FYI, for step 7 in this documentation: Use the GoogleVR Touchpad | Unreal Engine Documentation
There is a missing referenced blueprint image that helps to explain how things are setup.
FYI, for step 7 in this documentation: Use the GoogleVR Touchpad | Unreal Engine Documentation
There is a missing referenced blueprint image that helps to explain how things are setup.
Your documentation is confusing because the document talks about client and server but your instructions doesn’t clearly specify what computer you are doing the settings on, the client or the server? Every step or section should state: “On the server…” or “On the client…” or “On both the client and the server…”
For example “To set the local IP address for the Unreal Editor:” is that to be done on the server? the client? or both? I don’t know.
I’m working through the First Person Shooter tutorial and none of the hit events fire when registering the event in the constructor as it does in the tutorial.
Moving
CollisionComponent->OnComponentHit.AddDynamic(this, &AFPSProjectile::OnHit);
to the BeginPlay makes it run fine for me though.
There is a bug in the “Player Input & Pawns” Documentation Tutorial. Code Line UCameraComponent which on build as the tutorial says after inputting it leads to an “unidentified identifier” in compile. You cannot build the instructions so the tutorial cannot be completed. This bug happens in either VisualStudio rightclick “build” or using the “compile” button in UE4 Editor.
UCameraComponent* OurCamera = CreateDefaultSubobject<UCameraComponent>(TEXT(“OurCamera”));
OurVisibleComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT(“OurVisibleComponent”));
Can this be fixed please so the documentation is accurate?
The page about Gameplay Debugger is out of date. The code examples refer to classes that have not existed for a while:
in the “Connecting Unreal Engine 4 to Maya with Live Link” Documentation there are folders and different files in github…seems like there is a new way to connect maya with unreal…need help on how to do it with these files MayaLiveLink/Source at master · ue4plugins/MayaLiveLink · GitHub thx in advance
https://docs.unrealengine.com/en-US/…ons/index.html
“Editor Utility Blueprint” does not show up in the content browser as shown in that doc. I am on 4.22.3. I have enabled the Editor Scripting Utilities plugin. It’s still not there. Apparently, you need to enable this feature in Editor Settings (which the doc doesn’t mention) and then it will appear, but it is bamed Blutility and not Editor Utility Blueprint as stated in the doc.
https://docs.unrealengine.com/en-US/Engine/Blueprints/UserGuide/Events/index.html
The custom events link redirects to the Korean language version.
Is “DeterminesOutputType” a new meta data specifier which is not found in Metadata Specifiers | Unreal Engine Documentation
Hello there
Just reporting a typo
“Whilee”
Under Calling Functions across the C++ and Blueprint Boundary
Screenshot: https://i.imgur.com/yw74Jq9.png
The images on Real-Time Compositing Tools | Unreal Engine Documentation are broken. (!](AddNewLayerElement.png), etc)
I see In someplace in the Chinese Document, “Level” is translated into “等级”, which is similar to “Grade” in English.That will confuse Chinese user,please correct it.
Chinese people can’t watch all the YouTube Videos in the document,
This is not conducive to Chinese developers’ learning of software
It is recommended to upload the video to youku.com or bilibili.com
Can we add to the documentation for UGameplayStatics::ParseOptions:
that the ParseOptions method takes FString Options, and in order to get that you have to use the following:
where GEngine is found on “Engine.h” and GetWorld is on #include “Engine/World.h”
#include “Engine/World.h”
#include “Engine.h”
…
FWorldContext* CurContext = GEngine->GetWorldContextFromWorld(GetWorld());
…
Or even better, add a method for us to use instead on the UGameplayStatics called “GetOptions”
Thanks in advance!
in the first collision preset example, why is world static circled out when they’re talking about world dynamic?
The video website of youtube cannot be accessed in China. I hope the video tutorial of the document can be published and launched on the website of China
(国内访问不了youtube视频网站,希望文档的视频教程能在国内的网站发布展开)
A fairly minor one, but I was looking at the Vector API’s Normalize function and I wasn’t quite sure if I did what I thought it did, so I checked the documentation. Unfortunately, the documentation doesn’t actually say what it does either, and I had to look up the definition of normalising a vector on Mathworld, and try running the function to make sure that it actually matched that definition.
It would be nice if pages like that specified what the operation actually means (e.g. “scales the vector so that its length is 1.0”).
Hi there, this function is essentially undocumented because it doesn’t describe it’s return value:
Could you please either describe the return or link to the code? Thank you!
Redirects to the Chinese language version.
[Symptom]
The link to “Localization Overview” leads to the Korean page. You can not change to other languages.
[Procedure]