Reporting Issues for Documentation

For the CannotImplementInterfaceInBlueprint page:
https://docs.unrealengine.com/latest/INT/Programming/UnrealArchitecture/Reference/Metadata/CannotImplementInterfaceBlueprint/index.html

the links to “BlueprintNativeEvent” and “BlueprintImplementableEvent” are each pointing to the page for the other one.

Hey again Badger Bone,

Sorry about the mix up on the links on the linked page. I have gone in a fixed the links so that they will take send you to the correct page. They will link to the correct page once the next publishing is complete.

Thanks again and have a great day!

Missing Line of Code in C++ documentation (incomplete tutorial)

Engine Version: 4.10.2

Description: Missing line of code

Details: https://docs.unrealengine.com/latest/INT/Programming/Tutorials/PlayerInput/3/index.html

Description: The final code snippet is missing the code that makes the Pawn move along the X and Y axis, it scales fine:

I had to add RootComponent->SetMobility(EComponentMobility::Movable); to get it to function properly.

BlueprintReadWrite annotated methods must be public in Intro to C++ Programming in UE4

Engine Version: 4.10.2

Description: Unclear or incorrect information when declaring methods annotated with BlueprintReadWrite

Details: It’s not clear that these methods should be declared public from the documentation :

I get this error when I compiled them the way it is shown in the doc:

  • C:/Users/tyoun/OneDrive/Documents/Unreal Projects/SandBox/Source/SandBox/MyActor.h(13) :
    rror : Failed to generate code for SandBoxEditor - error code: OtherCompilationError (5) BlueprintReadWrite should not be used on private members*

Declaring them private works but it’s not clear from the docs that this should be done.

Good to point that out about things following the generated body. FYI, from looking into it I found that the former term used “GENERATED_UCLASS_BODY” does include a “public” declaration so things following it are public. But “GENERATED_BODY” does not have that so things after it are the usual default of private, which is probably better as it looks odd to have things be public when they are not (visibly) marked as such.

Strange, I didn’t have to add SetMobility() to the code and it worked for me. The constructor of USceneComponent has “Mobility = EComponentMobility::Movable;” as its first line.

This might not be much but I found a self referencing link in the Sprite Collision documentation (http://docs.unrealengine.com/latest/INT/Engine/Paper2D/Sprites/Collision/index.html) where in the end of the documentation in the [Related topics] section Sprite Collision is there (Was a bit confusing and found it a bit redundant).

Engine version: 4.10

**Detailed description of the issue: **
From doc page: Gameplay Classes in Unreal Engine | Unreal Engine 5.1 Documentation

Issue: ConstructorHelpers::CreateComponent simply does not exist.
As per my VS 2015 error msg:
error C2039: ‘CreateComponent’: is not a member of ‘ConstructorHelpers’

As far as I can tell from this is REALLY old yet the page is listed as updated to 4.9.

Thanks!

In compression section, is wrote “Minimum Texture Size”, and I think that is “Maximum Texture Size”. Sorry for be that fussy :slight_smile:

Thanks for the report! We will get this fixed.

This page is clearly out of date and not for 4.9. Sorry about that. We will be updating this page to make sure it is actually useful. In the meantime, I will adjust the version number appropriately.

Definitely looks like it should be Maximum. We will fix it. Thanks for the report!

I was recently looking into how I could cut down on some of my BSP stairs until i get some actual models done, and wasn’t sure how to properly use the Geometry Editing Mode and using its Brush Clipping mode - so I went on a documentation hunt.

What turned up was Geometry Brush Actors - Geometry Editing Mode which sends me elsewhere for details:

Following the link, I end up in Level Editor Modes which only has this brief info in the table:

Those two are sending users in a loop and never actually tell anything about the details of Geometry Editing mode.
Either the Link for details on the Geometry Editing Mode is wrong, or the Editor Modes page lost some of its content somewhere along the way.

Thanks for the report! That is definitely undesirable behavior due to changes made to those pages a while back. We have a task entered to fix it.

**Engine Version: ** 4.10.4
Issue: Out of date information
Documentation Link: Slate Details Panel Customization
Detailed description of the issue I am looking at implementing Detail Panel customizations. Having looked at how the Landscape Editor module does this, compared to the documentation it seems the documentation is out of date due to interface changes.

The *ILayoutDetails *interface seems to be superseded by IDetailCustomization.

The function to implement is void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder)

The rest of it seems on point however so far.

**Documentation Link: ** RPCs
**Detailed description of the issue: **There are a bunch of little errors in the code on this page

Howdy thekumaking,

Thank you for pointing out the errors on this Doc Page. I have go into this page and cleaned up the errors that were showing. These fixes will show live after the next publishing, which should be later this week.

Thanks again and have a great day!

Engine version: 4.10.2

Detailed description of the issue: There is a limit on the number of APEX chunks enforced by UE4, but there is no documentation of this fact, nor how to change it. Nor is there any warning when the limit is reached, so it manifests as a bug. This is controlled by the settings p.APEXMaxDestructibleDynamicChunkIslandCount and p.APEXMaxDestructibleDynamicChunkCount. Furthermore, it’s unclear exactly which of these two settings are doing what. There is also no documentation regarding the reasoning behind having this limit, which is not enforced by default by the PhysX/APEX SDKs, but rather by UE4 itself.

Screenshots: n/a

See this thread for more detail: DestructibleComponents not destroying when many in scene - World Creation - Epic Developer Community Forums

I currently cant access the documentation page:

It gets stuck loading from the Unreal Engine 4 landing page. I had a few of our folks try as well… from different locations and they couldn’t either. I didnt find any announcements about it being down, any ideas?

Thanks

Are you still experiencing this issue? We are not able to reproduce it on our end.