I just wanted to let you know I was going through your Docs to set up enhanced input and for moving backwards and found an error: Your configuration for S in the screenshot at least, is backwards, you need to swizzle with index 0 and negate with index 1 for this to work properly.
In Linux Development Requirements for Unreal Engine | Unreal Engine 5.6 Documentation | Epic Developer Community the link to v25 clang-18.1.0-based is still linking to v23.
Engine Version: 5.0-5.6 (probably all versions?)
URL: Cameras in Unreal Engine | Unreal Engine 5.5 Documentation | Epic Developer Community
Issue: Grammatical errors/innacuracies in the following section of the text from that page:
Hereâs the section in question â
" CameraComponent
A CameraComponent represents a camera viewpoint and settings, such as Projection Type, Field Of View, and Post-Process Overrides. If the ViewTarget is a CameraActor or an Actor that contains a CameraComponent and has bFindCameraComponentWhenViewTarget set to true. A related property that can be set for any Pawn is bTakeCameraControlWhenPossessed, where the Pawn will automatically become the ViewTarget upon possession by the PlayerController."
1) âIf the ViewTarget is a CameraActor or an Actor that contains a CameraComponent and has bFindCameraComponentWhenViewTarget set to true.â
Problem: incomplete sentence/thought â The âthenâ part of the âifâ is missing. What happens if bFindCameraComponentWhenViewTarget is true?
2) A related property that can be set for any Pawn is bTakeCameraControlWhenPossessed, where the Pawn will automatically become the ViewTarget upon possession by the PlayerController."
Problem: the bTakeCameraControlWhenPossessed property is NOT part of Camera, CameraComponent, Actor, or Pawn - Where is bTakeCameraControlWhenPossessed? A full, case-insensitive, partial match search of the UE 5.5 source tree for bTakeCameraControlWhenPossessed or anything similar to it (e.g. just âCameraControlWhenâ again case-insensitive, partial) returns nothing.
Maybe this property is deprecated and removed? Was it replaced by bFindCameraComponentWhenViewTarget or bAutoManageActiveCameraTarget which do exist in the PlayerController?
Thank you.
Engine version: 5.6 (Iâm sure it affects others too)
Detailed description of the issue: Orient Bones section (Skeleton Editing in Unreal Engine | Unreal Engine 5.6 Documentation | Epic Developer Community) shows weight editing, instead of bone orientation.
Screenshots:
Additional info that is helpful: Viewed docs on desktop Chrome and Android Chrome, so itâs not platform-specific.
What kind of issues are we asking about? Wrong demonstration video.
Unreal Engine 4 and 5 all seem to be demanding towards the CPU.
Incorrect Order of operations as âPaint Weightmapâ is at the end for whatever reason
The NExt Steps button under Testing with Metahuman Creator leads to the same Testing with Metahuman Creator page
The Screenshot under Path A in âBuilding An Outfit Assetâ is incorrect and a duplicate of the Update Redirector
Also, you speak of weight map painting PRIOR to putting the wardrobe in the Metahuman creator, when I have tested and confirmed that Metahuman creator re-skins everything, ignoring any work done prior to the ingestion into Creator
And also outputs a Skeletal Mesh instead of a Cloth asset, for whatever reason, even when itâs input is a Cloth Asset (in the form of an Outfit within a Wardrobe)
There is problem viewing whole Material Expressions Reference - it alternates between two states:
redirects to main site with failure floating message
or
tries to change version of engine
Chaos Cache Manager is broken and doesnât play the simulation once recorded
Static Pose Start Time does nothing
Engine version: 5.6
The network profiler tool doesnât exist at the location described in Using the Network Profiler in Unreal Engine | Unreal Engine 5.6 Documentation | Epic Developer Community
It says the tool should be located at <UNREAL_ENGINE_ROOT>/Engine/Binaries/DotNET/NetworkProfiler.exe, but it doesnât exist there for me nor for my co-workers. In fact it doesnât exist anywhere in my UE_5.6 directory. It does exist for me in distributed installs for prior versions of the engine (5.3, 5.5).
Engine Version: 5.4â5.6
Issue: A Blueprint node that is not available in the specified engine versions is being used.
Details of the issue:
The documentation mentions âGet the DisplayCluster Module API,â but this node does not exist in the specified versions.
Engine version: 5.6
Where:
In exapmles, it should be âFAutomationEditorCommonUtilsâ instead of âFEngineAutomationAutomationTestUtilitiesâ.
Engine Used: 5.6.1
Affected page: Metadata Specifiers in Unreal Engine | Unreal Engine 5.6 Documentation | Epic Developer Community
Issue: The UIMin & UIMax metadata specifiers are not listed. These control the range of the slider when you click and drag on a property in the editor
Engine Used: 5.6.1
Affected Pages:
- Unreal Engine UProperties | Unreal Engine 5.6 Documentation | Epic Developer Community
- Metadata Specifiers in Unreal Engine | Unreal Engine 5.6 Documentation | Epic Developer Community
Issue: The UProperties page lists some, but not all of the Metadata specifiers, but nether does it link to the more complete Metadata Specifiers page. This may be confusing, and can cause someone to miss the fact that there are more than are listed on the UProperties page.
Solid initiative
. Encouraging contributors to be specific and consistent when reporting documentation issues will keep the UE4 docs accurate and reliable. Great step toward building a stronger community-driven knowledge base
.
Hey, I think the link for Gameplay Effects is incorrect here in the 5th bullet point. Where it says âChange Attributes with Gameplay Effects.â The Directory link for it seems correct though.
Landscape Technical Guide is outdated. during 4.xx version there were recommended landscape sizes and components. the document keep moving from version to version without any actual updates. For example
Epic recommends a maximum of 1024 Landscape Components
It might have been true for 4.xx which didnât have world partition. but with world partition it doesnât seem to be relevant as, it was designed to have massive worlds. with 1024 component I can at most have a 8km by 8km (if I donât scale it) and when I press the Fill World button, it will go to 65536
Even Landscape Essential Concepts does not add more information and refers to that page.
Appreciate if the document get updated to include more information on these settings.
What I have noticed up to here, the larger the larger the section size and section per component is the slower it becomes.
Engine version: 5.6.1
Detailed description of the issue: The Contributions section of https://github.com/EpicGames/UnrealEngine/blob/release/README.md#contributions and Contributing to the Unreal Engine | Unreal Engine 5.6 Documentation | Epic Developer Community , which is linked in the contributions section, give conflicting information. One says to base pull requests on ue5-main or master. The other says to create your fork from a release branch. Which one should you do?



