Feedback on the new docs site

“See full documentation…” in the Unreal Engine always opens the Index-Page.

As example for the box(brush): https://docs.unrealengine.com/DEU/En…=rich_tooltips
(This site should open Geometry Brush Actors | Unreal Engine Documentation)

Just a suggestion, Forums / help needs to be sortable based on whether it is a Blueprint solution, or a C++ code solution.

https://docs.unrealengine.com/en-US/Gameplay/AI/index.html => This page lists 7 elements but none of them are links! :o

please add history of changes to each page, because need to understand which things were, when additionally looking more info about it on the other resources

To install codeworks says navigate to Android folder in Engine/Extras, but no Android folder

Downloading Unreal Engine Source Code | Unreal Engine 5.1 Documentation has deadlinks:
https://github.com/EpicGames/UnrealEngine
https://github.com/EpicGames/UnrealEngine/tree/release
etc.

In the nDisplay documentation, there’s no mention of the fact that the nDisplay launcher and listener won’t work properly if there are spaces in the filepath for the config or the application. It would be helpful to add this to that section, especially since the default “Unreal Projects” folder has a space in it! My team got hung up on this for a few days. Thanks!

Fonts are too small for me, and when I try to zoom it switches into mobile mode :frowning:

this link: Animation Retargeting (Different Skeletons) | Unreal Engine Documentation
leads to the documentation home page instead of the correct one

Programming/UnrealArchitecture/Objects/Creation is out of date, suggesting the non existent ConstructObject.
Should be replaced with info about the new overloaded NewObject template for this purpose (so your blueprint properties will be initialized)

I had to find out how it worked from this post:
https://forums.unrealengine.com/development-discussion/c-gameplay-programming/1411777-constructing-an-uobject-while-assigning-object-members?p=1413456#post1413456

[=“anonymous_user_2c10502b, post:5, topic:126746”]

Hello there! I was looking up the documentation for the Unreal Engine Integration for Shotgun, but it seems like that wasn’t migrated over to the new UE4 docs site. Do you know what may have happened? Who can I talk to about getting the documentation back online?

Here’s the link: https://docs.unrealengine.com/en-US/Editor/Content/UsingUnrealEnginewithAutodeskShotgun/index.html

There’s no Shotgun documentation there — just a link to getting started with Unreal Engine 4.9, and other beginner links, with no mention of Shotgun.

I checked Github (GitHub - ue4plugins/tk-config-unreal: Unreal Integration based on tk-config-default2) and it’s still linking to https://docs.unrealengine.com/en-us/Editor/Content/Using-Unreal-Engine-with-Autodesk-Shotgun, which redirects to the URL above.

As far as I can tell, there’s no longer any publicly accessible documentation for the Unreal Engine integration for Shotgun. I work on the Shotgun team and I have customers asking about the Unreal Engine integration, and this is a huge blocker for us. Any idea what may have happened?

Thanks in advance!
[/]

[=“Ro-Su, post:10, topic:126746”]

Hey, thanks for the feedback. Those docs are still there at the same place in the hierarchy, but the URL changed a bit. Try:
https://docs.unrealengine.com/en-US/Engine/Content/UsingUnrealEnginewithAutodeskShotgun/index.html

We’re setting up a bunch of redirects from old URLs to new URLs to handle cases like this, but they’re not all in place yet.

[/]

It seems like the Unreal Engine Integration for Shotgun is broken in version 4.22, the shotgun tap appears and the plugin load successfully with only the ability to load assets from shotgun but we can not publish asset or shots from sequencer, it’s working just fine in 4.20 , also the documentation is outdated for the Unreal Engine Integration for Shotgun, is it something that Epic is planning to fix the integration code on GitHub ?, it’s very handy for a lot of studios in the animation industry.

[=“scha, post:73, topic:126746”]

this link: https://docs.unrealengine.com/en-US/Engine/Animation/RetargetingDifferentSkeletons/index.html
leads to the documentation home page instead of the correct one
[/]

You’re looking for this page:

I assume.
Where did you find that other link?

I assume others have reported this, becasue I can not be the only one for whom externil links don’t work anymore. The whole documentation site is broken. Any link you get from google or even from your own search engine lands you on the index page.
Sample: https://docs.unrealengine.com/en-US/Engine/AI/BehaviorTrees/QuickStart/12/index.html

It’s sucks as like Epic. There are no full examples for C++ code

The whole “AI” section is now replaced by “ArtificialIntelligence” section, but many active pages still link to old URLs.
And those old pages can still be searched, but cannot be opened.

It looks like that any AI or behavior tree article you cannot open can be viewed by replacing “AI” with “ArtificialIntelligence”

Please fix the link. Thanks!

I have been linked to IWYU article written by Unreal devs and hosted on the website https://docs.unrealengine.com/en-US/…WYU/index.html. But it seems out of date. I am only about 4 paragraphs in, but it tells me that IWYU is ‘not enabled’ by default and that I need to go into .Build.cs and set PCHUsage to PCHUSageMode.UseExplicitOrShared.

When I went into my new project, opened the Build.cs , the option was already there by default.

I am a noobie and this is confusing and seems like a waste of time reading outdated instructions… or rather, it leaves me unsure as to what information i find i can ‘trust’ to be correct

On Programming with C++ in Unreal Engine | Unreal Engine 5.1 Documentation, under the TArray header, is this code: TArray<AActor*> ActorArray = GetActorArrayFromSomewhere(); // Tells how many elements (AActors) are currently stored in ActorArray. int32 ArraySize = ActorArray.Num(); // TArrays are 0-based (the first element will be at index 0) int32 Index = 0; // Attempts to retrieve an element at the given index TArray* FirstActor = ActorArray[Index]; ... On the last line I’ve included, the type of FirstActor should be AActor*.

you describing PlayMontageAndWaitForEvent node. BUT thats not included in Gameplay Ability System by default its coming from ActionRPG customization.
So why you talking about things not includet in distribution?

For example i want to hear about PlayMontageAndWait node and there is NO INFRO ABOUT IT.

Hi,

On this documentation page: Online Subsystem Session Interface in Unreal Engine | Unreal Engine 5.1 Documentation
It says that a delegate called OnSessionInviteAccepted will be called, but in the code base, I can only find OnSessionUserInviteAccepted. I suspect this documentation must be updated.

Thanks,
Linus

On the page "Using Ad Mob In-Game Ads on Android"

We are told to add


if (Target.Platform == UnrealTargetPlatform.Android)
{
ModuleNames.Add("OnlineSubsystemGooglePlay");
ModuleNames.Add("OnlineSubsystem");
ModuleNames.Add("AndroidAdvertising");
} 

to the Target.cs file. This produces a error message at compile time for each of them:

“The name ‘ModuleNames’ does not exist in the current context”

UPDATE: I learned it is supposed to be ExtraModuleNames.Add… It works here now :slight_smile: