Feedback on the new docs site

[=“Talad, post:109, topic:126746”]

The signature of that function is:
void USkinnedMeshComponent::SetMasterPoseComponent(class USkinnedMeshComponent* NewMasterBoneComponent, bool bForceUpdate)

How can a function call take multiple variables into the first parameter? Are you saying that the engine will call that function multiple times automatically? That’s not how it works. Also I came to this as that setup is not working for me, it works only if I call Set Master Pose Component for each component.
[/]

The multiple variables are not linked to the first parameter, but to the Target, for which multiple inputs is allowed. You might have accidentally linked them to NewMasterBoneComponent instead?

Hi, I keep taking my headset off to read a web page about how to use the headset in VR Edit Mode. It’s very frustrating.

Why isn’t there a help/controls menu in the VR Edit menu? Or a starter level that walks through it? Either I missed these things or they dont exist, but it’s a very frustrating UI to learn compared to others like Gravity Sketch.

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

Press the Side Buttons to grab the world and tap the Track Pad to instantly reset the world's scale back to your default Player's Size while editing.

Doesn’t include that you need to be scaling the world to start. This move can’t be completed with one controller.

Hi, can you please add an entry to the EnumRedirects section of the following page, to show how to redirect BP Enums to c++:

Noting that BP enum values are always named: “NewEnumerator0”, “NewEnumerator1”, etc.
And that the class name needs to be overriden to “/Script/CoreUObject.Enum

Here is an example entry:


+EnumRedirects=(OldName="/Game/BlueprintsPath/SourceBlueprintEnum.SourceBlueprintEnum",NewName="/Script/TargetModuleName.ETargetEnum",ValueChanges=(("NewEnumerator0","ETargetEnum::ValueA"),("NewEnumerator1","ETargetEnum::ValueB"),("NewEnumerator2","ETargetEnum::ValueC")),OverrideClassName="/Script/CoreUObject.Enum")

Here’s what the expanded view should look like:


+EnumRedirects=(
    OldName="/Game/BlueprintsPath/SourceBlueprintEnum.SourceBlueprintEnum",
    NewName="/Script/TargetModuleName.ETargetEnum",
    ValueChanges=(
        ("NewEnumerator0","ETargetEnum::ValueA"),
        ("NewEnumerator1","ETargetEnum::ValueB"),
        ("NewEnumerator2","ETargetEnum::ValueC")
    ),
    OverrideClassName="/Script/CoreUObject.Enum"
)

Thanks,

On this page: https://docs.unrealengine.com/en-US/Gameplay/AI/index.html

It looks like those lines should be links, but they aren’t. I’m not sure how to get to those pages.

The left menu navigation can’t be scrolled when extended beyond screen height. Only the page content scrolls, even when scrolling over the side menu. This make parts of the documentation inaccessible.

[=“KristofMorva, post:110, topic:126746”]

The multiple variables are not linked to the first parameter, but to the Target, for which multiple inputs is allowed. You might have accidentally linked them to NewMasterBoneComponent instead?
[/]

Hi, I see what you mean, my post on the signature is actually not relevant , as you are right, we are linking to the Target, which is not part of the signature. But I checked, I linked the right one “New Master Bone Component” my root, and multiple meshes to Target. It doesnt work for me, only the first one is used. While if I have 7 “Set Master Pose Component” nodes, and then link all my 7 meshes individually, it works. So for what I see “Set Master Pose Component” cannot take multiple variables in the Target pin.

On this page: Clothing Tool in Unreal Engine | Unreal Engine 5.1 Documentation

The video under the section titled “Painting On Your Cloth” is not working.

In Step 1 of Remote Control Quick Start | Unreal Engine Documentation
‘Remote Control’ says it is listed under ‘Virtual Production’.

It appears to be under ‘Messaging’ and named ‘Remote Control API’

This page appears to try to link to slides with more info but the link appears broken:

[Rendering Dependency Graph | Unreal Engine Documentation

“](Rendering Dependency Graph | Unreal Engine Documentation)For a crash course on using RDG with many examples, see the following Power Point slide deck: RDG 101: A Crash Course

“This shared file or folder link has been removed or is unavailable to you.”

i loss Blueprint Third Person pleeeeeeeeeeeeeeeees help

Search in documentation doesn’t work since last weekend.

Hi!

Would be great if there was a feedback box for each page where we can give specific feedback and report any errors.

I feel this forum might be a bit too general to post feedback for specific pages, but I’ll go anyway:

On this page, Connecting Unreal Engine 4 to Maya with Live Link | Unreal Engine Documentation, the info about where to get the Maya LiveLink plug-in is outdated, as it’s now available on the Marketplace instead, here: Maya LiveLink in Code Plugins - UE Marketplace

All the best,
Anton

[USER=“7”]Jeff Wilson[/USER]
Seems that it only affects Firefox.

Request: Bing Search - Unreal Engine
Result: https://sun9-37.userapi.com/c853624/v853624069/ef240/K9RDQwZaMAw.jpg

Hello
I’m newbie and read this instruction.
I try use that in clion, but have resolving errors:

wrong text for “Set Color Scale and Offset”

Hey there The Modular Characters in Unreal Engine | Unreal Engine 5.1 Documentation section has some broken code on the Mesh Merge Example part

I am trying to launch my game to my android device but i am getting an error saying Android toolchain NDK r20b not supported. I tried r18 with no luck. It only works with r14b. Is there any way i can launch the game using r20 or r18 ndk?

On the Behavior Tree Quick Start Guide page, in step 5: Task Setup - Find Random Patrol, you mention promoting the blackboard key to a variable, but fail to mention making it instance editable, and also to then set it as PatrolLocation on the behavior tree. This results in the PatrolLocation being invalid despite following the instructions exactly: