiler” then “Live Connection” sub-section, it looks like the page has interpreted the two ‘-messaging’ flags as underline markups. I’m assuming that’s what it is, as the underline travels from the start of the first ‘messaging’ to the beginning of the next ‘messaging’.

Is it possible that in the Tutorial Multiplayer Programming Quick Start | Unreal Engine Documentation The use of the Role Variable is not possible anymore because this one is shown me as a private member and i tried to use** GetLocalRole() **