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    How can i see documentation for old unreal versions?

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    • echo_four commented
      Editing a comment
      Hey canklot! The docs site is a living entity, so we're constantly working to update it. That said there currently isn't a way to roll-back pages or look at older versions. However, you should be able to look at the current page for a topic and get a good understand of how it works.

      There are also UE version tags at the top of all page son our docs site. You can click those and it will bring up the site map of other pages with the same tag.

      You can also check here (https://docs.unrealengine.com/) for info on UE3.

      Let me know if there was something specific you needed help with.

    The code example here has changed from Class to FName: https://docs.unrealengine.com/en-US/...try/index.html

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    • echo_four commented
      Editing a comment
      Hey FunAndFriendly! Thanks for reaching out to us. Would you mind giving me a bit more info? Which code example on this page appears incorrect? I just want to make sure I'm accurately capturing your feedback.

    Hi

    I'm trying to run Gauntlet's Elemental Demo test, but I can't find the UE4 project for that in Editor's source folder:
    Code:
    ERROR: Could not find a project file [...]/Samples/Showcases/ElementalDemo/ElementalDemo.uproject
    I can download Elemental Demo as separate project, but only for 4.24. I need to test it under 4.25.1. Any thoughts why the .uproject is gone from the Engine folder?

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    • echo_four commented
      Editing a comment
      Hey Koralgoll! Sorry this is giving you a bit of trouble. I've made a ticket and I'll reach out to some colleagues to try and figure out what's going on here. Thanks for passing this along and I'll let you know when I have more info.

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

    The docs page on Frontend is quite outdated now, making it hard to find information on how to use the tool... Is there any intention to redo or update this and other outdated pages?

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    • echo_four commented
      Editing a comment
      Hey A_Garner_UE4! I'm not sure if there are any current plans to update this page, but I can make a request based on your feedback! Basically I'll make a ticket and pass it along to the team. Once I hear back from them I can let you know what we're thinking. In the meantime, thanks for reaching out and let us know if there's anything else we should look into.

    Originally posted by FunAndFriendly View Post
    The code example here has changed from Class to FName: https://docs.unrealengine.com/en-US/...try/index.html
    Hey sure Echo_Four, this is the code I went with. Notice the string in GetAssetsByClass() instead of the Class in the example on the page. This may be new to 4.25

    Code:
    TArray<UMissionPlan*> UMission::MyMissionPlans()
    {
    // TODO FIXME: This code runs on tick from the main menu. These results could be cached for a speedup, although it may not increase player performance.
    FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>("AssetRegistry");
    
    TArray<FAssetData> FoundAssets;
    AssetRegistryModule.Get().GetAssetsByClass("MissionPlan", FoundAssets);
    
    TArray<UMissionPlan*> Ret;
    UMissionPlan* MissionPlan;
    
    for (auto& FoundAsset : FoundAssets)
    {
    MissionPlan = Cast<UMissionPlan>(FoundAsset.GetAsset());
    // Is it my mission?
    if (MissionPlan->MyMission == this)
    {
    Ret.Add(MissionPlan);
    }
    }
    return Ret;
    }

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    • echo_four commented
      Editing a comment
      Awesome. Thank you so much for the added detail. I've logged a ticket and passed this along to the rest of the docs team. I'll give you an update once I have more info!

    Same code given on this code https://docs.unrealengine.com/en-US/...ers/index.html for merge mesh is wrong and got compilation errors.

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      Typo on: https://docs.unrealengine.com/en-US/...ace/index.html

      "calling the Onilne Subsystem's" -> "calling the Online Subsystem's"

      Comment


      • echo_four commented
        Editing a comment
        Hey Nuka_DiLucca, good eye. I've made a ticket and I'll fix this asap.

      Hello,

      I'm not sure this forum is the right place to report this kind of issue..., but I found a translation error on a Japanese page: https://docs.unrealengine.com/ja/Eng...ion/index.html

      On the section 3 - Creating the Widget Blueprint:

      Original English text: create a new Blueprint based on Actor called ExampleWidget
      Current Japanese translation: ExampleWidget と呼ばれる Actor に基づき、新規 ブループリント を作成し

      This Japanese text doesn't make sense. I would suggest slightly modified translation: ExampleWidget と呼ばれる、Actor に基づく新規 ブループリント を作成し
      Or, following might be a little easier to understand: Actor から派生したブループリントを新規作成して ExampleWidget と名付け

      Anyway, thank you for those translations. It's very helpful to me!

      Thanks,
      Toru

      Comment


      • echo_four commented
        Editing a comment
        Hey torus! I can pass that along. Thanks for pointing this out to us.

      • echo_four commented
        Editing a comment
        Hello again torus. I've spoken with the localization team and they've addressed this feedback (you should see it once it's published in a few days).

        Also! I've been told that you can use this thread (https://forums.unrealengine.com/inte...A8%BF%E6%89%80) to report typos and translation discrepancies with the Japanese version of the UE docs. That said, you're always welcome to post these types of concerns to this thread or the main documentation feedback forums page.

        Thanks again! Please let us know if you spot anything else that looks off.

      The Pixel Streaming chapter, "hosting and network guide" part, it say "With the components of the Pixel Streaming system and the optional Matchmaker Server, you should have all the pieces you need to set up a dynamically scaling hosting system like this...", and I found that is quite confusing. I just can't figure out how to set up the dynamiclly scalling hosting system myself even after reading all the docs above as well as below.
      And, my question is "how can I set up the dynamic scalling hosting system?" I mean, is there docs about the details of this question?
      Apreciated!

      Comment


      • echo_four commented
        Editing a comment
        Hey fenghua2020! Thanks for reaching out to us. I've passed along your feedback to see what we can do to better bridge the gap between reading those pieces of documentation and implementing the dynamic scaling hosting system.

      Hi! I'd like to say something about this page on developing for the Oculus Quest: https://docs.unrealengine.com/en-US/...est/index.html

      Could you please make the image of the headset bigger? It adds to the feeling of destroyed hopes when you realize there's only a Quick Start Guide linked. Thanks!

      On a sidenote, I'm becoming frustrated with the documentation available for VR development, especially on the Quest (there should be more, right? Maybe I haven't seen it all), and I was considering switching to Unity, but it feels flimsy. On the other hand, Unreal feels like a complete mystery even a week into trying to search around for information (I'm still new, sure, but I'm not willing to spend 10 years learning this engine just so I can add a working pistol. The Unreal Engine Learning tutorials are waay too long and not one is about VR as far as I found).
      It's becoming a legitimate concern that I just may not be intelligent enough for developing games, lol

      Comment


      • echo_four commented
        Editing a comment
        Hey primedcore! Yeah, that's, a pretty big picture. I'll see what we can do to scale that down.

        As for docs pertaining to VR development, I'm sorry that you're struggling to find what you need. The learning site does have the "Creating Virtual Reality Walkthroughs" course which should help (unless that's the one you're talking about).

        I can certainly pass along your general feedback that we need more docs about VR, but are there specific topics you'd like for us to cover?

        In the meantime, I'll try and reach out to some colleagues that cover VR and see if they have any updates.

      The tools have different names and shortcuts now.
      https://docs.unrealengine.com/en-US/...des/index.html

      Comment


      • echo_four commented
        Editing a comment
        Hey RealBoomRaccoon! Thanks for pointing this out. I think we're already in the process of updating this doc to 4.25, but I'll pass along your feedback all the same. Please let us know if you spot anything else that looks off.

      Using https://docs.unrealengine.com/en-US/...rds/index.html as an example.

      Function signatures show up differently on all (listed) web browsers:

      https://imgur.com/a/tnQipip

      Comment


      • echo_four commented
        Editing a comment
        Hey Nuka_DiLucca. That's weird. Let me pass this along and see what we can do. It might be an issue with however those API reference pages are pulling info. Thanks for pointing this out and passing it along to us.

      Hi guys, I follow the guide for linux and I have my Unreal Engine Editor fully functional, the guide is very clear and easy to follow.

      My problem is I can't find any way download the "Content Examples" for use in Linux, some one can help me?.

      Best Regards.

      Comment


      • echo_four commented
        Editing a comment
        Hey darth_trungus! I'm glad to hear you got things up and running on Linux! As for Content Examples, we've got a pretty extensive set of docs on using them (https://docs.unrealengine.com/en-US/...les/index.html). If you haven't already, I'd take a look at those and see if they help. If those don't seem to help, let me know if there's anything that's giving you trouble and I'll see what I can find.

        You should also be able to download some free examples from the EPIC Marketplace / the training section of the UE Launcher.
        Last edited by echo_four; 07-27-2020, 08:35 AM.

      i cannot launch unreal editor. it says direct x 11 level 10 is required where mine is direct x12.im new to this unreal engine,so please reply or deleting it

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      • echo_four commented
        Editing a comment
        Hey zihanlool54! I'm sorry to hear you're having trouble. It sounds like that version of Direct X should work (full list of hardware and software requirements here - https://docs.unrealengine.com/en-US/...ons/index.html).

        This forum page is mainly for feedback on our docs site (https://docs.unrealengine.com/). The UE Answers page (answers.unrealengine.com) might be a bit better place to get technical help with running UE.

        Please let me know if you have any docs related feedback or concerns!

      https://docs.unrealengine.com/en-US/...aign=tutorials
      And how do I get to the asset browser?
      The tutorial doesn't tell and the documentation doesn't tell either.
      And sometimes the tutorial references the UI but does not tell with directions which part of the UI is specified. It only gives a name that is useless because it does not tell which part of the UI is named like that. Why isn't every element flashing like it should be? Good descriptions on how to find what is mentioned like screenshots would be fine too and how to open whatever the tutorial wants to show me.

      Comment


      • echo_four commented
        Editing a comment
        Hey jangirke! Thanks for reaching out to us. The Asset Browser should be on the lower-right side of the screen after you open an animation file. Some docs don't always tell you exactly where something is because they build upon previous docs where we go through things in more detail. That said, I think you're right that we could be more clear in pointing out where some things are in the engine. Please let me know if you spot any other examples of things that could use more detail.
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