The code example here has changed from Class to FName: https://docs.unrealengine.com/en-US/…try/index.html
Hi
I’m trying to run Gauntlet’s Elemental Demo test, but I can’t find the UE4 project for that in Editor’s source folder:
ERROR: Could not find a project file ...]/Samples/Showcases/ElementalDemo/ElementalDemo.uproject
I can download Elemental Demo as separate project, but only for 4.24. I need to test it under 4.25.1. Any thoughts why the .uproject is gone from the Engine folder?
https://docs.unrealengine.com/en-US/…end/index.html
The docs page on Frontend is quite outdated now, making it hard to find information on how to use the tool… Is there any intention to redo or update this and other outdated pages?
[=“FunAndFriendly, post:456, topic:126746”]
The code example here has changed from Class to FName: https://docs.unrealengine.com/en-US/…try/index.html
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Hey sure Echo_Four, this is the code I went with. Notice the string in GetAssetsByClass() instead of the Class in the example on the page. This may be new to 4.25
TArray<UMissionPlan*> UMission::MyMissionPlans()
{
// TODO FIXME: This code runs on tick from the main menu. These results could be cached for a speedup, although it may not increase player performance.
FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>("AssetRegistry");
TArray<FAssetData> FoundAssets;
AssetRegistryModule.Get().GetAssetsByClass("MissionPlan", FoundAssets);
TArray<UMissionPlan*> Ret;
UMissionPlan* MissionPlan;
for (auto& FoundAsset : FoundAssets)
{
MissionPlan = Cast<UMissionPlan>(FoundAsset.GetAsset());
// Is it my mission?
if (MissionPlan->MyMission == this)
{
Ret.Add(MissionPlan);
}
}
return Ret;
}
Same code given on this code https://docs.unrealengine.com/en-US/…ers/index.html for merge mesh is wrong and got compilation errors.
Typo on: https://docs.unrealengine.com/en-US/…ace/index.html
“calling the Onilne Subsystem’s” -> “calling the Online Subsystem’s”
Hello,
I’m not sure this forum is the right place to report this kind of issue…, but I found a translation error on a Japanese page: https://docs.unrealengine.com/ja/Eng…ion/index.html
On the section 3 - Creating the Widget Blueprint:
Original English text: create a new Blueprint based on Actor called ExampleWidget
Current Japanese translation: ExampleWidget と呼ばれる Actor に基づき、新規 ブループリント を作成し
This Japanese text doesn’t make sense. I would suggest slightly modified translation: ExampleWidget と呼ばれる、Actor に基づく新規 ブループリント を作成し
Or, following might be a little easier to understand: Actor から派生したブループリントを新規作成して ExampleWidget と名付け
Anyway, thank you for those translations. It’s very helpful to me!
Thanks,
Toru
The Pixel Streaming chapter, “hosting and network guide” part, it say “With the components of the Pixel Streaming system and the optional Matchmaker Server, you should have all the pieces you need to set up a dynamically scaling hosting system like this…”, and I found that is quite confusing. I just can’t figure out how to set up the dynamiclly scalling hosting system myself even after reading all the docs above as well as below.
And, my question is “how can I set up the dynamic scalling hosting system?” I mean, is there docs about the details of this question?
Apreciated!
Hi! I’d like to say something about this page on developing for the Oculus Quest: https://docs.unrealengine.com/en-US/…est/index.html
Could you please make the image of the headset bigger? It adds to the feeling of destroyed hopes when you realize there’s only a Quick Start Guide linked. Thanks!
On a sidenote, I’m becoming frustrated with the documentation available for VR development, especially on the Quest (there should be more, right? Maybe I haven’t seen it all), and I was considering switching to Unity, but it feels flimsy. On the other hand, Unreal feels like a complete mystery even a week into trying to search around for information (I’m still new, sure, but I’m not willing to spend 10 years learning this engine just so I can add a working pistol. The Unreal Engine Learning tutorials are waay too long and not one is about VR as far as I found).
It’s becoming a legitimate concern that I just may not be intelligent enough for developing games, lol
The tools have different names and shortcuts now.
Using IOnlineLeaderboards | Unreal Engine Documentation as an example.
Function signatures show up differently on all (listed) web browsers:
Hi guys, I follow the guide for linux and I have my Unreal Engine Editor fully functional, the guide is very clear and easy to follow.
My problem is I can’t find any way download the “Content Examples” for use in Linux, some one can help me?.
Best Regards.
i cannot launch unreal editor. it says direct x 11 level 10 is required where mine is direct x12.im new to this unreal engine,so please reply or deleting it
https://docs.unrealengine.com/en-US/…aign=tutorials
And how do I get to the asset browser?
The tutorial doesn’t tell and the documentation doesn’t tell either.
And sometimes the tutorial references the UI but does not tell with directions which part of the UI is specified. It only gives a name that is useless because it does not tell which part of the UI is named like that. Why isn’t every element flashing like it should be? Good descriptions on how to find what is mentioned like screenshots would be fine too and how to open whatever the tutorial wants to show me.
Slate Architecture | Unreal Engine Documentation Is showing the ‘<’ as xml ‘<’
Slate Architecture | Unreal Engine Documentation “Leaf Widgets - widgets with no child slots. e.g. STextBlock displays a piece of text. It has native knowledge of how to draw text.” should have “STextBlock” instead of “STextBlock” for consistency reasons.
Details Panel Customization | Unreal Engine Documentation Maybe it’s just me because I am just getting my feet wet but having the full path “Editor/DetailCustomizations/Private/DetailCustomizations.cpp” instead of “DetailCustomization.cpp” is much more useful.
Details Panel Customization | Unreal Engine Documentation As far as I can tell there is no class ‘**ILayoutDetails’ **from which a class can inherit from. Would be nice if you could give a quick fix here, so I don’t have to search through the code.
https://docs.unrealengine.com/en-US/…nce/index.html Out of the (12) blueprint nodes listed in this Node Reference page, (8) do not appear to exist in 4.25 at all and the remaining (4) are specific to only Oculus devices.
https://docs.unrealengine.com/en-US/…ens/index.html This means this whole setup guide cannot be followed. Under the VR Splash Screen Setup section, step 1 says to add the following three nodes to your VR_Pawn class … but there are no nodes for Set Splash Screen nor **Hide Splash Screen **anymore.
https://docs.unrealengine.com/Images/Platforms/VR/DevelopVR/SplashScreens/VRLS_Setup_02.png
The other six missing nodes shown in the reference include: Show Splash Screen, Hide Loading Icon, Hide Loading Splash Screen, Is Auto Loading Splash Screen Enabled, Is Loading Icon Enabled, and Show Loading Splash Screen.
Is there a new system for this functionality or some specific plug-in required? I’ve been searching around for answers, but am at a loss trying to get this working.
Some pages do not allow for the user to select an option in the Skin dialogue located at the bottom.
Example: https://dq8iqaixvew1d.cloudfront.net…eam/index.html
On this page
[]
Alternatively, you can open DefaultEngine.ini and provide them under the [/Script/AndroidPlatformEditor.AndroidSDKSettings] section.
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Says **BaseEngine.ini **which makes more sense, as Paths are different for every user.
Can’t search C++ API in UE documentation…
AnswerHUB >>[https://answers.unrealengine.com/que...3734/view.html
how can i fix it??
](Can't search C++ API in documentation - Documentation Feedback - Unreal Engine Forums)if Google/search “ue4 animation play rate basis, play rate, start position, loop animation”. Nothing relevant within the docs comes up.
It seems there is no description within the documentation for the Animation within an Animation Graph.
Here’s a screenshot that can be used for the docs to be amended.
Manually checked the docs within the state-machine / animation graph information, and I just can’t find the relevant information for what does what documented.