Reporting Issues for Documentation

  • Out-of-date information
  • Tested on version 4.17

Blueprint Function Libraries in Unreal Engine | Unreal Engine 5.1 Documentation

code example has


{
GENERATED_UCLASS_BODY()
    /** Starts an analytics session without any custom attributes specified */
    UFUNCTION(BlueprintCallable, Category="Analytics")
    static bool StartSession();

Should be this instead


{
GENERATED_BODY()
    /** Starts an analytics session without any custom attributes specified */
    UFUNCTION(BlueprintCallable, Category="Analytics")
    static bool StartSession();

Solution for compile error caused by this suggested : Unresolved external symbol when compiling through VS, but not when compiling through Unreal Editor - Programming & Scripting - Epic Developer Community Forums [HR][/HR]
ps: also one could put #include “Kismet/BlueprintFunctionLibrary.h” somewhere on the top, as a reminder.

Hi! A friend of mine was confused by the documentation example about the While Loop on the Flow Control Page. Looking at it I saw that the example for the while is completely wrong. You should update the picture of the graph :slight_smile:
is the link, look at the last picture: https://docs.unrealengine.com/en-us/Engine/Blueprints/UserGuide/FlowControl

@Sly.DW Thanks for reporting the WhileLoop issue! I’ve passed the information on to the writer for that area.

Bradbury | Learning Resources | Epic Games

Using 4.21.2

On the first C++ tutorial for Components and Collision:

https://docs.unrealengine.com/en-us/Programming/Tutorials/Components/1

Step 2 states:

To the best of my understanding, one is required to include “ParticleDefinitions.h” for this to work, however it is never mentioned.

Later in the page in the .h listing, the includes listed are only:


#include "GameFramework/Pawn.h"   
 #include "CollidingPawn.generated.h"

Just testing the waters with Unreal coding, so I might be off track , but this is to the best of my understanding.

@christopher_sisk Thanks for reporting this issue! I’ve passed the information on to the writer for that area.

Bradbury | Learning Resources | Epic Games

Article link: https://academy.unrealengine.com/Class/rendering_master

Engine version: latest?

Detailed description of the issue: Rending instead of Rendering?

Screenshots: attached

Additional info that is helpful:

For next time, is this the right place for academy issues? When do we use a new topic vs a reply to this one?

Thanks!

@nvisionstudio Hi Geo,

Thanks for reporting this issue! I will pass this along to the appropriate contact at Epic Games.

It would be best if you start a new topic for issues.

This ‘reply to thread’ approach may have come about before there was a separate Documentation Feedback area. I will check into cleaning up the ‘sticky’ threads, and updating the instructions for posting feedback.

Thanks again!

@nvisionstudio I didn’t realize that there is a feedback button for each class/chapter (in the lower right-hand corner of the screen). That is probably the best way to give feedback on the class/chapter content. (I’ve already passed along your earlier feedback.)

Feedback.PNG

Thanks,

Engine Version : 4.21.2
**Description : **Sample Code has Bugs.
**Links : **Replicating Functions in Blueprints | Unreal Engine Documentation
**Detail : **

  • In The **Run On Owning Client **section, there are 2 bugs :

  • In Step 3, The “Inventory” Variable should not be set to Replicated, becourse it should be edit in a **Event **(e.g, AddItem or RemoveItem)which is called from **server **and run on Owning Client.

  • In Step 15 to 19, the Event “AddItem” and “RemoveItem” should write in ThirdPersonCharacter Blueprint, not in the Level Blueprint.

  • The Video at the buttom of the page is also wrong, because the **AddItem **and **RemoveItem **event always run on server, and then be **replicated **to clients. It should be called from server, and run on Owning Client.

@falcon.cali Thanks for reporting this issue! I will pass this along to the appropriate contact at Epic Games.

Article link: https://docs.unrealengine.com/en-us/…ishboneVehicle
"All the FBX assets used in the vehicle template are available for download"
That URL is broken. It is at the very beginning of the article.

@Saah88 Thanks for reporting this issue! We’re checking into the broken URL/missing file - it’s possible that it got missed in a earlier content migration. I’ve already passed this along to the appropriate contacts at Epic Games.

Thanks for point that out. You’re right. This tutorial was written in 2015, and back then we were over-aggressive on #includes. We changed this a while back to speed up compile times, but now programmers have to be more specific about what header files they need. This tutorial needs an update to reflect that.

docs.unrealengine.com do not respond.

Sorry for the inconvenience! The site appears to be up for me now. I’m not sure what happened there.

**Description : ** Misspelling
**Link : **https://docs.unrealengine.com/en-us/…rivenAnimation
**Detail : **
In step 6, there may be a misspelling of word “location” ?

You’re right, that’s a typo. I’ve fixed it. Thanks!

**Description : **Typo
Link : Animation Optimization | Unreal Engine Documentation
**Detail : **

Thanks, falcon.cali! I’ve updated the text to fix that typo.

Description:Wrong Picture?
Link:UMG UI Designer Quick Start Guide | Unreal Engine Documentation
Detail: