BUT master branch is actually a branch for UE4.27, for Unreal 5 main branch is ue5-main please add some kind of note about it or replace master with ue5-main in this article completely - Iâve spent hours downloading and compiling from master branch just to learn itâs not Unreal 5.
This page doesnât even recognize that a Linux version of Unreal Engine exists.
Meanwhile, just as with the Mac version, the Linux version seems to handle credentials differently (ie, doesnât work as I get E170013 and EE215004 errors similar to the Mac example of the page).
There is an incorrect link to Widget Blueprints in UMG on the page UMG UI Designer Quick Start Guide.
Affected Engine versions: 5.0, 5.1, 5.2, 5.3
Description: On the UMG quick start guide under section 1 - Required Project Setup, there is a link that is meant to take users to Widget Blueprints, but it instead directs them to Level Designer Quick Start.
Note that there is a second link to the Widget Blueprints in section 2 which works correctly. Only the link to Widget Blueprints under section 1 goes to the wrong page.
Problem: The documentation page for the Enhanced Player Input System is out of date for UE5.3. Several functions are deprecated in UE5.3 and there is a new way of using the EPIS. Please document the new way.
There is a small typo on the linked page - Logging in Unreal 5.3
In the name of the header required for UE_LOGFMT, It should spell âStructUredâ, not âStructEredâ:
Description: The following two links point to wrong pages:
Skeletal Mesh Editor: The Skeletal Mesh Editor is where you can make edits to meshes, assign Materials, adjust Level of Detail (LOD), and test Morph Target functionality.
Animation Sequence Editor: If the Skeletal Mesh has associated Animation Sequences, you can edit and preview them, including augmentation tools such as, Blendspaces, Morph Targets and Animation Notifies here.
Description: The âBlueprint Classes Can Be Extendedâ heading states that Unreal Engine allows blueprint extension, whereas Unity prefabs do not. In version 2018.2, however, Unity added a feature called âPrefab Variants,â which do offer that functionality.
Search engines have trouble indexing the documentation and always links to the wrong version.
I would suggest two actions in order to fix this:
Replace the url of the latest version of the doc so that the version number is instead âlatestâ. So instead of ââŚ/5.3/âŚâ the url would contain ââŚ/latest/âŚâ. This way, the url of the latest version of the doc is always the same. Currently, âlatestâ redirects to â5.3â, but it should be the other way around!
Add noindex metadata in html headers for each page not in the latest version of the documentation. This way the search engine crawlers doesnât try to index other versions of the doc, which would conflict in search results.
FRichTextDecorator::CreateDecoratorText documentation incorrectly states that the InOutString parameter starts as the content between tags.
Engine Version: 5.3.2, but actually probably much earlier, it doesnât look like this has changed for a while.
Detailed description: The FRichTextDecorator::CreateDecoratorText documentation incorrectly states that the InOutString parameter starts as the content between tags; in fact it starts as the content of the entire text block up to the tag being processed, and itâs the responsibility of the overriding method to grab the content between the tags from RunInfo.Content and then append it to the InOutString to make it render.
There seems to be no doc at all for what variables are available for use within UnrealGameSync.ini. I know that the following all work:
$(ClientName) â source control workspace name
$(Change) â source control changelist number
$(ProjectDir) â obvious
$(UserName) â this is OS username, not source control username, unfortunately
$(Stream) â stream associated with the client. Learned this by trial and error.
What others are available and what do they represent? How can one find this out? Example: is the source control username available?