Hey there, I have been reading and using the docs for a few years now (and have provided some feedback and critique in the past) and i just recently noticed how some old content got updated. So I just decided to do an overall check on the state of the documentation, and I must say, its much, much better! I’m still learning some new and useful things, even on some topics that should be fairly basic and which I should already have down.
And i see that a lot of content has been added, that I had to learn the hard way in the past :D.
Also, all the new pages that have been added are pretty useful
And a big thumb up for the links to (even external) resources, that have been already provided by the community or staff somewhere else
Three cheers for the great work just wanted to let you know you made at least one developer happy.
I know you deserve a lot more praise than you are given and since I regularly see people ungratefully complaining about something, I wanted to deliberately share some nice words with you
the new online ue4 document is perfect on desktop PC, but not friendly in phone browser, for example : iphone 8, I often read document on iphone because it easy to get, thanks problem is: 1: hard to choose another Book catalog, 2: hard to use Slide bar to up or down these two problems are easy to get, please fix it
I’m trying to use the Setting Up a Character instructions. They’re terrible. Clearly written by someone who is assuming that the reader already knows what he / she is doing. For example in the Creating a Player Controller section is the author telling me to create one or just go and have a look…? Poor
When exporting from](https://docs.unrealengine.com/en-US/Engine/Content/FBX/StaticMeshes/index.html)Unreal to Maya as FBX, it imports fine, but when round tripping back to Unreal via FBX with the settings in the docs - the assets are always rotated 90*s.
When adding in a -90 transform to the rotate, Unreal spits out error messages pertaining to normals.
UE4 is not compatible with the latest version of Subversion, which is VisualSVN 4.0, and Subversion client 1.10.4. It took me many hours to figure this out since there is very little documentation online regarding Subversion. When attempting to use Subversion as source control for UE4, I got the error stating that the format version was expected to be between 1 and 7, but the version found was 8. I eventually found out that this was due to the update creating repositories with a new format, being 8, of course.
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Did you get a fix or is VisualSVN still not working ? Curious to know before I waste time trying;)
The “Unreal Engine 4 For Unity Developers” should be updated, specifically the “UE4 Blueprint Classes can be extended” part, since Unity now implement nested prefabs.
The Slate Widget examples are not well explained, for example the list, yes it shows how to add a SListView with slate, however it does not show us or explain what this:
.OnGenerateRow( this, &STableViewTesting::OnGenerateWidgetForList), is. what is OnGenerateWidgetForList? do I need to override that function? because the documentation lacks good example it means I have to look through the unreal engine and reverse engineer code from unreal to properly understand it. plus the Slate pages are missing things like SOverlay or SButton, having a complete documentation would make creating a custom interface alot easier.
“we recommend running a **case-insensitive” That is the worst recommendation I have ever read. If your on a case sensitive platform use case sensitive perforce. If your running windows clients then use a case insensitive perforce. If you run windows clients and a case sensitive perforce server then you are going to ■■■■ man hours down the drain wondering why everything is so broken. **
There are many issues I am running into using the IOS documentation:
You have to provision before you can do the Quick Start, this is not indicated anywhere.
You have to **PAY **to perform any action in here since you need to be enrolled onto the developer program.
**Builds will fail, **if you have any source code stuff, this includes “plugins”… This makes no sense, I have a plugin which makes blueprint nodes better but apparently this prevents building!? No where does the documentation state plugins should be disabled.
There are also many mistakes, all the links to Apple Dev site do not work, the bundle name is invalid (you can’t have just * as your app name), and many more issues I ran into.
Is there somewhere I can edit the documentation or report specific issues? There are many little hints and warnings that could pevent people from wasting their money, as well as going down the wrong path. It has taken me hours trying to setup a project and I had to Google several blocking issues.
Rather than 10 pages of explaining how a container works, perhaps you guys could focus on the unreal specific parts? Like how to populate an INI file to load a tmap from the config.
Has this config in the text “Scalar Parameter Fiber Strength 0.98” but the value in the image is .5. The .5 value shows the fibers underneath, but the .98 value hides them. Or I messed up the blueprint! Anyways, it’s a cool feature