Reporting Issues for Documentation

Howdy master_rigel,

This change has been made and will show live after the next publishing.

I agree that the paragraph does seem to be cut off and not fully complete. I have entered UEDOC-2350 into our database so that this can be fixed.

Thanks for the feedback!

Scene Fringe

Oops. Thereā€™s information missing on this page.

ā€œScene Fringeā€ settings are located under ā€œScene Colorā€ in the ā€œPost Process Settingsā€.

Possibly include this information above the table on the referenced page.

Regards,

Vignette

Similar Issue .

ā€œVignetteā€ settings are located under ā€œScene Colorā€ in the ā€œPost Process Settingsā€.

Possibly include this information above the table on the referenced page.

Key Particle Concepts

> Distributions

Each of these distribution types exist separately for float and vector data type values. For instance, there (-exist) (+exists) both Float Uniform Curve and Vector Uniform Curve distributions. However, whether you use a float or a vector version of each(+,) distribution is governed by the type of property being controlled; the has no choice. As an example, you would control color (a vector value for RGB) via a Vector Uniform distribution, but Lifespan (a single float value) via a Float Uniform.

> Cascade Interface
> > Viewport Pane Menus
> > > View Menu
> > > > Set Fixed Bounds

This (-activated) (+activates) fixed boundaries for the particle system and automatically sets the values to the largest setting calculated thus far.

The above fix may or may not be correct. Iā€™m inferring it simply from the fact that ā€œactivatedā€ certainly is not correct.

Particle System Reference

The following two headings appear in this order on the page

> TypeData Modules
> Modules

The same two headings appear in the opposite order in the table of contents

> Modules
> TypeData Modules

The page and the table of contents should probably match. Usually the order on the page takes precedence.

Fantastic work master_rigel! I have updated all of these pages internally and they will show live after the next publishing.

Thanks and have a great day!!

Particle System Class

(Property Table)
ParticleSystem > SystemUpdateMode > Mode

(Case 1)
EPSUM_FixedTime Updates the emitters at a fixed time step. This locks the system to the update time of the game and is performance dependent, so a lower framerate lowers the update time of the system (slowing it down), whereas a higher framerate speeds it up. Usually only used in special cases.

(Case 2)
EPSUM_FixedTime will step the system a given amount regardless of the current frame-rate. This mode should only be used when the effect timing is not key to another system - such as tying the emitter to an animation.

These two cases appear to be a contradiction even though one follows immediately after the other. Is only one of them correct? Is Case two supposed to be something other than ā€œEPSUM_FixedTimeā€?

GPUSprites Type Data

GPU particle sprites are authored in Cascade by adding the ā€œGPU Spritesā€ type data module to an emitter. As with other effects authored in Cascade, the parameters of the simulation are modified by adding and editing modules (-to) (+on) the emitter. The simulation updates in real time as properties change.

Howdy again master_rigel! We are currently investigating this and will have the page updated soon.

I have just fixed this internally and this grammatical error will show correctly after the next publishing.

Thanks again and have a great day!

Ribbon Type Data

Tangent Tessellation Scalar
The tangent scalar for tessellation. Angles between tangent A and B are mapped (-to) (+from) 0 to 1. This is then multiplied by TangentTessellationScalar to give the number of points to tessellate.

Particle System Level of Detail (LOD)

> Cascade LOD Controls

When the Regenerate Lowest LOD Duplicating Highest button is pressed, the particle system will remove all existing lower LOD levels and (-regenerate) (+generate) a new (-the) lowest (+LOD) that is an exact copy of the highest level.

When the Regen Lowest LOD button is pressed, the particle system will remove all existing lower LOD levels and (-regenerate) (+generate) a new (-the) lowest (+LOD).

> Creating LOD Levels in a Particle System

The following section will go over the intended design flow for creating particle systems (-will) (+with) full LOD support. The process can be broken down like so:

Media Framework
> What is Media Framework
> > MediaPlayer Asset Details

Under the Playback options, you can set the media to Auto Play (which will automatically play the media when loaded) and Auto Play Rate (to define the playback rate when Auto Play is enabled), as well as the ability to (+enable looping of) the media (-to looping) when playback reaches the end.

Media Framework
> Media Framework with Textures & Materials
> > Textures

(Link Broken)
https://docs.unrealengine.com/latest/attachments/Engine/MediaFramework/video1.mp4

Media Framework
> Media Framework with Blueprints

(Link Broken)

Media Framework
> Media Framework with UMG

(Link Broken)
https://docs.unrealengine.com/latest/attachments/Engine/MediaFramework/video3.mp4

Blueprint Node Reference

This page is missing from the table of contents.

Howdy again master_rigel,

I have just updated this document with the fix that you have provided.

I have gone into this document and converted all the videos into videos. All of the videos will show correctly after the next publishing.

I have entered UEDOC-2363 into our Documentation Database so that this can be addressed. I will be sure to let you know when we get this updated.

Thanks again for all your help reporting these errors!

These pages for the ā€œBlueprints Quick Start Guideā€ are missing from the table of contents. Is this on purpose?

  1. Required Project Setup
    https://docs.unrealengine.com/latest/INT/Engine/Blueprints/QuickStart/1/index.html

  2. Construct your Launchpad
    https://docs.unrealengine.com/latest/INT/Engine/Blueprints/QuickStart/2/index.html

  3. Convert Your Actor to a Blueprint Class
    https://docs.unrealengine.com/latest/INT/Engine/Blueprints/QuickStart/3/index.html

  4. Create Your Starting Point
    https://docs.unrealengine.com/latest/INT/Engine/Blueprints/QuickStart/4/index.html

  5. Test the Overlapping Actor
    https://docs.unrealengine.com/latest/INT/Engine/Blueprints/QuickStart/5/index.html

  6. Launch Your Character
    https://docs.unrealengine.com/latest/INT/Engine/Blueprints/QuickStart/6/index.html

  7. On Your Own!
    https://docs.unrealengine.com/latest/INT/Engine/Blueprints/QuickStart/7/index.html

I have entered Ticket UEDOC-2377 to address this issue with the Quick Start you have listed not showing correctly in the TOC. I will be sure to update you once we are able to get this sorted out.

Thanks master_rigel!!