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    https://docs.unrealengine.com/en-US/...esandarguments Is showing the '<' as xml '&lt;'
    https://docs.unrealengine.com/en-US/...ml#widgetroles "Leaf Widgets - widgets with no child slots. e.g. STextBlock displays a piece of text. It has native knowledge of how to draw text." should have "**STextBlock**" instead of "STextBlock" for consistency reasons.

    https://docs.unrealengine.com/en-US/...upinstructions Maybe it's just me because I am just getting my feet wet but having the full path "Editor/DetailCustomizations/Private/DetailCustomizations.cpp" instead of "DetailCustomization.cpp" is much more useful.

    https://docs.unrealengine.com/en-US/...upinstructions As far as I can tell there is no class 'ILayoutDetails' from which a class can inherit from. Would be nice if you could give a quick fix here, so I don't have to search through the code.

    Comment


    • echo_four commented
      Editing a comment
      Hey RealBoomRaccoon! Thanks for passing along this feedback. Some of it is already ticketed and being worked on. For the stuff that's not, I've made tickets and passed it along to the rest of the docs team.

    • echo_four commented
      Editing a comment
      I fixed the issues on the Slate Architecture page (we actually only bold terms like that on the first occurrence). The fix should be live in a few days when we publish updates.

    https://docs.unrealengine.com/en-US/...nce/index.html Out of the (12) blueprint nodes listed in this Node Reference page, (8) do not appear to exist in 4.25 at all and the remaining (4) are specific to only Oculus devices.

    https://docs.unrealengine.com/en-US/...ens/index.html This means this whole setup guide cannot be followed. Under the VR Splash Screen Setup section, step 1 says to add the following three nodes to your VR_Pawn class ... but there are no nodes for Set Splash Screen nor Hide Splash Screen anymore.



    The other six missing nodes shown in the reference include: Show Splash Screen, Hide Loading Icon, Hide Loading Splash Screen, Is Auto Loading Splash Screen Enabled, Is Loading Icon Enabled, and Show Loading Splash Screen.

    Is there a new system for this functionality or some specific plug-in required? I've been searching around for answers, but am at a loss trying to get this working.

    Comment


    • echo_four commented
      Editing a comment
      Hey 1l2Hawk! Thanks for pointing this out to us. I've passed along your feedback so we can look into this. I'll reach out to you with an update once I know more.

    Some pages do not allow for the user to select an option in the Skin dialogue located at the bottom.

    Example: https://dq8iqaixvew1d.cloudfront.net...eam/index.html

    Comment


    • echo_four commented
      Editing a comment
      Hey Mikeman3561! Oh it looks like this is a formatting issue (the box is there but it expands out of view). Thanks for pointing this out. I've made a ticket so we can take a closer look. Let us know if you find anything else that doesn't look right.

    On this page
    https://docs.unrealengine.com/en-US/...dio/index.html

    Alternatively, you can open DefaultEngine.ini and provide them under the [/Script/AndroidPlatformEditor.AndroidSDKSettings] section.
    https://www.unrealengine.com/en-US/t...al-engine-4-25

    Says BaseEngine.ini which makes more sense, as Paths are different for every user.
    Twitter | MinimalUI UE4 Editor Theme
    Dark Themes for: Forum | AnswerHub | Everything else

    Comment


    • echo_four commented
      Editing a comment
      Hey S-ed! Thanks for passing this along. I've created a ticket so that we can look into it. Please let us know if you spot anything else that looks off.

    Can't search C++ API in UE documentation..
    AnswerHUB >>https://answers.unrealengine.com/que...3734/view.html

    how can i fix it??

    Click image for larger version

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    Comment


    • echo_four commented
      Editing a comment
      Hey UNLA_LoYalTy! I'm sorry that was giving you trouble. I tested by searching for "UUserWidget" and it came back with results. Is this still giving you trouble? If so let me know and we can take a closer look.

    if Google/search "ue4 animation play rate basis, play rate, start position, loop animation". Nothing relevant within the docs comes up.

    It seems there is no description within the documentation for the Animation within an Animation Graph.

    Here's a screenshot that can be used for the docs to be amended.
    Click image for larger version

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    Manually checked the docs within the state-machine / animation graph information, and I just can't find the relevant information for what does what documented.

    Comment


    • echo_four commented
      Editing a comment
      Hey MostHost LA! I'm sorry to hear you're having trouble finding what you're looking for. I did some quick searches, and I couldn't find docs on those items either. I've made a ticket and reached out to the rest of the docs team. I'll let you know once I hear something from them.

    This doc is not useful. https://docs.unrealengine.com/en-US/...ain/index.html
    Could someone add more details about Mac please.

    I asked a question here: https://answers.unrealengine.com/que...-from-mac.html

    Comment


    • echo_four commented
      Editing a comment
      Hey vkumar99! I'm sorry to hear you're having trouble finding what you need. I can certainly pass your feedback along to the rest of the docs team.

    Is there somewhere we can suggest corrections?

    For example with the GetWorldTimerManager at https://docs.unrealengine.com/en-US/...ger/index.html is says the include is #include "GameFramework/Actor.h" but you actually need to #include "TimerManager.h" to use it.

    Comment


    • echo_four commented
      Editing a comment
      Hey Burnrate! You can feel free to make suggestion in this thread. API pages like that are a little funny, because they automatically pull data. But no worries! I'll pass this feedback along so we can see what we can do. Thanks for pointing this out, and let us know if you spot anything else that looks off.

    Easy one here, and not high priority, but still important I would think:

    In "Archviz Interior Rendering" page, under "Samples and Tutorials > Engine Feature Examples", there's a typo of the label of the ray tracing quality switch replace node. The label of the actual node is, I think, "RayTracingQualitySwitchReplace", while this page has two instances of it typed as "RayTracingQualityReplaceSwitch" in the following location:

    https://docs.unrealengine.com/en-US/...,tipsandtricks

    Comment


    • echo_four commented
      Editing a comment
      Hey presto423! Thanks for pointing that out. I'll make a ticket and look into getting this fixed asap.

    • echo_four commented
      Editing a comment
      Hello again presto423. We've addressed this typo. You should see it in a few days once it's published. Thanks again and let us know if you spot anything else that looks off.

    Hello,

    A lot of the language throughout the documentation uses masculine pronouns by default. For example this passage from https://docs.unrealengine.com/en-US/...nes/index.html

    At Epic, a lot of the workflow is that content creators will make a very complex Blueprint, and a programmer can see how he can compress a lot of that work into C++ by coding a new Blueprint node, so he moves that chunk of functionality into a new C++ function.
    It would be neat if we could change the pronouns in the documentation to use the more inclusive "they" where appropriate, or at least have a more even mix.

    Thanks

    Comment


    • echo_four commented
      Editing a comment
      Hey rory.snively! Thanks for pointing this out to us. We value inclusivity and we certainly want the docs to reflect that. I've made a ticket to update this doc and I'll reach out to the rest of the team to see about auditing other docs so we can fix any inconsistencies.

      I will say our Style and Standards guide already includes a section advising us to use they/their/them pronouns whenever pronouns are needed. On top of that, we try and write in the active voice whenever possible (which usually negates the need to us pronouns at all). All as a way of saying that this is already on our radar and something we keep an eye out for when writing and editing.

      Thanks again for pointing this out to us, and please let us know if you spot any other ways we can improve the docs!

    There is no github repo named "Unreal Engine"

    Comment


    The right side has the nav for contents of the current doc page / section in a little hovering window. In Firefox 79.0, it's covering lots of the table text in the Sky Atmosphere Reference page for Console Commands, and is likely doing it on other pages if it's working like that on other pages.

    https://docs.unrealengine.com/en-US/...onsolecommands

    I cannot read the text descriptions of settings and such easily enough. I'll attempt to go to the same page in Edge and Chrome.

    Comment


    • echo_four commented
      Editing a comment
      Hey presto423! Thanks for pointing this out to us. I'll pass this feedback along so we can look into it. Let us know if you're still having trouble on those other browsers, or if you spot anything else that looks off.

    The Unreal Engine C++ API has many "weak" design choices i.e. ways the API allows being used that are incorrect. Case in point how "CreateDefaultSubobject" must ONLY be called from within a constructor but this is in no way of being enforced by the compiler due to the design.

    If a software design choice means the software expresses MANY incorrect possible uses that the compiler will not be able to detect this increases the burden and cost on everything and everyone downstream. Even if a mistake is not made the cost of testing and uncertainty is still increased regardless.

    Improving the documentation for the C++ API regarding critical programming theory for the engine is seriously needed and requires an expert on the architecture and workings of the engine in order to write it ( not another "beginners guide" by dummies for dummies please! ).

    Comment


    • echo_four commented
      Editing a comment
      Hey eghead01! Thanks for the feedback. I've passed along a ticket so we can look into this.

    The translation of the Chinese version is not very good. In many places, the semantics are impractical, or the sentences are repeated, and some polysemous words are incorrectly translated. It feels like machine translation. I hope it can be optimized manually.

    Comment


    • echo_four commented
      Editing a comment
      Hey JonathanZJC! Thanks for reaching out to us. We actually have a dedicated localization team that handles translating and updating our documents for various regions. If you could provide me with some specific examples I'd be happy to pass them along.

    That is the least issue but I thought of informing you.
    Here:
    https://docs.unrealengine.com/en-US/...ity/index.html
    In the table describing mobility types, you have a typo.
    It states: "Not, however, that their Materials can still be animated." while it perhaps should be: "Note, however, (...)".
    But I am not a native speaker so perhaps it is some structure I cannot understand, but probably no.

    Comment


    • echo_four commented
      Editing a comment
      Hey gawroon7! Thanks for pointing this out. I've made a ticket and hope to fix that typo soon. Please let us know if you spot anything else that looks off!
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