How can we improve UE4 Documentation?

As far as learning material goes, personally what I would like to see is some reverse engineering of existing demos. Sometimes is better to learn from seeing something broken down into parts.

I think the Couch Knights demo would make a good example, because you’ve got several overlapping systems working together. You’ve got an interesting overlapping system in which your character is controlling another character while you watch, you’ve got a melee system with combos and blocking, IK systems, Oculus/HMD support(though it doesn’t seem to fully function without an Oculus IIRC) and on top of that you have it setup for multiplayer replication.

What I’m curious about is the thought process that went into implementation of each feature and in what order things were implemented. The melee characters first or the Oculus characters first? Was replication/multiplayer an after thought or pre-planned? It would be nice to see what the game would look like without the Oculus characters, or vice versa and then showing how they’re tied together.

Then of course there’s the Kite demo, it would be nice to see some focus on the AI/Cells/Crowd systems and how they were setup for the large open world. You could think of this as in depth usage case examples rather just reading more generalized documentation.