Feedback on the new docs site

[https://docs.unrealengine.com/en-US/...ted/index.html

The guide is using 4.2.4

4.25 however (as far as I know) have AndroidCodeworks

E.g. c:*\UE_4.25\Engine\Extras|Android\AndroidCodeworks
instead:
c:*
\UE_4.25\Engine\Extras|Android\Android\

With various bat/shell scripts](Setting Up Unreal Engine Projects for Android Development | Unreal Engine 5.1 Documentation)

您好!请问下官方文档能否出个移动设备版本或者集成在软件中,就是出个离线版本,最好是pdf格式的官方文档,因为在中国国内网络不是很好,每次跳转到网页,打开寻找所需问题需要很长时间,非常不方便,恳请技术员可以出个官方离线文档方便阅读,感谢感谢!

On the “Setting Up Visual Studio for Unreal Engine” document (Setting Up Visual Studio Development Environment for C++ Projects in Unreal Engine | Unreal Engine 5.1 Documentation), the portion containing instructions for IntelliSense (line: 325 according to client-side source) leads to a hyper reference that loops back to the origin URL (Setting Up Visual Studio Development Environment for C++ Projects in Unreal Engine | Unreal Engine 5.1 Documentation), which contains no information on IntelliSense.

“Setting Up Visual Studio for Unreal Engine” document (https://docs.unrealengine.com/en-US/...tup/index.html), has an image missing.
Client-side source lines 289 and 290 provide the source for an image that is not at the specified location, namely:
data-srcset=“./…/…/…/…/Images/Programming/Development/VisualStudioSetup/SetWidth_200.webp”
And
data-src=“./…/…/…/…/Images/Programming/Development/VisualStudioSetup/SetWidth_200.jpg”

Glad to be of help, and thank you for the engine.

Could we get an updated and expansion to this?
http://www.ue4.su/ru/Engine/Physics/PhysicsAssetEditor/HowTo/CreatePhysicsAsset/index.html

Particularly. I would love to know just how the automated process determines the size of the bodies it generates.
I thought it should be based on the bone shape/size, but this doesn’t really seem to be the case at all.

I have a mesh with the maximum allowed number of bones - having to manually edit the shapes is a really heavy job. I would much rather understand how the process works so that I can generate a better starting file.
Say for instance if the bodies take their size/shape from the mesh weight paint, I could simply manually make better weight paint to get a better asset.
Unfortunately none of that is explained on the pertinent page.

Procedural Foliage Tool Quick Start :
(Procedural Foliage Tool Quick Start | Unreal Engine Documentation)

  1. HillTree_02 Static Mesh from the Open World Demo Collection causes the engine to hang while loading it to the scene.
    As stated in other posts regarding Open World Demo Collection, loading assets causes the computer to hang since it is decomperssing files.
    Currently, mu computer (I7 16GB ram, RTX 2060) has hang for half an hour and so sunlight in the distance.
    (Please use another asset in the tutorial.)

  2. Step 8 of the tutorails asks you to to click on ‘Foliage Type’ under the Miscellaneous section.

(“Now that we have our spawner, we need to give it some types of Foliage to spawn. To do this, right - click in the Content Browser expanding the Miscellaneous section and then click on the Foliage Type. Name the Foliage Type Tree_00 or something similar.”)

As it seems in the current version of the engine (4.25.3) there is no Foliage Type option under Miscellaneous.
There is however a section called Foliage, but no ‘Foliage Type’ subsection.
I picked Static Mesh foliage for this instead. I hope I did right …

Thank you,
And thank you for giving me the opportunity to learn the engine for free!
​​​​​​

Help me pleaseю

I would like to create a apocalipsis game and I do not know how make take damage with raycast

Some picture’s location are not well set. Pictures are showed over the words.

In: Landscape Technical Guide in Unreal Engine | Unreal Engine 5.2 Documentation

[]
“The size of each section (in number of vertices) must be a power of two (with a maximum of 256x256). This is so that the different LOD levels can be stored in mipmaps of the texture. This will lead to the number of quads in a component either being a power of two minus 1 (if 1 section per component) or a power of two minus 2 (if 4 sections per component).”
[/]

“the number of quads in a component” should be “the number of quads in a component in each direction (x or y)”, right?

Hi! Thanks for your response! On the same page:

[]
Using the 4 (2x2) subsections option gives you the same size heightmap as using four times as many components with only one subsection each, but using fewer components generally gives better performance.
[/]

I’m not a native speaker of English. I don’t get why there’s a “but” in that sentence. My understanding is: using the “4 subsections option” can save some components, AND using fewer components generally gives better performance. SO there’s an advantage to use that option.

Of course, later on the page, it says larger/fewer components has some disadvantages. I would suggest that a pro & con comparison table should be used for clarity.

Cheers!

On the page Finding Actors in Unreal Engine | Unreal Engine 5.1 Documentation

>> In the Content Browser under the Game/Blueprints folder, open the MyCharacter asset.

With Unreal Editor 4.25.3, the mentioned “MyCharacter” should be the “ThirdPersonCharacter” located at “Game/ThirdPersonBP/Blueprints/”.

On this page: https://docs.unrealengine.com/en-US/…ing/index.html

The last paragraph

[]
The Call node will appear
[/]

It should be the “Bind Event node”. BTW, we may need to uncheck the “Context Sensitive” to get that node, as in UE v4.25.3.

Hi,

On Installing CodeWorks for Android | Unreal Engine Documentation it correctly says that Android Codeworks is no longer distributed with Unreal Engine 4.25.

However, it seems the Android Quick Start Guide Android Quick Start | Unreal Engine Documentation still mention to install Android Codeworks as a prerequisites for Unreal Engine 4.25.

Set Hardware Cursor page (https://docs.unrealengine.com/en-US/…sor/index.html)
needs information that Hotspot vector expects 0-1 range (I expected pixels)

**Read Render Target Pixel **(Read Render Target Pixel | Unreal Engine Documentation)
needs to note a limitation that it doesn’t work with **RG8 **or **R8 **color formats

New Docs look great! Thanks for the dark theme. :cool:

But when I open an image to enlarge it in these “lightboxes” and close the image the page’s** scrolling is completely blocked** in Google Chrome. I can’t use the mouse wheel or page up / down buttons anymore. The page is frozen.
Only a reload of the page fixes this blocking error.

Hi! On the following page the embedded videos seem to be broken, they’ve been tested on two Windows 10 machines, with chrome and firefox, but no luck

Thanks :slight_smile:

Hi, on this page:

bPrintToConsole and TextColor share the same description. For TextColor it should be changed to something like “Color of the text displayed on the screen”

Hi, thanks for the great content, I was doing a quickstart in C++ and I think there are some missing steps im the multiplayer quickstart: Multiplayer Programming Quick Start | Unreal Engine Documentation

  1. Final files are way different than creating a new project and going thru steps
  2. handle_fire_implementation in final file is called SpawnProjectile_Implementation and is not declared
  3. Going thru steps in projectile.h there is no step to add the classes UParticleSystem, UStaticMeshComponent, USphereComponent, UProjectileMovementComponent, UDamageType so it gets error, I found them in the final files only
  4. Going thru steps the Damage and DamageType part in projectile.h is missing so the final step does not build
  5. instigator cannot be called by other classes so I had to change calls to Intigator to GetInstigator();

With those changes I was able to build the quickstart project.:slight_smile:

I would also like to suggest things that maybe can help to improve at least my experience with the docs site:

  1. Have a better copy/paste styling with coloring and line number for code parts, in this specific doc character.cpp is cut in 2, a lot of the content is code, so having a good ‘code to copy’ component on the site is very important.
  2. It would be nice if the docs projects ican be cloned n github or somewhere else, have source control in the code projects for docs can help a lot, specially to see the working build to compare and engine version compatibility updates.
  3. Also have some way to suggest changes in docs/projects by users would increase the review / fix loop speed

best,

Hi, thanks a lot for the documentation. Just a little observation, the second note of the page “Add a Collision Hull to a Static Mesh Using the Auto Convex Collision Tool” (Add a Collision Hull to a Static Mesh Using the Auto Convex Collision Tool | Unreal Engine Documentation) shows the word collison instead of collision.