The Multiplayer tutorial (https://docs.unrealengine.com/en-US/...art/index.html) should be updated for 4.25- following the instructions exactly, I get a number of errors about failed attempts to access private members. After debugging further, I see that formerly public USceneComponent properties such as RelativeLocation have become private and instead should be accessed by getters and setters. Same with Instigator in AActor.
Hey sumwoohoo! Thanks for pointing this out to us. I've made a ticket so we can look into updating this dock. I'll work to reproduce the tutorial and fix what errors I come across. Please let us know if you spot anything else that looks off!
Hello again Ramy_A5. I just wanted to let you know that I've updated this doc. You should see the updates once they're published in a few days. Thanks again for your help, and let us know if you have any other suggestions.
Answer to question "Q: I am short on disk space. Can I move the Local DDC elsewhere?"
in the Common questions section in https://docs.unrealengine.com/en-US/...che/index.html
needs to tell that you can change it from the Editor Preferences.
Hello again jahtiainen. I just wanted to give you an update. I've fixed that page, and the update should be published in a few days. Thanks again and let us know if you spot anything else that looks off!
Hey Vishal_Ahirwar! I'm sorry to hear you're having trouble. Which document were you using when you encountered this error? I'm just looking to see which document we might need to update.
Hey sicklebrick! Thanks for pointing this out to us. I've made a ticket to pass along your feedback. I'll work with my colleagues to see what we can do about updating that page.
Hello again dpena4. I just wanted to follow-up with you on this. I drafted some updates to this doc that should address your feedback. You should see the updates once they're published in a couple days. Thanks again and let us know if you have anymore feedback.
"Setting Up Visual Studio for Unreal Engine" document (https://docs.unrealengine.com/en-US/...tup/index.html), has an image missing.
Client-side source lines 289 and 290 provide the source for an image that is not at the specified location, namely:
data-srcset="./../../../../Images/Programming/Development/VisualStudioSetup/SetWidth_200.webp"
And
data-src="./../../../../Images/Programming/Development/VisualStudioSetup/SetWidth_200.jpg"
Particularly. I would love to know just how the automated process determines the size of the bodies it generates.
I thought it should be based on the bone shape/size, but this doesn't really seem to be the case at all.
I have a mesh with the maximum allowed number of bones - having to manually edit the shapes is a really heavy job. I would much rather understand how the process works so that I can generate a better starting file.
Say for instance if the bodies take their size/shape from the mesh weight paint, I could simply manually make better weight paint to get a better asset.
Unfortunately none of that is explained on the pertinent page.
Hey MostHost LA! Thanks for the feedback. I'll pass this along to the rest of the team so we can look into updating those docs. Feel free to let us know if there's anything else that we might want to update.
1. HillTree_02 Static Mesh from the Open World Demo Collection causes the engine to hang while loading it to the scene.
As stated in other posts regarding Open World Demo Collection, loading assets causes the computer to hang since it is decomperssing files.
Currently, mu computer (I7 16GB ram, RTX 2060) has hang for half an hour and so sunlight in the distance.
(Please use another asset in the tutorial.)
2. Step 8 of the tutorails asks you to to click on 'Foliage Type' under the Miscellaneous section.
("Now that we have our spawner, we need to give it some types of Foliage to spawn. To do this, right - click in the Content Browser expanding the Miscellaneous section and then click on the Foliage Type. Name the Foliage Type Tree_00 or something similar.")
As it seems in the current version of the engine (4.25.3) there is no Foliage Type option under Miscellaneous.
There is however a section called Foliage, but no 'Foliage Type' subsection.
I picked Static Mesh foliage for this instead. I hope I did right ...
Thank you,
And thank you for giving me the opportunity to learn the engine for free!
Hey Tsahy_B! Thanks for reaching out to us. I've added your feedback to a ticket and sent it to the rest of the Docs team. We'll look into updating that doc soon. Please let us know if you find anything else that looks off.
Hey ramil63! While we have a few raycasting tutorials (https://docs.unrealengine.com/en-US/...wTo/index.html) I'm not sure that associating them with damage is something we cover. I can talk to the team about adding documentation about this topic, but it might take some time.
Because this section of our forums is more dedicated towards documentation feedback, I'd recommend posting your question on another part of the forums (for example, the rendering page: https://forums.unrealengine.com/deve...sion/rendering) or to the Unreal Engine Answers Hub (https://answers.unrealengine.com/). Best of luck and I hope this helps!
Hey ujxwong! Thanks for reaching out to us. This might be a browser issue. Can you try another browser and let us know if it's still happening? If you could also attach some examples that'd be really helpful.
"The size of each section (in number of vertices) must be a power of two (with a maximum of 256x256). This is so that the different LOD levels can be stored in mipmaps of the texture. This will lead to the number of quads in a component either being a power of two minus 1 (if 1 section per component) or a power of two minus 2 (if 4 sections per component)."
"the number of quads in a component" should be "the number of quads in a component in each direction (x or y)", right?
Hey Shi2015! Thanks for pointing this out to us. I'll make a ticket and we'll look into updated that page asap. In the meantime, let us know if you spot anything else that looks off.
Comment