Feedback on the new docs site

I’m having some issues with the dark skin on firefox, I can set it in chrome on both my laptop and my PC, but I can’t set it in firefox on neither my laptop nor my PC.

link to FBX Asset Metadata Pipeline direct me to home page. I can’t find the link. Thank you

The Documentation Page for Streaming Virtual Textures shows the option to select a Texture Size Threshold as part of the Conversion Menu Option. However, this Texture Size Threshold is not explained anywhere. I would really appreciate it if someone could explain.

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

Thanks!

[=“Arshis, post:561, topic:126746”]

link to FBX Asset Metadata Pipeline direct me to home page. I can’t find the link. Thank you
[/]

Goto ----> FBX Content Pipeline | Unreal Engine 5.2 Documentation
From the left side contents —> Find —> FBX Asset Meta Data Pipeline —> after clicking it shoot you back to the home page instead asset meta data page ( this is what I found in another unreal Russian translation which is correct: http://ue4.su/ru/Engine/Content/FBX/AssetMetadataPipeline/index.html )
thanks

https://docs.unrealengine.com/en-US/Engine/Tools/CrashReporter/index.html talks about various utilities that would allow developers to process their own crash reports:

  • CrashReportReceiver
  • CrashReportProcessor
  • CrashReportWebsite

There are references to code in /Engine/Source/Programs/CrashReporter/, but as far as I can see the only piece what is left is CrashReportClient that is used to send the crash reports.
This doc needs to be updated to reflect the current situation.

Hello ! There’s a bug that’s haunting the documentation : Dark Skin pages aren’t working on Chromium and Brave (they use the same engine). It always use the full bright theme. I remember that this bug happened and got resolved in the past. It’s working fine on Firefox tho

My eyes thanks you all !

Hi there,
Thanks for your hard work on this new doc site.

On the SteamVR chaperone doc page, there is a link to an Example Project on Box. The box link is broken.

Could you please share or fix this link?

Thank you!

In this article, the custom task should be called “BTT_SetChaseSpeed” and not “BTT_ChasePlayer”, it is confusing to see it next to “MoveTo”. The task should be complementing “MoveTo” task, with its current name it is doing the opposite.

**UPDATE

Reviewing documentation further, “BTT_ChasePlayer” task should be called “BTT_SetMovementSpeed” and used by both “ChasePlayer” and “Patrol” sequences for consistency. Right now “Petrol” sequence defines “BTT_FindRandomPatrol” task which also calls the “Update Walk Speed” function which is sole purpose of “BTT_ChasePlayer” task.

The logic/steps should be clear and simple and demonstrate the power of modality.

For Chase:

  • Face Player
  • Increase Speed
  • Move to Player Location

For Patrol:

  • Find Random Location
  • Decrease Speed
  • Move to Random Location

https://docs.unrealengine.com/en-US/…tor/index.html
https://docs.unrealengine.com/en-US/…ers/index.html
https://docs.unrealengine.com/en-US/…ler/index.html
https://docs.unrealengine.com/en-US/…era/index.html
https://docs.unrealengine.com/en-US/…ens/index.html
The videos attached are unavailable

Why can I access your QA pages from them being indexed lol

DM me on Discord at Junction#0001 and I can give you some proof with some stuff if u need

Topic: Referencing Actors in Blueprints

Section: Direct Blueprint Communication Referencing

Please update this section. I tried to make a reference between two blueprints by scripting it directly. I know this would make the tutorial much more complicated but could you add additionally the following section, or something similliar:

Direct Blueprint Communication Referencing on spawned Actors

In order to reference a spawned actor (in this case the Custom Player Controler should recieve the actor) between two different blueprints, you need to add a cast inside the blueprint spawning the actor.

Inside the Custom Player Controler you need to reference it with a cast to select the object you want to extract from. In this case you call it by:
image2.PNG

*Please expand the possible referencing options tutorial. I know that the cast tutorial has already something similar mentioned, but cast is one of the most difficult stuff to understand. I struggeld for hours to understand how this works. It will defenetly help a lot of people.

Kind regards Kirill*

Hi, the left side bar link for Module API Specifiers (Module API Specifiers | Unreal Engine Documentation) doesn’t seem to work.

Goog time of day. Thank you for great engine. Need the rotation system like in other 3d programs.
We have this, but missing the rotation in (X,Y,Z) axis at the same time. It is critical important especially for animations in UE4. [TABLE]

		**Ctrl + LMB + Drag**
		Rotates the currently selected Actor(s) along the X axis.
	
	
		**Ctrl + RMB + Drag**
		Rotates the currently selected Actor(s) along the Y axis.
	
	
		**Ctrl + LMB + RMB + Drag**
		Rotates the currently selected Actor(s) along the Z axis.

Also, currently making “GameLauncher” with Google drive for my game. Need “GameLauncher” from UE4.

Hey guys, it would be really great to be able to comment and also to read about other people comments straight on the documentation (you have this feedback button, but it is completely unrelated with the document you are reading whenever you click on it).

Many times I found that the documentation is old, deprecated or confusing, and I was able to overcome the problems without the chance to add what I know after digging. If many people are facing these same kinds of issues, it is very likely that by being able to post comments related to the docs, you would have a fantastic tool to improve the quality of the documentation, reduce forum or knowledge base redundant traffic and make everyone’s life way easier.

I hope you can consider to include a function like this one.

cheers

The example of using QUICK_SCOPE_CYCLE_COUNTER can not compile successfully in UE4.25

QUICK_SCOPE_CYCLE_COUNTER(TEXT(“Stats::Broadcast”));

The correct one should be
QUICK_SCOPE_CYCLE_COUNTER(Stats::Broadcast);

Hiya, bug report: On the Scripting The Editor Using Blueprints page, the ‘Startup Objects’ section’s link leads to the Call In Editor page, not the Startup Objects page

The page with the issue:

The link is under ‘Startup Objects’ section:

The link that probably ought to be there:

Hi - wanted to point out some misformatting/typos on a couple pages about delegates:

Dynamic Delegates | Unreal Engine Documentation (Declaration Macro table)

Multi-cast Delegates | Unreal Engine Documentation (also Declaration Macro table)

Appreciate it!

This site could need an update, also more details about performance and shader best practices including Raytracing.

Best
Dominic

The “**Control Rig Blueprints” documents are out of date and, for a beginner-learner in control rig, only serve to currently totally confuse rather than teach how to implement…

I realise that “Control Rig” is currently in Beta and likely to change with each new version of UE4 released, but please can you keep these documents up to date to match any changes/updates in the Control Rig Beta to avoid total beginner learning confusion as to why certain things are no longer available or have been changed for whatever reason. Thank you.**

On dynamic delegates page brackets are brokenin the “Declaration macro” section