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    docs.unrealengine.com/zh-CN/Gameplay/HowTo/CharacterMovement/Blueprints/index.html


    The error is 5. Animation Blueprint-Idle and Walking State

    Comment


    • echo_four commented
      Editing a comment
      Thanks for the additional info 1769312. I've made a ticket and passed this along.

    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.
    Attached Files

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    • echo_four commented
      Editing a comment
      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!

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


    StructName should be FStructName for clarity and it should probably be mentioned that you cannot nest UStructs inside classes.

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    • echo_four commented
      Editing a comment
      Hey Ramy_A5! Thanks for pointing this out to us. I'll pass this along so we can look into updating that doc.

    • echo_four commented
      Editing a comment
      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.

    I am not sure if you are aware of this but

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    • echo_four commented
      Editing a comment
      Hey عمتكمم نوره! Tell us a bit more. We'd love to know if there's something we should look into.

    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.

    Comment


    • echo_four commented
      Editing a comment
      Hey jahtiainen! Thanks for the suggestion. I've made a ticket to update that doc.

    Please Help me!

    I have this error

    Couldn't find parent type for 'PlayerStartPIE' named 'APlayerStart' in current module (Package: /Script/Engine) or any other module parsed so far.

    every time launch failed

    Thank you....

    Comment


    • echo_four commented
      Editing a comment
      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.

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

    The guide is using 4.2.4

    4.25 however (as far as I know) have AndroidCodeworks

    E.g. c:\**\UE_4.25\Engine\Extras|Android\AndroidCodeworks
    instead:
    c:\**\UE_4.25\Engine\Extras|Android\Android\

    With various bat/shell scripts



    Comment


    • echo_four commented
      Editing a comment
      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.

    您好!请问下官方文档能否出个移动设备版本或者集成在软件中,就是出个离线版本,最好是pdf格式的官方文档,因为在中国国内网络不是很好,每次跳转到网页,打开寻找所需问题需要很长时间,非常不方便,恳请技术员可以出个官方离线文档方便阅读,感谢感谢!

    Comment


      On the "Setting Up Visual Studio for Unreal Engine" document (https://docs.unrealengine.com/en-US/...tup/index.html), the portion containing instructions for IntelliSense (line: 325 according to client-side source) leads to a hyper reference that loops back to the origin URL (https://docs.unrealengine.com/en-US/...tup/index.html), which contains no information on IntelliSense.

      Comment


      • echo_four commented
        Editing a comment
        Hey dpena4! Thanks for pointing this out to us. I've made a ticket and I'll look into updating that page asap.

      • echo_four commented
        Editing a comment
        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"

      Glad to be of help, and thank you for the engine.

      Comment


      • echo_four commented
        Editing a comment
        Thanks again dpena4. I noticed that when starting to make the other updates. I'll knock out both updates at the same time.

      Could we get an updated and expansion to this?
      http://www.ue4.su/ru/Engine/Physics/...set/index.html

      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.

      Comment


      • echo_four commented
        Editing a comment
        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.

      Procedural Foliage Tool Quick Start :
      (https://docs.unrealengine.com/en-US/...art/index.html)

      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!
      ​​​​​​

      Comment


      • echo_four commented
        Editing a comment
        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.

      Help me pleaseю

      I would like to create a apocalipsis game and I do not know how make take damage with raycast

      Comment


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

      Some picture's location are not well set. Pictures are showed over the words.

      Comment


      • echo_four commented
        Editing a comment
        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.

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

      "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?

      Comment


      • echo_four commented
        Editing a comment
        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.
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