in the "Connecting Unreal Engine 4 to Maya with Live Link" Documentation there are folders and different files in github......seems like there is a new way to connect maya with unreal....need help on how to do it with these files https://github.com/ue4plugins/MayaLi.../master/Source thx in advance
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https://docs.unrealengine.com/en-US/...ons/index.html
"Editor Utility Blueprint" does not show up in the content browser as shown in that doc. I am on 4.22.3. I have enabled the Editor Scripting Utilities plugin. It's still not there. Apparently, you need to enable this feature in Editor Settings (which the doc doesn't mention) and then it will appear, but it is bamed Blutility and not Editor Utility Blueprint as stated in the doc.Last edited by JayRockets; 11-12-2019, 01:07 AM.
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https://docs.unrealengine.com/en-US/...nts/index.html
The custom events link redirects to the Korean language version.
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Is "DeterminesOutputType" a new meta data specifier which is not found in https://docs.unrealengine.com/en-US/...ata/index.html
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Hello there
Just reporting a typo
"Whilee"
https://docs.unrealengine.com/en-US/...ion/index.html
Under Calling Functions across the C++ and Blueprint Boundary
Screenshot: https://i.imgur.com/yw74Jq9.png
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The images on https://docs.unrealengine.com/en-US/...iew/index.html are broken. (, etc)
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I see In someplace in the Chinese Document, "Level" is translated into “等级”, which is similar to "Grade" in English.That will confuse Chinese user,please correct it.
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Chinese people can't watch all the YouTube Videos in the document,
This is not conducive to Chinese developers' learning of software
It is recommended to upload the video to youku.com or bilibili.com
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Can we add to the documentation for UGameplayStatics::ParseOptions:
https://docs.unrealengine.com/en-US/...ion/index.html
that the ParseOptions method takes FString Options, and in order to get that you have to use the following:
where GEngine is found on "Engine.h" and GetWorld is on #include "Engine/World.h"
#include "Engine/World.h"
#include "Engine.h"
...
FWorldContext* CurContext = GEngine->GetWorldContextFromWorld(GetWorld());
...
Or even better, add a method for us to use instead on the UGameplayStatics called "GetOptions"
Thanks in advance!Last edited by jimmyt1988; 11-21-2019, 12:08 PM.
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https://docs.unrealengine.com/en-US/...iew/index.html
in the first collision preset example, why is world static circled out when they're talking about world dynamic?
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A fairly minor one, but I was looking at the Vector API's Normalize function and I wasn't quite sure if I did what I thought it did, so I checked the documentation. Unfortunately, the documentation doesn't actually say what it does either, and I had to look up the definition of normalising a vector on Mathworld, and try running the function to make sure that it actually matched that definition.
It would be nice if pages like that specified what the operation actually means (e.g. "scales the vector so that its length is 1.0").
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Hi there, this function is essentially undocumented because it doesn't describe it's return value:
https://docs.unrealengine.com/en-US/...een/index.html
Could you please either describe the return or link to the code? Thank you!
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[Symptom]
The link to "Localization Overview" leads to the Korean page. You can not change to other languages.
[Procedure]
1. Open this URL: https://docs.unrealengine.com/en-US/...ion/index.html
2. Click "Localization Overview" link button
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