Reporting Issues for Documentation

Engine version: 5.7 or earlier

Detailed description of the issue:

  • All of the “Meta Quest” devices themselves should be considered “Mobile Head-Mounted“ instead of “Desktop”. Only the “with Link“ is on PC: “Supported with Meta Quest Link Cable and Air Link to connect your headset to the power of your PC to unlock yet another level of gameplay (available separately).“ The VR Template page basically does it correctly but without mentioning 3.
  • All of the “Developing for Oculus” links point to page “Developing for Head-Mounted Experiences with OpenXR”.

A minor issue, the link:

“%sharing-and-releasing-projects/xr-development/supported-xr-platforms:topic%“

Minor documentation bug - on this page:

There is a bullet point which says:

Create active or passive Gameplay Abilities, for Actors that coordinate with your project’s gameplay mechanics, visual effects,animations, sounds, and other data-driven elements.

“Gameplay Abilities” is a link - but it is linked to the same page - I assume that it should be linked to:

HTH

Greg

The “Node Filtering” and “Graph Filtering” sections in PCG Overview docs have images that are very small, making it hard to read.

The documentation no longer include the module name. You need this in order to add the dependencies in the build.cs.
May you please add this back?
it used to appear where header file, include, type, and name are. Now it’s missing.

There is a typo on the Static Code Analysis page in Supported Analyzers section:

It should read “PVS-Studio static analyzer”.

Engine version:
5.7

Relevant Page(s):

And all of its sub-pages.

Description:
The documentation for the Iris Replication System is still marked as Experimental, but the plugin has been upgraded to Beta as of UE 5.7.

Screenshot:

Engine version:
5.6-5.7

Relevant Page:

https://dev.epicgames.com/documentation/en-us/unreal-engine/migrate-to-iris-in-unreal-engine?application_version=5.6

Description:
There are multiple hyperlinks on the page “Migrate to Iris in Unreal Engine” which lead to a 404 error page instead of a page relevant to the topic.

Screenshots:

Glossary of Iris Terms page is empty

Description:
The Glossary of Iris Terms page for UE 5.7 has zero related terms listed. In UE 5.6 and prior the page had ~30 terms listed.

Engine version:
5.7

Relevant Page:

Glossary of Iris Terms in Unreal Engine | Unreal Engine 5.7 Documentation | Epic Developer Community

Screenshots:

I can’t reply to this thread more than 3 times in a row, so I’ll add any more bugs I find to this post:

bUseIris is no longer defined in Target.cs

Description:
bUseIris is no longer defined in the engine as of UE 5.7 and shouldn’t be recommended as part of setting up Iris.

Engine version:
5.7

Relevant Page:

Introduction to Iris in Unreal Engine | Unreal Engine 5.7 Documentation | Epic Developer Community

Screenshots:

Most of the links in the Gameplay Tutorial section of the documentation do not work right now.

Maybe ‘T’ not ‘S’.

image

Engine version:

5.7

Description:

The TMap and TSet Slack documentation sections both initially refer to Collapsefunctions in relation to Shrink, but Collapse does not exist. They should refer to Compact instead, which it does later in those sections.

Screenshot:

From TSet

Links:

Engine Version:

5.7

Description:

Broken link in Console Variables C++ documentation. The link in the Creating / Registering a Console Variable section that is supposed to go to the EConsoleVariableFlags API reference instead goes directly to a 404 page.

It should instead link to the actual API reference page: EConsoleVariableFlags | Unreal Engine 5.7 Documentation | Epic Developer Community

Screenshots:

Unable to expand or copy code snippets in online documentation.

For example:

  1. Go to Gameplay Ability System - Best Practices for Setup | Tutorial
  2. Scroll down to any subsection containing a code snippet, such as Gameplay Ability System - Best Practices for Setup | Tutorial ?
  3. Click on Expand code button
  4. Observe an error such as “Error loading snippet Could not find snippet with id 28708” (ID is different per snippet):

  1. Since the copy button is now disabled, reload the page and repeat previous steps, but this time press on the copy button.
  2. Observe the same error.

https://dev.epicgames.com/documentation/en-us/unreal-engine/create-an-automation-project-in-unreal-engine?application_version=5.4

Starting from Version 5.4 this page added Foreign Project path, but it has too many issues. Worst part, it does not work.
And there a plenty of inconsistencies, like version of the .NET, pressing .bat file when we right clicking .uproject, folders that change names in different parts.

Following the documentation around the example tick-based Update() implementation, it seems like there are some obsolete references for 5.7.4.

World is a member of the UGameViewportClient, and retrieval of the USignificanceManager is now done via static Get(UWorld*) on itself and not the FSignificanceManagerModule.

Suggested revision to the sample code:

#include "MyGameViewportClient.h"

#include "SignificanceManager.h"
#include "Kismet/GameplayStatics.h"

void UMyGameViewportClient::Tick(float DeltaTime)
{
    // Call the superclass' Tick function.
	Super::Tick(DeltaTime);
	
    // Ensure we have a valid World and Significance Manager instance.
	if (UWorld* MyWorld = GetWorld())
	{
		if (USignificanceManager* SignificanceManager = USignificanceManager::Get(MyWorld))
		{
            // Update once per frame, using only Player 0's world Transform.
			if (APawn* PlayerPawn = UGameplayStatics::GetPlayerPawn(MyWorld, 0))
			{
               // The Significance Manager uses an ArrayView. Construct a single-element Array to hold the Transform.
				TArray<FTransform> TransformArray;
				TransformArray.Add(PlayerPawn->GetTransform());
				// Update the Significance Manager with our single-element Array passed through an ArrayView.
				SignificanceManager->Update(TArrayView<FTransform>(TransformArray));
			}
		}
	}
}

Engine Version:

5.8

Affected Page:

Description:

Linux Development Requirements have not been updated for 5.8. The latest recommended toolchains are for 5.7. The page also lists Requirements for UE5 Rendering Features including Lumen GI, which may have changed in 5.8 with the introduction of Lumen Lite.

Screenshots:

This Metasound Tutorial MetaSounds Quick Start is outdated. Sound assets mentioned such as Fire_Sparks01, Explosion01 or Explosion02 are missing.

And also, the first person template itself is messed up because there’s no guns or objects seen in this video UE5 First Person Template - A Guided Tour. Yes, I see weapon textures or animations are contained in the project, but the template doesn’t start with those kinds of assets spawned in to the field right off the bat.

And there’s no such blueprint named BP_FirstPersonProjectile either. Maybe there’s more contents missing down the line. I stopped following this tutorial because there’s no events to trigger the metasound I created.

These issues are extremly irritating because I can’t follow along with the tutorial when I really need to. Can someone fix it?

Engine version: 5.7-5.8

Detailed description of the issue:

It seems the documentation has been scraped poorly. The Type columns on the ACharacter page seems like an error. I’m not an expert, but neither am I convinced those variables exist in ACharacter class at all, they seem to be used as parameters in methods of ACharacter.

Additional info that is helpful:

Browser: LibreWolf/Microsoft Edge/Firefox Android

OS: Windows 11, Android

Screenshots:

Engine Version: 5.8

The article "Decal Materials in Unreal Engine is self-contradicting. It states (italics mine)

"**
Mobile Compatibility with DBuffer Decals**

Mobile platforms do not support DBuffer decal rendering. Mobile forward shading (OpenGL ES 3.2, Metal, Vulkan, and Nintento Switch) does not support GBuffer decal rendering either, and instead approximates decals by applying the BaseColor and Emissive to the lit scene color. When Mobile deferred shading is used, GBuffer decals are used, with the exception that ambient occlusion is not supported.

For more information about decal support on mobile render paths, see Mobile Rendering Features.

Mobile Compatibility with Substrate Decals

If you’re using Substrate in your project, mobile deferred shading, the GBuffer is not used and only rendering of DBuffer decals are supported.

"

The italicized statements contradict each other. It is not possible for DBuffer decals to simultaneously be supported and unsupported.

Indeed, they are supported. I have verified this experimentally, by putting some decals in XRTemplate and enabling r.Mobile.DBuffer. The decals show up in the Vulkan mobile preview.

Engine Version: 5.8

In the article “Rendering and Shading Modes” under section “Mobile Deferred Shading” under subsection “Rendering Limitations” Unreal Engine documentation states (emphasis mine):

“Other Decal Limitations: Because of space limitations in GBuffer, decals use octahedron encoding for normals to reduce their size. This encoding makes it impossible to blend or modify normals in GBuffer. However, you can fully overwrite them instead.

This is no longer the case.

When applying a basic normal decal to a wall using mobile deferred shading, Unreal Engine’s Vulkan Preview does not show the decal (see image). Normals are not overwritten at all.

This may have been caused by commit fe2eb68f in the UE repo. Its description reads:

“Added r.Mobile.ExtendedGBuffer option to enable the extended 160-bit GBuffer.
Disabled octahedral normal encoding when using the extended GBuffer and static lighting is disabled
Enabled decal normal blending with the extended GBuffer.
Added a shader permutation to support capsule local lights in mobile deferred shading.”

It seems like now, extended GBuffer must enabled and static lighting must be disabled for normals written at all.