Reporting Issues for Documentation

Hi, when you say we should report documentation issues to “this thread”, do you mean to this forum or literally this specific thread? It seems like a recipe for a mess to keep posting documentation issues to the same 26-page thread, what happens when one issue has a follow-up question or further discussion? Wouldn’t it make much more sense to create a new topic for each documentation issue?

r.Upscale.Quality values are listed incorrectly as 1-6 instead of 0-5. According to the doc, r.Upscale.Quality=1 should give you Nearest Filtering, in reality it will give you Simple Bilinear and r.Upscale.Quality=0 would give you Nearest Filtering.

I think it would be even better if these would be recorded in a public bug tracker system, not in 1999-style with forum topics. Currently we have no to follow any of these issues, as all of them receive a copy-paste “Thanks for reporting this issue. I’ll pass this along to the appropriate contact at Epic.” message, which is fine of course, but then some of the issues stay unresolved, which we can’t follow up or see the reason why.

Greetings!

https://docs.unrealengine.com/en-US/…aph/index.html

And the link is 404.

It’ll be fixed on our next publish. The other ink had some content issues that I had to resolve. Apologies for the delay.

I was searching for some API info today and encountered a lot a lot of pages just not working (lead back to the home page)
A few I remember:

https://docs.unrealengine.com/en-US/API/Editor/ContentBrowser/index.html

Also the link that automatically opens from the editor when you package for android but don’t have android SDK setup.

it’s in the API section

If you search for ContentBrowser in the Editor section, that’s the one

It also came up in searches

Engine version: 4.23

Detailed description of the issue: The Python introduction page (Unreal Python API Introduction — Unreal Python 4.27 (Experimental) documentation) has a broken link.
It points to Scripting the Editor using Python | Unreal Engine Documentation but it should probably be Scripting the Editor using Python | Unreal Engine Documentation.

Screenshots:

Additional info that is helpful: Firefox Quantum 69.0.2, Desktop (Windows 10)

Following the documentation “Automation Technical Guide” - Automation Technical Guide | Unreal Engine Documentation

FEngineAutomationTestUtilities is not defined, neither is ATF_Game (running a search through all .cpp and .h files in engine) and it’s unclear which dependencies are required to include for the snippets to run.
Engine version: 4.23

Engine version: 4.23

Detailed description of the issue: The arrow in picture should point to Project Settings instead of Editor Preference .

Screenshots/Links: Add a Surface Type | Unreal Engine Documentation

Additional info that is helpful: Not needed.

Engine Version : 4.23
Link : https://docs.unrealengine.com/en-US/…ion/index.html

Description : Typo
Detail : Whilee -> While

Description : Missing preposition
Detail : overall roles your game -> overall roles in your game

Description : Broken link ( )
Detail : Blog Post : Unreal Property System (Reflection) -> 414 Request - URI Too Large

Description : Wrong constructor name
Detail : Class name is “UMyObject”, but constructor name is “MyUObject”

Hi,

I’ve just noticed there are two sections of the wiki called unreal Architecture, which is a bit misleading. There is Gameplay Architecture | Unreal Engine Documentation and Unreal Architecture | Unreal Engine Documentation. Maybe you could improve on this.

Cheers

Thank you for pointing that out! We are aware of that issue (it happened during a content migration/reorganization) and need to fix it. We’re tracking it and will get to it soon.

Online Learning Videos not playing in Firefox 71. I open a learning path, say for instance “Lighting Essential Concepts and Effects” from Course Library list. Click a link for a video tutorial. Click Play, and doesn’t start. I’m able to click to pause, even though it’s still at 0:00, change volume and click other visible controls in the player, but video doesn’t play. In addition, CC (closed captions) isn’t visible unless the video plays. I noticed that by switching to a different browser (Microsoft Edge) and CC didn’t show until the video started. I have DRM enabled in Firefox 71, and don’t have any other settings set that’d interfere with the video playing. Even if I switch over to Microsoft Edge, it still might be an issue that I’m exclusively encountering.

UNREAL VERSION: 4.24

ISSUE: Physical material not returned with the vehicle template for the LANDSCAPE only (all other surfaces ok)

IMAGE:

This forum is for Documentation issues. Use bug report link from UE4 (help > bug report) to report a bug. Ofc if it’s a bug.

Detailed description of the issue: For me, this specific page is only able to be viewed in Chinese or Japanese, the English version redirects to Chinese.
Links: https://docs.unrealengine.com/en-US/…art/index.html
Additional info that is helpful: Issue happens on IE, Chrome and Firefox on my computer, but does not happen on my phone or other computers on the same network. I flushed my DNS and that didn’t help. I checked my windows settings and that didn’t help.

Engine Version: 4.22
I was looking at the documentation for [FONT=courier new]FString::CountBytes [1] and it doesn’t really explain what this function does or why I might use it.

[1] FString::CountBytes | Unreal Engine Documentation

https://docs.unrealengine.com/en-US/…les/index.html
The Destructibles map is not part of the ContentExamples anymore.

Page on Property Replication has this:


void AActor::GetLifetimeReplicatedProps( TArray< FLifetimeProperty > & OutLifetimeProps ) const
{
    DOREPLIFETIME( AActor, Owner );
}

This will not work correctly because it’s missing the Super call. So doing it like this breaks Autonomous Proxies and turns them into Simulated Proxies, which may break people’s code. So it should be changed to:


void AActor::GetLifetimeReplicatedProps( TArray< FLifetimeProperty > & OutLifetimeProps ) const
{
    Super::GetLifetimeReplicatedProps(OutLifetimeProps);
    DOREPLIFETIME( AActor, Owner );
}

Additionally, it would be **really **helpful if that same page mentioned that you need to **#include “Net/UnrealNetwork.h” **for the **DOREPLIFETIME **macro to work. That’s nowhere in the docs, nowadays you have to either for forum posts or spend several minutes waiting for VS to search the engine code to find the correct include.