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    Many parts of the documentation are incomplete to say the least...

    Example: https://docs.unrealengine.com/en-US/...ime/index.html

    What is Backwards? what is the time parameter? No information at all.

    This may be some very specific function but this is just one of the examples. Here's another one:

    https://docs.unrealengine.com/en-US/...ame/index.html

    Please add more information about what a "frame" is...

    Comment


    • echo_four commented
      Editing a comment
      Hey Sarasca! Thanks for the feedback. I'll pass this along to the team so we can continue to bolster the info on these (and other) API reference pages

    https://docs.unrealengine.com/en-US/...cts/index.html

    "For descriptions of each of the available settings, see the page for the corresponding effect below."

    Effects

    empty here

    Comment


    • Jeff Wilson commented
      Editing a comment
      Thanks for pointing this out. I will look into what is going on there.

    Hi Guys i tried to search informations about the top down template. But i never get how this is setup. I want to understand how the events/blueprints/actors are working together, to make this movement by mouse clicking. But i was not able to find anything in the world settings, for example the PlayerConroller Class, its set to None by default.

    I understand the state-machine and the blend space animation to and the setting of the speed variable.

    But why is something happe by mous-click also in prject-settings the mouse is not considered.

    And when i try to study CursorToWorld class the search does not help...

    Comment


    • echo_four commented
      Editing a comment
      Hey n.ehrhardt-de! Hopefully this "https://docs.unrealengine.com/en-US/Engine/Paper2D/HowTo/TopDown/index.html" this "https://docs.unrealengine.com/en-US/Gameplay/HowTo/SetUpInput/Blueprints/index.html" or this "https://docs.unrealengine.com/en-US/Resources/ContentExamples/MouseInterface/MouseControlSetup/index.html" can help?

      Otherwise I'll pass along your recommendation for more info about point-and-click movement.

    Obsolete info, please update!
    https://docs.unrealengine.com/en-US/...ing/index.html

    Comment


    • echo_four commented
      Editing a comment
      Hey Abgaryan FX! Thanks for pointing this out to us. I'll pass this along so we can add it to our list of docs that need updating.

    https://docs.unrealengine.com/en-US/...ils/index.html

    no examples
    Attached Files

    Comment


    • Jeff Wilson commented
      Editing a comment
      These should be fixed now. Let me know if you still see the issue.

    Is it possible for us to contribute if we see outdated information or other errata? I haven't been able to find a way. A github repo or wiki style editing (with peer review) would be great.

    Comment


    • echo_four commented
      Editing a comment
      Hey Winslow! We'd love for you to report any issues with UE documentation pages in this thread. We'll do what we can to review and incorporate all feedback. We recently deactivately/archived our old wiki, but you can read more about the new one here (https://forums.unrealengine.com/unre...al-engine-wiki).

    https://docs.unrealengine.com/en-US/...ies/index.html
    Attached Files

    Comment


    • echo_four commented
      Editing a comment
      Hey mousesanya! Thanks for pointing this out. I've made a ticket so we can look into expanding or removing that Result field.

    • echo_four commented
      Editing a comment
      Hello again mousesanya. I just wanted to let you know I fixed this. You should see the change in a few days once it's published. Thanks again for pointing this out. Please let us know if you spot anything else that looks off.

    Is there anybody who responsible for documentation ?

    Click image for larger version

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    Comment


    • Jeff Wilson commented
      Editing a comment
      Those comparison sliders should be working again. Let me know if you continue to experience issues with them.

    I'm not sure what you were trying to point out, Abgaryan FX, but I've noticed in Chrome (80.0.3987.163) that the before/after examples in the documentation show up like what your screenshot shows. I really like that there are before and after examples of properties but would be great if seeing what those examples were trying to point out was easier.

    Microsoft Edge (80.0.361.109) displays the before picture on top of the after picture, for at least the Moveable lights documentation, though.

    Was able to make the examples in the Moveable lights documentation work by refreshing the page a few times in both Chrome (version mentioned above) and Edge.
    Last edited by Tavor; 04-04-2020, 02:41 PM.

    Comment


    • Jeff Wilson commented
      Editing a comment
      There were some updates published to address issues with the sliders. I’ll look into Edge and see if that was fixed with these updates. Let me know if you are still seeing the issue.

    The interactive examples found here at https://docs.unrealengine.com/en-US/...ere/index.html don't seem to be loading.
    These errors were received in the page inspector's console
    Code:
    Unchecked runtime.lastError: The message port closed before a response was received.
    index.html:1 A cookie associated with a cross-site resource at http://youtube.com/ was set without the `SameSite` attribute. A future release of Chrome will only deliver cookies with cross-site requests if they are set with `SameSite=None` and `Secure`. You can review cookies in developer tools under Application>Storage>Cookies and see more details at https://www.chromestatus.com/feature/5088147346030592 and https://www.chromestatus.com/feature/5633521622188032.
    index.html:1 A cookie associated with a cross-site resource at https://youtube.com/ was set without the `SameSite` attribute. A future release of Chrome will only deliver cookies with cross-site requests if they are set with `SameSite=None` and `Secure`. You can review cookies in developer tools under Application>Storage>Cookies and see more details at https://www.chromestatus.com/feature/5088147346030592 and https://www.chromestatus.com/feature/5633521622188032.
    undefined/index.html:1 Failed to load resource: the server responded with a status of 403 ()
    Click image for larger version

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    Comment


    • Jeff Wilson commented
      Editing a comment
      Those sliders should be working again. Sorry for the inconvenience. Let me know if you continue to have issues with them.

    I'm currently studying this page: https://docs.unrealengine.com/en-US/...1/2/index.html
    and i set the platform to Linux in the header, but still visual studio is used ... this is available for Linux? And screens show, the developer is using windows ...

    So when you use https://docs.unrealengine.com/en-US/...tor/index.html
    You have to install qtcreator and 10gb of data ... you will definitiely only ~2gb of it ...
    Make a Deal with Qt, a pure IDE

    I could find out that there are myn hooks for the content to install, but how can I know, what UnrealEngine will need?!
    Hopefully nothing of it ...

    The newer Versions of Qt have different gui-layout, different from what you show ...

    Finally Compiling I found a warning: Extras/ThirdPartyNotUE/SDKs/HostLinux/Linux_x64/v15_clang-8.0.1-centos7/x86_64-unknown-linux-gnu/bin/x86_64-unknown-linux-gnu-ld: /home/nikolai/UE4/UnrealEngine/Engine/Source/ThirdParty/FBX/2018.1.1/lib/gcc4/x86_64-unknown-linux-gnu/release//libfbxsdk.a(fbxutils.o): in function `fbxsdk::FbxPathUtils::GenerateFileName(char const*, char const*)':

    (.text+0x4b8): warning: the use of `tempnam' is dangerous, better use `mkstemp'

    I'm pretty sure, you dont want this. (CleanCode)

    And can you tell me, why i have to rebuild UE4, I built it before using the shell-scripts.
    Why I cant just run it with qt ... It just started building when i clicked run.

    You really should mention this in your qt-inetgration article: https://forums.unrealengine.com/deve...essor-on-linux

    or this:
    https://github.com/fire/QtCreatorSourceCodeAccess

    But I'm wondering I cannot find this plugin from UnrelEdtior Plugin Menue.

    Meanwhile in qtcreator the %{buildDir}-Variable did not work, i had to use absolute path

    So I concluded you can forget about using newest version of UE and qt with the mentioned plugin from github.com/fire.
    I have no source-code-accessor and the compile button is not available.

    So I can see my sources in qt, but they are different:
    https://docs.unrealengine.com/en-US/...1/2/index.html
    my editor shows not *GameMode.cpp but *GameModeBase.cpp
    same for headers.
    Hopefully this difference is up to new version of UE i use: UE4.24.2-0

    I would use KDevelop, but many problems reported ...
    Last edited by n.ehrhardt-de; 04-05-2020, 08:08 PM.

    Comment


    • echo_four commented
      Editing a comment
      Hey n.ehrhardt-de! To my knowledge, Visual Studio is not compatible with the base version of Linux. I'm not sure if you got this sorted, but it sounds like a configuration issue.

      I've made a ticket to update the "How to Set up Qt Creator for UE4" article to include the new gui layout. I'll let you know when I have an update on this ticket.

      As for your other technical questions, I might suggest posting to the answers support page (https://answers.unrealengine.com/) or if you're a Unreal Engine custom licensees or participants in the Unreal Enterprise Program, check out the UDN page (https://udn.unrealengine.com/) for dedicated support.

    Unable to compile the additions in the FPS tutorial 2.7: https://docs.unrealengine.com/en-US/...2/7/index.html

    The section header says the version is 4.15 (works only for 4.15?, works 4.15+?, this is unclear). Anyways I'm running 4.22.3 and this doesn't compile :/

    After looking into the camera problem further, I noticed from here (https://docs.unrealengine.com/en-US/...ent/index.html) that the UCameraComponent requires the `#include Camera/CameraComponent.h` file. This is nowhere specified in the documentation, and I'm assuming that h-file was included in the given includes for different versions .. It's worth noting which versions specific tutorials have been tested on.

    Thanks

    Comment


    • echo_four commented
      Editing a comment
      Hey pring5unreal! Thanks for reaching out to us. The UE version number at the top of articles means that article applies to that version and earlier. I've made a note of the issues you pointed out and passed them along so we can take a closer look.

    when ever i try to export my game for android it takes me to unreal documentation
    why i am having that fault

    Comment


    • echo_four commented
      Editing a comment
      Hey goons developer! Thanks strange. Are you getting some sort of error? This thread is mostly for feedback on docs pages, but if you give me more info I'll help as best as I can.

    the tutorial: https://docs.unrealengine.com/en-US/...2/7/index.html is not up to date with version 4.24.2
    the include: https://docs.unrealengine.com/en-US/...ent/index.html is missing

    and when i then try to compile GetCapsuleComponent() returns USceneComponent instead of necessary type UCapsuleComponent.

    I tried to cast, but then engine crashes.

    added this header: https://docs.unrealengine.com/en-US/...ent/index.html
    to make polymorphism recognized, compiles, but engine crashes.

    fixed i added functions not to the constructor, shame on me but the headers are still necessary, maybe this is up to the visual code prj settings.

    while importing: HeroFPP.fbx
    "Failed to merge bones"
    but seems to work.

    3.2 12. Double-click the BP_FPSCharacter icon to open it in the Blueprint Editor. Is wrong
    you need to click BP_FPSProjectile

    I needed to import HeroFPP a second time, but finally I made the tutorial working under Linux.
    Last edited by n.ehrhardt-de; 04-10-2020, 06:28 PM.

    Comment


    • echo_four commented
      Editing a comment
      Hey n.ehrhardt-de! Thanks again for your suggestions. I've passed this along so we can take a closer look. As always, let us know if you spot anything else!

    Click image for larger version

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    Can you download documents like blender so that learners can view learning offline without network?

    I really hope so. My learning network is not very good.
    Attached Files

    Comment


    • echo_four commented
      Editing a comment
      Hey 鬼玖古! Thanks for reaching out to us. We currently don't offer a downloadable versions of our docs pages. The best I can suggest is copying and pasting the pages you want to review later to a Word Doc. In the meantime, I'll pass along your suggestion.
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