Engine version: 4.26-5.0 Detailed description of the issue: End result video on “Creating Drag and Drop UI in Unreal Engine” page is private. Screenshots:
Engine version: 5.0 Description: On the World Settings page, the link to the Actor Ticking article displays a broken snippet of text instead of the proper link.
The broken text shows:
To learn more about Ticking and Actor behaviors, see [](programming-and-scripting/interactive-framework/unreal-engine-actors/actor-ticking).
I believe the intended link target is: https://docs.unrealengine.com/5.0/en-US/actor-ticking-in-unreal-engine
PLEASE IGNORE THIS POST - For some reason my mouse scroll wheel stopped working which made me think I was at the bottom of the page when in reality I was not… A simple refresh of the document page sorted the issue, however I still don’t know why my mouse wheel stopped scrolling Was it the Chrome browser at fault or was it the document page in question at fault??
Text is being cut off at the bottom of the doc page :
Issue:
There is at least 2 mistake in this documentation.
The code samples do not reflect what it is said in the text description.
“When you define variables in your Viewmodel, each variable should be Private”
In the code sample they are public.
" If you create custom Getter or Setter functions, do not make them UFUNCTIONS"
In the sample, you used the “UFUNCTION” attribute.
This is an useful feature, so I hope you can clean this page so we know what to code (even if it is in BETA stage :D)
Thanks,
Detailed description of the issue: On the page ‘Working with Levels’ (Working with Levels in Unreal Engine | Unreal Engine 5.0 Documentation), near the top is the sentence " Open World: A Level with sample content that uses the World Partition feature to create a large, streamable open world."
The link titled ‘World Partition’ links to a dead page. It is currently linked to
This can be deduced from the titles of the pages, as the above link is titled ‘World Partition’ under the section ‘Building Virtual Worlds’.
Additional info that is helpful: This can be easily fixed in the servers backend, the route for the page just needs to be changed to the new naming convention, so instead of /building-virtual-worlds/world-partition, change it to /building-virtual-worlds-in-unreal-engine, or more specifically for the subsection ‘World Partition’, /world-partition-in-unreal-engine . The new format for linking to a specific page is to just replace spaces with hyphens, and append ‘in unreal engine’ and the end of it
According to the docs, shader parameters can be defined through a variety of types, but FVector types (FVector, FVector2D, FVector3D and FVector4) cause a static assert to fail with the following message:
static_assert failed: 'Invalid type FVector2D of member ViewportSize.' Expression 0 != 0 evaluates to false
The documentation on Smart Pointers says the default behavior is not thread-safe:
"By default, Smart Pointers are only safe to access on a single thread. If you need multiple threads to have access, use the thread-safe versions of Smart Pointer classes: "
But the default for Smart Pointers is thread-safe. From the code:
// Forward declarations. By default, thread safety features are turned on. (Mode = ESPMode::ThreadSafe).
// If you need more concerned with performance of ref-counting, you should use ESPMode::NotThreadSafe.
template< class ObjectType, ESPMode Mode = ESPMode::ThreadSafe > class TSharedRef;
template< class ObjectType, ESPMode Mode = ESPMode::ThreadSafe > class TSharedPtr;
template< class ObjectType, ESPMode Mode = ESPMode::ThreadSafe > class TWeakPtr;
template< class ObjectType, ESPMode Mode = ESPMode::ThreadSafe > class TSharedFromThis;
Attribute Sets > Definition and Setup > Step 3. has a code fragment
// Get the UMyAttributeSet from our Ability System Component. The Ability System Component will create and register one if needed.
AttributeSet = ASC->GetSet<UMyAttributeSet>();
The issue is with the second sentence of the comment where it states the function call will create and registering an attribute set if one doesn’t exist. This is incorrect. Under the hood UAbilitySystemComponent::GetSet calls GetAttributeSubobject which will only find existing attributes sets. The correct function to call if you want to get an existing set or create a new one is AddSet()which will call GetOrCreateAttributeSubobject under the hood.
I was following along with this code in my own work and was wondering why GetSet() was always returning nullptr. The comment mislead me about the right function to call.