Reporting Issues for Documentation

In Build Configuration for Unreal Engine | Unreal Engine 5.5 Documentation | Epic Developer Community, the path /Users/<USER>/.config/Unreal Engine/UnrealBuildTool/BuildConfiguration.xml is mentioned for macOS, but it appears that Unreal 5.5 looks for the BuildConfiguration.xml file under /Users/<USER>/Library/Application Support/Unreal Engine/UnrealBuildTool/BuildConfiguration.xml as well.

That appears to be higher precedence than /Users/<USER>/.config/Unreal Engine/UnrealBuildTool/BuildConfiguration.xml or may even replace it; not 100% sure which.

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:

Here’s the section in question –
" 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) “If the ViewTarget is a CameraActor or an Actor that contains a CameraComponent and has bFindCameraComponentWhenViewTarget set to true.”

Problem: incomplete sentence/thought – The “then” part of the “if” 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 ‘CameraControlWhen’ 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 (I’m 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 it’s 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 “Paint Weightmap” 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 “Building An Outfit Asset” 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 it’s 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 doesn’t play the simulation once recorded
Static Pose Start Time does nothing

Engine version: 5.6

The network profiler tool doesn’t 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 doesn’t exist there for me nor for my co-workers. In fact it doesn’t 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: 5.4–5.6

Issue: A Blueprint node that is not available in the specified engine versions is being used.

Details of the issue:
The documentation mentions “Get the DisplayCluster Module API,” but this node does not exist in the specified versions.