Reporting Issues for Documentation

Table of Contents Out of Order

I noticed that items in the table of contents for this section do not follow in a logical manner. They are simply alphabetical. I have listed the correct order for the pages in the table of contents .

Correct Order
Overview
Selecting Colors
Painting on Meshes
Brush Settings
View Modes

Asset vs. Instance
Sharing Color Data
Vertex Color Matching
Colors vs. Blend Weights

Material Setup
> Vertex Color Materials
> 2-Way Blend Materials
> 3-Way Blend Materials
> 4-Way Blend Materials
> 5-Way Blend Materials

Table of Contents items Out of Order

I noticed that items in the table of contents for this section do not follow in a logical manner. They are simply alphabetical. I have listed the correct order for the pages in the table of contents .

Correct Order


Cubemap Tools
Creating Cubemaps

Exporting Cubemaps
Importing Cubemaps
Using Cubemaps

added this feedback into the catalog to see that this page gets updated.

Added this request into the database for the Doc team to added a little bit of clarification for this page/info.
Thanks for the feedback,

Last three links leads to 404 (for ex.: https://docs.unrealengine.com/latest/INT/API/Runtime/CoreUObject/UObject/UP___367/index.html in case of List of UPROPERTY Specifiers).

Engine version: 4.7.6

Detailed description of the issue: The parameter descriptions for the EQS Trace test at The Environment Query System Node Reference | Unreal Engine Documentation don’t correspond to the parameters of the trace test in the screenshot (or in editor). They look to be a direct copy of the Random test at The Environment Query System Node Reference | Unreal Engine Documentation.

Article link: Unreal Editor Preferences | Unreal Engine 5.1 Documentation

this one should probably be a kinda high priority and is needing a lot of love :stuck_out_tongue:
4.7 and looking like 4.8 makes a lot of new changes

this one as well: Project Settings in Unreal Engine | Unreal Engine 5.1 Documentation

https://docs.unrealengine.com/latest/INT/Engine/Content/Types/SkeletalMeshes/Sockets/index.html

Engine Version 4.7.6

Heading
Using sockets

Sub-Heading
Socket Snapping

“First, enable socket snapping from the View Menu of the main editor Toolbar.”

The view menu has been removed from the toolbar. Socket Snapping has been moved under the “Settings” menu in the main toolbar.

Engine version: 4.7.6

Detailed description of the issue: In the ‘UMG UI Designer Quick Start Guide’ UMG UI Designer Quick Start Guide | Unreal Engine Documentation It has us create a level named Main in the very beginning, later on near the end of the guide where you create the OnClick for Quit button in the pause menu there is a node in the blueprint that says to Open Level and the guide says the Level Name in that node needs to be set to MainMenu. To my understanding the MainMenu is a widget and not an actual level, after I changed it to simply ‘Main’ it worked.

Screenshots: c41b111997b6787ede7a0324cd033c945051a64b.jpeg

Hi master_rigel,

Thanks for bringing this to our attention. This has been officially reported as: [UEDOC-1642] and will be addressed in due time. Unfortunately I currently cannot provide an estimated completion time. If you need additional information regarding this issue in the future, please provide the included UEDOC number in your query.

Hi master_rigel,

This issue was included in the previous report [UEDOC-1642]. Thanks again for the feedback!

These links have been corrected and will be published by next week barring any unforeseen events.

This has been reported as [UEDOC-1654]. Thanks for bringing this to our attention.

Maya Animation Rigging Toolset

Table of Contents out of Order
> Correct Order
> > Rigging Tools
> > Animation Tools

This has been reported as [UEDOC-1706]. Thanks again for helping optimize the documentation!

Thanks -This has been reported as UEDOC-1753 and should be corrected and published in the next week or so!

This should already be fixed :slight_smile:

Engine version: 4.8

Description: Second Picture explaining how the Grass and Rock spawning showing incorrect information based on the Material Setup shown in Texture Based Masking for the Grass Tool

Details: Open World Tools Tips in Unreal Engine | Unreal Engine 5.1 Documentation

s/08e6t2i26wmbhi1/landscapeMaskMat.PNG?dl=0

s/t6h2qronud89jkx/landscapeMashSpawning.PNG?dl=0

As shown in the first pics, material is setup to use red channel to spawn Grass and Green Channel to spawn rock but in the second pic, Red Channel is pointing towards Rock and Green Channel is pointing towards Grass.
Description below the pictures is also reverse.

Thanks,

Hey ,

Thanks so much for bring this to my attention. I have fixed the page and just checked it in. The changes should get pushed tomorrow when we publish again. If you find anything else please let us know and thanks again.

Cheers-

Sam

Engine Version : 4.8

Description : Missing word in code example

Details : https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/GameFramework/AWheeledVehicle/index.html
In the remarks section, 4th line of the paragraph, there is a missing part of the code. I believe it should look like this : Super(ObjectInitializer.SetDefautSubobjectClass<UMyMovement>(VehicleMovementComponentName))

In the documentation the reference to class <UMyMovement> is missing.
Also the L is missing from the word “Default” in “SetDefaultSubobjectClass”.