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    https://docs.unrealengine.com/en-US/...ide/index.html
    Calculating Heightmap Z Scale


    Unreal Engine 4 calculates your heightmap’s Z scale by using a grayscale value between 0 and 255 taken from a point on the map (0 being completely black and 255 being completely white).That value is then multiplied by the Z scale value input when you import the heightmap data.. If your Z scale is set to 1, a grayscale value of 255 will be set to a height of 1 meter. A Z scale that is set to 100 will set a grayscale value of 255 as 100 meters.


    When importing a heightmap file, changing the value in the Z scale field will adjust the preview of your Landscape in the viewport. This will allow you to try several values and determine which one best fits your level's needs.
    Completely wrong information.

    Setting the landscape scale to 1 causes the maximum height to be 256 and the minimum to be -256

    Therefore,
    Setting the scale to 100, the default, sets the maximum to 256meters and the minimum to -256meters OR +-25600.0 unreal units. (there is some margin of error that can be noted maximum size is only 25599.0)

    To calculate a landscape maximum size you have to use proportions.
    The landscape min/max range is 256*2 or 512

    The ratio is therefore calculated as follows:
    1 / 512 is 0.001953125‬

    You use this number to multiply your maximum height in CM to obtain the exact landscape scale.

    For example, if I need my landscape to be 600 meters tall from 0 to 255:
    First we go from Meters to Cm, that's done by adding 2 zeros at the end.
    60000.
    Then, we multiply by the ratio, getting: 117.1875‬

    The result will be a landscape with the lowest area at -30000.0, and the tallest area at 29999.0


    Another example,
    If I wanted to go from sea level to the peak of K2 (8,611m)
    First, we need centimeters:
    861100, then we multiply by the ratio: 861100*0.001953125‬ = 1681.8359375

    This very high value will produce a landscape with the minimum set to -430550.0 while the maximum will be set to 430537.0
    430550.0+430537.0 = 861,087‬cm = 8,610.87m (margin of error mentioned before).

    Hopefully the docs can be updated, the information contained within them is completely misleading.
    Last edited by MostHost LA; 06-15-2020, 09:53 AM.

    Comment


    • echo_four commented
      Editing a comment
      Hey MostHost LA! Thanks for reaching out to us, and for taking the time to write out these notes. I've ticketed your feedback and passed it along to the rest of the Docs team. We'll take a look at it and see what we can do to update that page. Thanks again, and please let us know if you spot anything else that looks off.

    • echo_four commented
      Editing a comment
      Hey MostHost LA! I just wanted to let you know, that we updated that page based on your feedback. You should see the changes once they're published in a few days. Thanks again!

    Originally posted by TheloTheGreat View Post
    Hey TheloTheGreat! I think we resolved the login problem. Can you keep an eye out over the next few days and let us know if it's improved?
    Yes, I can confirm the issue is fixed now, thanks.

    Comment


      The using Transparency subject under Materials should be updated the Translucent option for a material grays out metallic, specular, and opacity now, so by step 5 the notation is not able to be followed.

      Comment


      • echo_four commented
        Editing a comment
        Hey Nino Mancuso. Thanks for passing that along. I've made a ticket so we can look into updating that. Please let us know if you spot anything else that looks off.

      https://docs.unrealengine.com/zh-CN/...Map/index.html
      “binary predicate” is tranlated as “二进制谓词”,probably “二元谓词” could be better

      Comment


      • echo_four commented
        Editing a comment
        Hey a1s1234! Thanks for reaching out to us. I've passed this along so the appropriate team can take a look.

      https://docs.unrealengine.com/en-US/...ing/index.html
      How Can I understand if it works or not? Documentation is really anoying and confusing. Any step-by-step videoguides\project? Because now i cannot cast to BP like actor to Enum(But in screen it should work fine). I really have the situation with perfect usage of this plugin and i dont know how to use it because of poor step-by step info(

      Comment


      • echo_four commented
        Editing a comment
        Hey Suicidadgi! Sorry you're having a bit of trouble. Are you looking for more detail about how to use the plugin? I'm just trying to better understand what we can do to help.

      Found a sentence fragment, probably from a previous re-write:

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

      Under the "Verify" heading:
      If you have an expression that This means that you should use Verify macros only when the expression needs to run independently of diagnostic checks.

      (emphasis mine)

      Comment


      • echo_four commented
        Editing a comment
        Hey AlexYopp! Good eye. I've passed this along so we can update it asap.

      • echo_four commented
        Editing a comment
        Hey AlexYopp! I fixed this. You should see the change once it's published in a few days. Please let us know if you spot anything else that looks off!

      These two categories have their lists switched, it looks like, comparing what's shown here on the overview page versus their organization in the side bar.

      Overview page: "Programming Guide" - https://docs.unrealengine.com/en-US/...ing/index.html
      Category 1: "Unreal Engine Architecture"
      Category 2: "Gameplay Architecture"

      Comment


      • echo_four commented
        Editing a comment
        Hey CeejVic! Thanks for passing this along. I've made a ticket so that we can look into updating these list.

      In the Niagara Quickstart
      https://docs.unrealengine.com/en-US/...art/index.html

      Step 8: Drag off the RGB output of the Texture Sample node, and plug it into the Gradient input of the Value Step node.

      Should be "Drag off the R output..."

      Connecting RGB will give a compilation error. The image in step 9 shows the R channel correctly connected.

      Comment


      • echo_four commented
        Editing a comment
        Hey chadmv! Thanks for reaching out to us. I've passed this along so we can take a closer look. Please let us know if you spot anything else that looks off.

      • echo_four commented
        Editing a comment
        Hey chadmv. I updated that step (and the associated image). You should see the change once it's published in a few days. Thanks again!

      I cannot download Source Code

      Comment


      • echo_four commented
        Editing a comment
        Hey StormBearGames! I'm sorry to hear you're having trouble. Is there a docs page that you're unable to download from? This part of our forums is mostly meant for feedback on our documentation. For general help with UE, you might have better luck on the main forums page (https://forums.unrealengine.com/unre...dback-for-epic), or at answers.unrealengine.com.

      Bug: On the Profiler Tool Reference page (https://docs.unrealengine.com/en-US/...ler/index.html), under the first section "Enable Profiler" then "Live Connection" sub-section, it looks like the page has interpreted the two '-messaging' flags as underline markups. I'm assuming that's what it is, as the underline travels from the start of the first 'messaging' to the beginning of the next 'messaging'.

      Comment


      • echo_four commented
        Editing a comment
        Hey JChapmanIO! Ah thanks for pointing that out. I'll take a look and add the markup exceptions (to keep the dashes but not underline) if needed. Thanks again for the heads up, we really appreciate it.

      • echo_four commented
        Editing a comment
        Hello again JChapmanIO. I updated the text and this should be fixed. You should see the change in a few days once it's published.

      Is it possible that in the Tutorial https://docs.unrealengine.com/en-US/...art/index.html The use of the Role Variable is not possible anymore because this one is shown me as a private member and i tried to use GetLocalRole()

      Comment


      • echo_four commented
        Editing a comment
        Hey Strieglitz! Thanks for pointing this out. I've reached out to the rest of the folks on the Docs team so we can take a closer look.

      • echo_four commented
        Editing a comment
        Hey Strieglitz. I've updated that page. You should see the changes in a few days once they're published. Thanks again and please let us know if you spot anything else that looks off.

      The link on "Saving Your Game with C++" is broken.
      * Gameplay Guide
      * Saving and Loading Your Game
      * Saving Your Game with C++ (https://docs.unrealengine.com/en-US/...ode/index.html)
      Click image for larger version

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      Comment


      • echo_four commented
        Editing a comment
        Hey smilingrob! We're sorry about that. I've made a ticket so we can look into fixing that asap. Thanks for passing this along and sorry for the inconvenience.

      • echo_four commented
        Editing a comment
        Hey smilingrob. I asked around and wanted to give you an update. That page (along with it's sibling Blueprints page) no longer exist, and their information has been folded into the main "Saving and Loading Your Game" page. The older links are a remnant that should be removed in the next few days (once we push a new publication of the docs site). Thanks again for pointing this out, and let us know if you have any other questions.

      HoloLens 2 Streaming Quick Start


      The final step, step, End Result is missing key information on how to actually get the editor to show the scene running on the Hololens 2. Prior steps explain how to get the device connected but nothing says how to, essentially, play the project on the Hololens device.


      The current text reads:

      4 - End Result
      1. The Hololens should now be connected to the PC, and ready for streaming. You should see the screen go blank in the HoloLens, then the screen will show a window in the middle of your vision.

      Key information is required between the first and second sentence. Following these instructions, after completing step 3, the poor user will be passively waiting for the Hololens screen to magically go blank. It won't. Nothing will happen. They need to trigger it. How? Play in Editor - VR Preview.

      The first sentence: The Hololens should now be connected to the PC, and ready for streaming should be placed at the end of step 3.


      Step 4 needs to say that you now need to use (PIE) VR preview to see the project running on the Hololens - maybe with a link to the VR cheat sheet page entry of Running from the UE4 Editor (see below)
      Having activated (PIE) VR Preview, the second sentence of step 4 is now relevant:

      You should see the screen go blank in the HoloLens, then the screen will show a window in the middle of your vision.





      Running from the UE4 Editor


      With the release of UE4 version 4.7 and later you can now view your UE4 VR project right from within the UE4 editor by changing the Play in Editor option from play in Selected Viewport (PIE) option to the VR Preview option.

      Click image for larger version

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      Comment


      • echo_four commented
        Editing a comment
        Hey bblackbo! Thanks for the feedback. I've collected your thoughts in a ticket and passed it along to the Docs team.

      Searching the documentation about the console command dumpticks brings you to the Stat Commands page: https://docs.unrealengine.com/en-US/...nds/index.html
      However there is no mention of dumpticks on that page or any where else in the documentation that I could find.

      Comment


      • echo_four commented
        Editing a comment
        Hey chadmv! Thanks for pointing this out. I'm assuming "dumpticks" might be part of this articles meta-description that's used for searching (or maybe it's just seeing DumpHitches and thinking that's close enough). I'll take a closer look at this and see what I can find.

      • echo_four commented
        Editing a comment
        Hello again chadmv. I added dumpticks to that page. You should see the change once it's published in a few days. Thanks again!

      https://docs.unrealengine.com/en-US/...aign=tutorials

      I don't think we should follow Dr.Stranges advice here "Really should put the warnings before the spell".
      Thus move the "Blend Layers" down to "Landscape Layer Blend Technical Information".

      .

      Comment


      • echo_four commented
        Editing a comment
        Hey RealBoomRaccoon! Haha thanks for the feedback. I'll talk to my colleagues about rearranging this page. Please let us know if you have any other pieces of feedback (or comics-related wisdom).
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