Reporting Issues for Documentation

The motion controller setup page under Virtual Reality Development assumes we’ve created a VR pawn for our headset (in my case I’m working with a Vive so that means Steam VR). However, when I go to the ‘getting started’ guide for Steam VR it doesn’t tell me how to set up a VR pawn. Moreover, moderate searching of both the UE4 docs and the general internet doesn’t tell me how to do this either. Please fix this inconsistency.

('s the page: https://docs.unrealengine.com/latest/INT/Platforms/VR/MotionController/index.html)

**https://docs.unrealengine.com/latest…s/1/index.html

Engine version**: 4.18

Detailed description of the issue: Compiling the finished code throws an error: error C2653: ‘ConstructorHelpers’: is not a class or namespace name

Fix: An extra include statement is required in CollidingPawn.cpp

#include “Runtime/CoreUObject/Public/UObject/ConstructorHelpers.h”

Edit:
I also think it is worth mentioning to people how to declare other basic components in this doc. For example, if someone tries to make a UCameraComponent in their .h for the following reason (as per the example):

“We can create Components without making variables to track them, but if we want to use those Components in our code, we should store them in class member variables like this.”

I wanted to keep track of my camera. So I add to my .h:

UCameraComponent* CameraComp;

This doesn’t compile. We get a completely weird error:

"error C2143: syntax error: missing ‘;’ before ‘*’

This is confusing because no ‘;’ is missing. The file looks correct. Googling that error leads to this: Could I get some help resolving "syntax error : missing ';' before '*'"? - Programming & Scripting - Unreal Engine Forums

Okay, let’s try that!

class UCameraComponent* CameraComp;

Doesn’t compile. error C2027: use of undefined type ‘UCameraComponent’

Googling that error led me to the solution of importing it:
#include “Runtime/Engine/Classes/Camera/CameraComponent.h”

This is a caveat that should be explained in the docs. If you just want to add UStaticMeshComponent or UParticleSystemComponent (like in the example), then this step isn’t needed. Every component that needs an import step should be listed I think.

Thanks, Kochab. Those tutorials are actually in the process of being updated because of issues like that, but you make a good point that we should make additional mention of it for people who try to build further out on their own.

Engine version: 4.18

Detailed description of the issue:

From the document:
Config entries in the [Staging] category in DefaultGame.ini file allow remapping one directory to another, so restricted content can be made public in packaged builds (Example syntax: +RemapDirectory=(From=“Foo/NoRedist”, To=“Foo”)) An error is output if any restricted folder names other than the output platform are in the staged output.

There is a little mistake in “RemapDirectory”, it is supposed to be “RemapDirectories”. Had to go through the AutomationTool code to find it out :slight_smile:

Engine\Source\Programs\AutomationTool\AutomationUtils\DeploymentContext.cs


(GameConfig.GetArray("Staging", "RemapDirectories", out RemapDirectoriesList)

Screenshots: NA

Additional info that is helpful: I have this setup in my DefaultGame.ini file for remapping the WinDualShock plugin to package in a Win64 Build and it works!


[Staging]
+RemapDirectories=(From="Engine/Plugins/Runtime/PS4", To="Engine/Plugins/Runtime")

Hope this information is useful and that the release notes gets updated soon!

Cheers,

Hi.

I clicked on 4.18 specific information and this came up… Hardware and Software Specifications | Unreal Engine Documentation – The information is really outdated and should be updated. Thanks!

teak

Thanks for your post. Can you clarify what information, specifically, is out of date?

One issue for How to set up Character Movement:

Engine Version: 4.14 (possibly 4.14 and up)

Detailed description of the issue: You should add to section 8 “Unmark Context Sensitive tik” (or after section 8)

**Screenshots/Links: **https://docs.unrealengine.com/latest/INT/Engine/Sequencer/HowTo/TriggeringSequences/

Additional info that is helpful: Not needed

Uh, sorry… I thought if you clicked on it you would see what I mean. No mention of Windows 10… Visual Studio 2015, not 2017 (which is needed now for later versions.) I thought 8GB was MIN, not recommended. That seems low. Anyway, check it out, I think you would agree it needs updating.

teak

Would be awesome to have links on each page on the documentation to notify errors. It took me 10 minutes to reach this thread…

Level Editor Modes in Unreal Engine | Unreal Engine 5.1 Documentation <– Style is broken.

Unreal Engine Issues and Bug Tracker (About) <– GitHub link on the bottom is broken (not just on this page, but on all the issues subpages.

When MacOS is selected, the first bullet still gives a windows path.

  1. First, locate the \android-sdk-windows ools folder on your Mac.

Engine version: tested on 4.16 and 4.18
Detailed description of the issue:

In the docs page, the material function PerInstanceRandom says:

Link: Constant Material Expressions in Unreal Engine | Unreal Engine 5.3 Documentation

And i’m pretty sure the node return float values between 0 and 1 (that makes more sense), like in the example picture it shows it is connected to base color, so the value should be between 0 and 1.

https://docs.unrealengine.com/latest/images/Engine/Rendering/Materials/ExpressionReference/Constant/PerInstanceRandomGraph.jpg

Might be some out of date information.

Issue that I am having: (version I am using 4.18.3) (Its small, but it’s still an issue I have, it won’t get me to stop using it though)
I want to organize the launcher, when it first launches.
You can, but to an extent. When I try and place everything that the launcher comes with in a new folder, something always happens to where I would have to restart a whole new project and then I give up organizing it.
What I am trying to use: New Project, Third Person, starter content.
Now I want to separate everything. to make that content box organized. But its always giving me an issue.

Engine version: 4.18.3
**Detailed description of the issue: **Description of generic platform types is wrong. Looks like the first column got sorted alphabetically, messing up the desciption
**Links: **FGenericPlatformTypes | Unreal Engine Documentation

Example: [TABLE=“cellspacing: 0”]
[TR=“class: normal-row”]
int16
8-bit signed.
[/TR]
[TR=“class: normal-row”]
int32
16-bit signed.
[/TR]
[TR=“class: normal-row”]
int64
32-bit signed.
[/TR]
[TR=“class: normal-row”]
int8
64-bit unsigned.
[/TR]

**Engine Version: **Latest
**Links: **https://docs.unrealengine.com/latest/INT/Gameplay/HowTo/SettingUpAGameMode/Blueprints/index.html
**Detailed description of the issue: **In the “Assigning a Default Game Mode” section (under bullet point “4.”) the image in the attached file should display **ThirdPersonCharacter **as the Default Pawn class, not MyCharacter so it matches the text under the image and further above in the document.

**Engine Version: **Latest
Links: Sharing and Releasing Projects for Unreal Engine | Unreal Engine 5.1 Documentation
Detailed description of the issue: The link to the TappyChicken HTML5 sample is broken. The link (Das stärkste Werkzeug für 3D-Echtzeit-Entwicklung - Unreal Engine) redirects to the UE blog (Feed - Unreal Engine).

Several solutions come to mind if it’s not just a web server config issue. The link could be replaced with the link to A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums where can download the project, or with direct download link.

The same broken link appears in some old blog and forum posts too. (ie. Shipping Tappy Chicken - Unreal Engine, and https://.unrealengine.com/unreal-engine/events/6064-twitch-tappy-chicken-release-for-ios-android-and-html5-may-22-2014)

Table width style causes issues with wrapping.

[SPOILER]

[/SPOILER]

https://docs.unrealengine.com/en-us/…ocessMaterials

https://docs.unrealengine.com/portals/0/images/Engine/Rendering/PostProcessEffects/PostProcessMaterials/DepthNextTo.png

so you multiply by 0,0 eh? I wonder what kind of magic can come out of that :rolleyes:

(the text below it says it should multiply by 0,1)

Minor formatting issue: Indentation on the Coding Standards page
Link: Coding Standard | Unreal Engine Documentation

Description: Many of the code blocks seem to have swallowed the indentation of the first code line. This does not really matter except in the example case for the if-else section where it could possibly mislead new users.

Screenshot Comparison Tool Mislabel

Description: Mislabeled images

“Functional Screenshot Test” and “Functional UI Screenshot Test” are under the wrong images.

Using Chrome on Windows 10.

https://docs.unrealengine.com/en-US/Programming/Automation/ScreenShotComparison

@TheCutestLunLun

Thanks for pointing that out. I’ve just made the changes.