Reporting Issues for Documentation

Delete my account please.

https://.unrealengine.com/unreal-engine/feedback-for-epic/1467874-why-is-it-so-hard-to-delete-your-account-on–or-change-your-email

**Engine Version: **Latest
Links: https://docs.unrealengine.com/en-US/Engine/Blueprints/QuickStart/1
**Detailed description of the issue: **On step 10. when creating a Event Begin Play node, it redirects you to an already existing Event Begin Play node. Also when continuing with the guide, it cuts off. When moving on to https://docs.unrealengine.com/en-us/Engine/Blueprints/QuickStart/2 it starts off completely unrelated to the first page in the guide.

this word “overloads” in introduction to c++ programming “Programming with C++ in Unreal Engine | Unreal Engine 5.1 Documentation” under class wizard section
i think you mean “override” not “overloads” … i am beginner & have a bad English so i am not sure about is that right or not.
& Thank you for read this.

Engine version: UE 4.19.2

Detailed description of the issue:

Visual Studio 2017 - put REQUIRED for windows 10 in big bold letters, right near ‘install UE4’ so it does not get lost.

It does not make sense to me that I’ll have to use vscode on my linux box and can not use it in windows 10, or at least the editor will not start without visual studio 2017 when I try to launch it from … the launcher. There were rumors, wisps of suggestions that vscode could be selected once the editor was running, whatever, I figured I could figure that out later. I know RTFM but still…

Going through the ‘artist quick start’, well, not going to see the above document about visual studio. And why the ‘artist quick start’ starts with C++ when there is absolutely no coding involved in the quick start is another mystery.

*** “Setting up for the first time” - would be nice if this was at the top of the document, instead of after what looks like an overly complicated way to set up the size of a side panel (possibly for VS2015).

Why? Because newbs like me might click willy nilly in the visual studio installer and end up with a bunch of stuff such as the unity editor, thinking the tick boxes are extensions or compatability helpers, especially after the editor will not launch because it can not find windows 8.1 sdk, and we may or may not have yet gotten to the part where visual studio refuses to cooperate until some sort of C++ project is made.

The rest of the tips are more vital resource savers, however one big friendly hint would be to warn how visual studio is going to search through 30,000 files or so looking for solutions to who knows what and making an 8GB laptop uncooperative while trying to change these settings.

After restarts and what not because of visual studio it is easy enough to hope that one is done when one has not in fact read the most important part of the document as it relates to what is needed, i.e. the missing windows 8.1 sdk. There was some other nonsense with visual studio ‘setting up security’ or some such but that is another wtf moment I do not want to expand upon right this minute.

To reiterate,
visual studio 2017 required for windows 10
these and only these checkboxes are required in visual studio installer (as indicated by the pic in the doc):

Workloads:
‘game development with C++’

Optional:
C++ profiling tools
windows 10 sdk
windows 8.1 sdk ← probably first error new users are going to get is this missing.

Engine Version: Latest
Links: Coding Standard | Unreal Engine Documentation
Detailed description of the issue: Coding Standard page typos

In section “C++11 and Modern Language Syntax” under “Strongly-Typed Enums” there are two strayed “</code>” tags in code examples.

And in section “Physical Dependencies”, “UnScene.cpp” should probably read “UScene.cpp” in text: “File names should not be prefixed where possible; for example Scene.cpp instead of UnScene.cpp…”

Thanks, we’ve fixed these.

Engine version: 4.20

Detailed description of the issue: If the step by step guide, in Create a Sprite Particle Effect in Niagara | Unreal Engine Documentation the Step 16 actually belongs to step 19 or 20.
Screenshots: We encourage you to include a screenshot(s) whenever they may prove helpful in understanding the issue.

Link: Create a Sprite Particle Effect in Niagara | Unreal Engine Documentation

Hey Amalsalim,

Thanks for letting us know about the issues with the Mac version of Installing Additional Android SDK. I have gone ahead and fixed the first step to point to the correct folder name when viewed on a Mac. Please let us know if you find any more issues and thanks again for letting us know about this!

Cheers -

Engine Version: 4.20

https://api.unrealengine.com/INT/API…ume/index.html

Says the header is located in Runtime/Engine/Classes/AI/Navigation/NavMeshBoundsVolume.h when it’s now Runtime/NavigationSystem/Public/NavMesh/NavMeshBoundsVolume.h.

Thanks for pointing that out. We’ll look into what’s going on with the document generation that it has the wrong path for that file.

FORMATTING ERROR:

Many of the guides on wiki.unrealengine.com have formatting errors. For instance, notice this tutorial : Imgur: The magic of the Internet

Seems like the syntax highlight tags are no longer working. This is widespread across various wiki posts.

Thanks

Break <structName> blueprint node outputs are by-value, not by-reference. This important piece of information is missing from https://docs.unrealengine.com/en-us/Engine/Blueprints/UserGuide/Variables/Structs

The “Foreach” blueprint node is missing from https://docs.unrealengine.com/en-us/Engine/Blueprints/UserGuide/FlowControl . When adding it to the documentation, be sure to mention that the “array element” output is copied (by-value), not by-reference.

The “Print String” blueprint node does nothing in release builds in a packaged game, and the mousehover tooltip says so.
The “Fill Data Table from CSV String” blueprint node also does nothing in release builds in a packaged game, but the mousehover tooltip says nothing about this.

The “Set Pitch Multiplier” and “Set Global Pitch Modulation” blueprint nodes have an undocumented upper/lower bound on the usable input range. When the input pitch multiplier is between approximately 0.4 and approximately 2.0, the results are as expected: 0.4 results in the audio playing at 0.4 pitch/speed, and 2.0 results in the audio playing at 2.0 pitch/speed.

However, when setting the pitch multiplier outside of this range, the modules misbehave. (e.g. when setting the pitch multiplier to 0.001, the audio runs not at 0.001 pitch/speed but at 0.38 pitch/speed. And when setting the pitch multiplier to 1000, the audio runs not at 1000 pitch/speed but at 2.27 pitch/speed.)

Issue on this page: https://api.unrealengine.com/INT/API…PlatformTypes/
The descriptions do not match the types. Already mentioned by someone 2 years ago, but has not been fixed yet.

I’ve edited the source file and put it in for engineer review. This kind of change will generally not be taken this late in a release cycle, so it may be in 4.21, or it may have to wait for 4.22. Thanks for bringing it up again.

Mistake on Interfaces page in section “Implementing Your Interface in C++”
C++ implementation of the interface has a method with overriding, while this method in parent class not virtual (and cannot be because of used UFUNCTION specifiers), and example code just not compiling.

I didn’t notice there raport thread, a issues i reported about API reference:

https://.unrealengine.com/unreal-engine/feedback-for-epic/documentation-feedback/1546023-missing-linking-from-function-or-variable-pages-to-class-page-in-api-refrence

I forgot to thank you for pointing this out, but the page has been updated. So…belated thanks!

, I’ve replied to your other thread since the relevant content is over there, and your request looks valid and has been added to the list.