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Hi I was using the Digital Humans project documentation (https://docs.unrealengine.com/en-US/...ans/index.html) to help me improve my characters, however for the eye shader it says:
"Located within the Photoreal Character Project is a Static Mesh named PhotorealEyeGeo. This can be exported from the project into the DCC app of your choice via FBX to be used in your own projects."
However, there is no such file in the digital humans project. Without that model, the whole eye shader is pretty difficult to use. Could you please provide this model.
Many thanks in advance.
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Good day mods
I was going through the tutorial https://docs.unrealengine.com/en-US/...art/index.html
But on the 24.1 version, it doesn't work and crashes the engine if you do the tutorial step by step.
But the problem can be solved by the next step:
In Foo.cpp add next lines of code
Code:void FFooModule::StartupModule() { FString PluginDir = FPaths::Combine(FPaths::ProjectPluginsDir(), TEXT("Foo")); FString PluginShaderDir = FPaths::Combine(PluginDir, TEXT("Shaders")); AddShaderSourceDirectoryMapping(TEXT("/Plugin/Foo"), PluginShaderDir); }
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https://docs.unrealengine.com/en-US/...ion/index.html
The random screenshot of a random menu with no explanation of what it is or how to get there is tilting me very hard.
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Printing of documentation pages and saving as PDF is not very efficient as big part of the page is reserved for navigation bar and leaves little room for actual page content. It would be nice to have 'Print" button and/or options to control what will be printed. See attached PDF as example. Page 1 looks the best and other pages have text in narrow columns.Using Firefox and 'Simplify' option produces better results. Can this be looked into?Last edited by ZergOne; 01-29-2020, 07:42 PM.Zorko Sostaric
GIS consultant
Eagle Technology Group Ltd
New Zealand
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Good day!
I wish, users can like or dislike documentation's articles/guides/posts and add some comment to tell what was good or bad. or at least if someone dislikes the post/article it will ask to leave a comment why, so you can improve it to be more helpful for the end-user!
I hope it makes sense, and you can understand me!
Hope to see it in 2020!
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https://docs.unrealengine.com/en-US/...ers/index.html
Paragraph is repeated. Highlighted below in screenshot.
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Programming Guide > Unreal Architecture > Delegates > Dynamic Delegates page:- Delegate binding section does not describe the AddUniqueDynamic() binding method.
- Could you please add at lease very brief explanation of the dynamic delegates use cases.
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Originally posted by ilya.83 View PostProgramming Guide > Unreal Architecture > Delegates > Dynamic Delegates page:- Delegate binding section does not describe the AddUniqueDynamic() binding method.
- Could you please add at lease very brief explanation of the dynamic delegates use cases.
I do support this post!
It would be really helpful!
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Unreal Engine 4 Documentation > Unreal Editor Manual > Levels
Could you please describe what is the differnce / relationship between maps, levels, and worlds?
Thank you.
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#237.1Hey ilya.83! You should be able to find those definitions here: https://docs.unrealengine.com/en-US/...ary/index.html
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The documentation for the FPS tutorial seems to be out of date. I'm running a compiled version of the release 4.24.2 from GitHub, and running though the exercises at https://docs.unrealengine.com/en-US/...ter/index.html. The auto-generated code matches what is shown, but I'm having to search through the API documentation and through the Solution Explorer in VS (2019) to find the proper #include statements to use the components and functions required for the exercises. Also, the UE4 'Super' identifier is throwing all sorts of issues and does not work as expected (at all).
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I found several miscellaneous typos in the text of the "transitioning/translating from Unity to UE4" page (https://docs.unrealengine.com/en-US/...y/index.html):
In Unity, a GameObject hold a flat list of components, but in UE4 an Actor actually contains a Hierarchy of components attached to one another. You can see this in the example above, where the Light and Particle are attached to the Mesh. This has some important implications discussed later in Complex Actors and GameObjects .
You can even create small standalone-game using just Blueprints; see the Tappy Chicken sample for a full-fledged example.
Here's how a team might structure a UE4-based shooter game implementing pickups using a mix of C++ Classes systems programming, and Blueprint Classes for behavior and appearance:
Actors are most common class used for gameplay in UE4 and the only type that can be Spawned into the World.Last edited by WraithGlade; 02-06-2020, 03:36 PM.
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The World Machine Tutorials:
https://wiki.unrealengine.com/World_...ld_Composition
https://wiki.unrealengine.com/World_...In_Depth_Guide
should include the Recommended Landscape Sizes (or a link):
https://docs.unrealengine.com/en-US/...landscapesizes
The World Comp guide instructs the user to set the Tile Resolution to 2017, without reason. Any change there will waste a WM build. Missed that part.
Thanks!
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