Feedback on the new docs site

The video at https://docs.unrealengine.com/en-US/…ing/index.html doesn’t load or is missing.

1 Like

There’s a mistake in there, scroll down to The Default interface with the numbers.
It’s saying the viewport is the content browser, and the content browser is the viewport (got it mixed up)

  1. content browser (wrong, that’s the viewport)
  2. viewport (wrong, that’s the content browser)

这个学习文档中的下载链接没有东西,是无效的。

Should be “with”

Behavior Tree tutorial has a mistake at point 5 (Task setup - find random patrol).

“Off the Random Location pin, use Set Blackboard Value as Vector with the Key promoted to a variable called PatrolLocation

So we have a PatrolLocation (key) that is stored in BTT_FindRandomPatrol only.
Let’s say that i have 2 Blackboard values as vector:
PatrolLocation (vector); InitialLocation (vector).

Key doesn’t know what vector must be updated.
With this tutorial, BT_Enemy behaviour tree will always fail on a try to “MoveTo”(patrol location).
Also, PatrolLocation (vector) in BB will always be invalid and Enemy_Character will not move if not chasing.

In this example, The Set Blackboard Value as Vector node should be replaced with Set Value as Vector.
PatrolLocation (key) is not needed. We need PatrolLocaTionName (name) as const variable.

Event receive Execute AI (controlled pawn) -> get blackboard -> Set Value as Vector (tag is PatrolLocationName that is preset to PatrolLocation).

https://docs.unrealengine.com/en-US/InteractiveExperiences/Physics/Collision/HowTo/AddConvexHulls/index.html
Collision-Hull-Bug.jpg

In the 2nd step you guide to go to: Window > Auto Convex Collision
but it conflicts with the screenshot below showing that it should be: Collision > Auto Convex Collision

Section **LOD Method and Distance Settings **mentions two modes/methods to control particle system LODs but the list in table has 3 methods.

Particle-System-LOD-modes-bug.png

And here:

UGameplayDebuggingComponent does not show up under c++ classes that can be derived from.
Neither does GameplayDebuggingHUDComponent

So it seems the Basic extension section’s tutorial is out of date.

“Blutilites” were “dropped”, but the “Blutilites” page wasn’t updated to reflect that, or to overtly state that the replacement is “Editor Utility Blueprints”.

In this page: https://docs.unrealengine.com/en-US/…r/3/index.html

the RootComponent is assigned twice, which is redundant.



if(!RootComponent) {
    RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("ProjectileSceneComponent"));
}
if(!CollisionComponent) {
    // Use a sphere as a simple collision representation.
    CollisionComponent = CreateDefaultSubobject<USphereComponent>(TEXT("SphereComponent"));
    // Set the sphere's collision radius.
    CollisionComponent->InitSphereRadius(15.0f);
    // Set the root component to be the collision component.
   RootComponent = CollisionComponent; }


Don’t know whether it’s source or site bug, but descriptions on thispage are doubled

Where is **ILayoutDetails? **Details Panel Customization | Unreal Engine Documentation

Thank you for great docs site.

I want to feedback about a wrong link that I found.

The url to the sample projectile mesh(Sphere.zip) on the page(Japanese document) is wrong.
I tried to edit url with reference to other resources and it has downloaded.

Wrong path: https://docs.unrealengine.com/Attachments/Programming/Tutorials/FirstPersonShooter/3/2/Sphere.zip
Correct path: https://docs.unrealengine.com/Attachments/ProgrammingAndScripting/Tutorials/FirstPersonShooter/3/2/Sphere.zip

I hope it help you.

There is a mistake:


蓝图类
蓝图类(Blueprint Class) 是一种资产,内容创建者可以使用它在现有的游戏类之上轻松添加功能。它通常简称为_蓝图(Blueprint)_。蓝图在虚幻编辑器(Unreal Editor)中以可视化方式而非代码方式创建,并作为资产保存在内容包中。它们的实质是定义一个新类或新的Actor类型,后者可以作为实例放置在地图种,其行为与其他类型的Actor相似。
碰撞

It should be 中, not 种。
You are welcome。

In https://docs.unrealengine.com/en-US/InteractiveExperiences/GameplayAbilitySystem/index.html, the page indicates that “GameplayAbilities”, “GameplayTags”, and “GameplayTasks” should be added as public module dependencies, but the Action RPG sample from Epic has them as private module dependencies. They should be private according to the answer to this question:
What is the difference between PublicDependencyModuleNames and PrivateDependencyModuleNames - Plugins - Unreal Engine Forums

Go to this link: https://learn.unrealengine.com/course/2494849/module/5411070?LPId=0

Navigate to page 8 of 9.

At the 2nd to last paragraph on page 8, You see a link that should take you to the system specs required to run UE4. This is the page it sends you to: https://docs.unrealengine.com/en-US/Basics/GettingStarted/RecommendedSpecifications/index.html

As you can see, it does not link to a page that shows the system requirements for using UE4 as stated in the previous UE4 learning document.

Is there anyway to get the old format back?

I like the current Docs site,I find it very well organized and easy to use. Kudos! I do wish that there was a way to view instructions for other platforms besides Windows and Visual Studio. My core development is on a Mac and Linux, using VS Code. Perhaps using tabs to switch between platform instructions? Otherwise current documentation is a non-starter for things like “Right Click in Explorer and click Generate Visual Studio Project Files”.

Thanks!

Hey Nino_Mancuso, just wanted to follow up on this post. The guide works as intended, you must have skipped a critical step. You need to change the Translucency Lighting Mode from Volumetric NonDirectional to Surface Translucency Volume. Once you make that change, the pins that were greyed out become usable again, and the how-to guide is perfectly functional.

We are planning on updating this page in the future, as UE5 is on the way, but for now it’s still functional as-is.

Hi Guy_Paddock, thanks for the feedback. I’ve submitted a ticket to the doc team to get this updated.