I think this i misleading and can stifle imagination: “For game development in Unreal Engine 5.0 and beyond, the Levels window has been made obsolete by World Partition”. As far as I can understand world partition is not the correct tool to create noneuclidian levels where e.g. things are bigger on the inside, for those the level tool is needed?
The videos for the skeleton editing documentation has a single video that replaced all previous videos, it seems like after the 5.4 version of the documentation the videos somehow got replaced.
Was following through the Behavior Tree Quick Start Guide tutorial and noticed the full image for adding tags to the player blueprint was broken. Relatively easy to figure out but a small fix could help there.
The ML Deformer documentation doesn’t seem to have anything on what the Deformer Graph nodes do or what the ML Deformer Detail Pose Model is for. The whole ML documentation seem like it needs updating with the 5.6 updates as well as the MLDeformer Sample project which no longer works and looks like the picture in 5.6.
I want to incorporate a couple of UE based programs into a larger project using CMake. Said project has it’s own launcher and lobby and so on. I need command line capability so that I can build the whole shebang from a Git repository with a single make
command or in a CI system.
The Linux quickstart guide at Linux Development Quickstart for Unreal Engine | Unreal Engine 5.6 Documentation | Epic Developer Community is broken. I have found a few other guides with other commands, but they seem to be from even older versions of UE. This is the official documentation and should be correct.
In section 4," Set Up Your Development Environment (C++)", step 2 states Locate your Unreal Engine install directory and open Build/BatchFiles/Linux, then run SetupToolchain.sh.
The “Build” directory does not exist. The SetupToolchain.sh
script does not exist. I unzipped Linux_Unreal_Engine_5.6.0.zip
and in the directory I unzipped it to, I ran the command find . -iname SetupToolchain.sh
. There were no results.
In section 5b, " Build a Project Through the Command Line" has an example command [UE Root Directory]/RunUAT BuildCookRun -Build -Cook -Stage -Package -Run -Project=[ProjectName]
.
There is no RunUAT
command. I unzipped Linux_Unreal_Engine_5.6.0.zip
and in the directory I unzipped it to, I ran the command find . -iname RunUAT
. There were no results.
On a related note, the page https://dev.epicgames.com/documentation/en-us/unreal-engine/creating-a-new-project-in-unreal-engine which is linked from the Linux quickstart guide, has this text about selecting the “Implementation” when creating a new project:
C++, if you want to build your project by programming with C++ in Visual Studio.
The other option is “Blueprint”. Which option do I pick if I want to do my coding in C++, NOT using Visual Studio because I am working on Linux. I don’t even want to use Visual Studio Code. Tying developers into specific IDEs is really really annoying.
Dear Unreal Engine Documentation Team. Please start using AI to improve the official Unreal Engine Documentation, which is often incomplete and out of date. Developers could greatly benefit from it and become more efficient. AI coding assistants would also greatly benefit from increased context. But perhaps most importantly, the entry barrier for new, aspiring developers is greatly reduced.
As example, I have created a schema for each HTTP Endpoint of the Unreal Engine Remote API Plugin. All it took was pointing Claude Code to the Remote API Plugin folder of my Unreal Engine installation with a simple request to compile each HTTP Endpoint JSON schema for me. It completed the task in one prompt, 5 API requests in total. The result: [Waiting for approval of Community Tutorial].
I fail to come up with a reason why the Unreal Engine Documentation Team wouldn’t want to do this at scale.
Love the initiative—community-driven discussions around docs and examples often surface the most practical tips you won’t always find in the official guides.