Spelling Error in Scene Event Documentation Leads to Error (minor issue)

Summary

Spelling Issues in the Scene Events tutorial on ‘propagation’ where it is spelled ‘propogation’.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Documentation

Steps to Reproduce

  1. Navigate to: Scene Events in Unreal Editor for Fortnite | Fortnite Documentation | Epic Developer Community

  2. Reference Step 6: Define Fire Event, Substep 4 (6.4)

Expected Result

You would find the correct spelling, and there would be no errors in the code.

The following is Correct:

    # Is this component close enough to the source of a fire propagation event to burst into flames?
    IsCloseEnoughToBurningEntityToIgnite(FirePropagationEvent:fire_propagation_event)<decides><transacts>:void =
        EntityLocation := Entity.GetGlobalTransform().Translation
        FirePropagationLocation := FirePropagationEvent.BurningEntity.GetGlobalTransform().Translation
        DistanceToFire := Distance(EntityLocation, FirePropagationLocation)
        DistanceToFire <= FirePropagationEvent.FireRadiusCentimeters

Observed Result

You will find propogation in multiple places interchangeably with the correct spelling.

The following is Incorrect:

   # Is this component close enough to the source of a fire propagation event to burst into flames?
    IsCloseEnoughToBurningEntityToIgnite(FirePropogationEvent:fire_propagation_event)<decides><transacts>:void =
        EntityLocation := Entity.GetGlobalTransform().Translation
        FirePropogationLocation := FirePropogationEvent.BurningEntity.GetGlobalTransform().Translation
        DistanceToFire := Distance(EntityLocation, FirePropogationLocation)
        DistanceToFire <= FirePropagationEvent.FireRadiusCentimeters

Platform(s)

NA

Additional Notes

Thought you guys did a really good job explaining this, and the lightning tree example with the fire made a lot of sense.

I triple checked it you should be able to swap this out 1 for 1. I tried to clearly label as this is inherently confusing and I had to look up which spelling was correct twice when rewriting, heh.

I appreciate your hard work on all the updates and documentation.
Thanks,
Lion

Also, just caught one last issue at the end.
In Step 7: Define the End of the Fire Event, Substep 3 (7.3)
the B in break gets capitailzed.

    # Propagate fire to other entities
    FirePropagation()<suspends>:void=
        loop:
            Sleep(FirePropagationIntervalSeconds)
            if:
                SimulationEntity := Entity.GetSimulationEntity[]
                FirePropagationEvent := fire_propagation_event{ BurningEntity := Entity }
            then:
                # Broadcast fire propagation event down from simulation entity
                SimulationEntity.SendDown(FirePropagationEvent)

            # Keep running task until we stop being on fire
            if:
                not IsOnFire?
            then:
                Break # <- Here

I believe that the final output at the bottom for the Fire and Lightning verse blocks carry these issues over in part. Those ones seem to have the errors fixed but vary in structure so I’m not entirely sure what’s different there.

The more I’ve gone through this I do think that this needs someone to just thoroughly revise for typos and misc errors.

The quality of the explanation at the top of the tutorial that breaks down Scene Graph and the events with the graphs is fantastic.

The example with the forest and the fire is fantastic.

What is not so fantastic is the lack of quality control, there’s a lot (i mean a lot) of small errors to the point where I would just suggest going over this from the start of the Verse code.

I think another area that really hurts this is the use of beam particles for the lightning and not providing that stuff directly. It’s too many steps away.

The discrepancy between the way that the fire VFX gets added but the lightning has to be preplaced and activated is really jarring. I would probably just avoid that. I’m not gonna say I’m a UE expert, but in 2+ years of UEFN I still find beams confusing. It’s just unnecessary complexity added to something that’s already very complex and I think the impact shows here.

As a general suggestion I would say anytime you have to “generalize setup steps” the docs/tutorial is missing the mark. There’s really no clear or concise way to set this up without first settling the discrepancies, then fixing the typos, then adding print statements to debug, then setting up other entities with configurations which aren’t clearly outlined. It’s just a bit too much when you layer the cake.

I do think that this is a good premise, but its just lacking on execution and quality control.