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    Hi! Thanks for your response! On the same page:

    Using the 4 (2x2) subsections option gives you the same size heightmap as using four times as many components with only one subsection each, but using fewer components generally gives better performance.
    I'm not a native speaker of English. I don't get why there's a "but" in that sentence. My understanding is: using the "4 subsections option" can save some components, AND using fewer components generally gives better performance. SO there's an advantage to use that option.

    Of course, later on the page, it says larger/fewer components has some disadvantages. I would suggest that a pro & con comparison table should be used for clarity.

    Cheers!

    Comment


    • echo_four commented
      Editing a comment
      Good looks Shi2015. I've updated my ticket for that article to include these additional comments.

    On the page https://docs.unrealengine.com/en-US/...ors/index.html

    >> In the Content Browser under the Game/Blueprints folder, open the MyCharacter asset.

    With Unreal Editor 4.25.3, the mentioned “MyCharacter” should be the “ThirdPersonCharacter” located at “Game/ThirdPersonBP/Blueprints/”.

    Comment


    • echo_four commented
      Editing a comment
      Hey DARKCROW Z! Thanks for pointing this out to us. I've made a ticket for us to look at that article. Thanks again and let us know if you spot anything else that looks off.

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

    The last paragraph

    The Call node will appear
    It should be the "Bind Event node". BTW, we may need to uncheck the "Context Sensitive" to get that node, as in UE v4.25.3.
    Last edited by Shi2015; 10-11-2020, 11:26 AM.

    Comment


    • echo_four commented
      Editing a comment
      Hello again Shi2015! Thanks for the heads up. I've made a ticket for us to check that out.

    Hi,

    On https://docs.unrealengine.com/en-US/...oid/index.html it correctly says that Android Codeworks is no longer distributed with Unreal Engine 4.25.

    However, it seems the Android Quick Start Guide https://docs.unrealengine.com/en-US/...ted/index.html still mention to install Android Codeworks as a prerequisites for Unreal Engine 4.25.

    Comment


    • echo_four commented
      Editing a comment
      Hey lulumeko! Thanks for reaching out to us. I've ticketed your feedback and I hope to look into it soon. In the meantime, let us know if you spot anything else that looks off.

    Set Hardware Cursor page (https://docs.unrealengine.com/en-US/...sor/index.html)
    needs information that Hotspot vector expects 0-1 range (I expected pixels)

    Read Render Target Pixel (https://docs.unrealengine.com/en-US/...xel/index.html)
    needs to note a limitation that it doesn't work with RG8 or R8 color formats

    Last edited by Eskel; 10-18-2020, 03:25 PM.

    Comment


    • echo_four commented
      Editing a comment
      Hey Eskel! Thanks for reaching out to us. I've made a ticket for us to look into these two pages. Please let us know if you spot anything else that looks off.

    New Docs look great! Thanks for the dark theme.

    But when I open an image to enlarge it in these "lightboxes" and close the image the page's scrolling is completely blocked in Google Chrome. I can't use the mouse wheel or page up / down buttons anymore. The page is frozen.
    Only a reload of the page fixes this blocking error.

    Comment


    • echo_four commented
      Editing a comment
      Hey Jokerminator! Thanks for the kind words and for reaching out to us. As for the formatting issue, that's really strange. Could you help us out by providing a bit more info? Mainly I'm wondering: Does this happen on all pages or just one? Do you run into this with other browsers (also which version of Chrome are you running)? Could you attach any images or examples of the issue/error?

      Again, we really appreciate your help!

    Hi! On the following page the embedded videos seem to be broken, they've been tested on two Windows 10 machines, with chrome and firefox, but no luck

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

    Thanks

    Comment


    • echo_four commented
      Editing a comment
      Hey SirBuntCuster! Thanks for pointing this out to us. I've taken a look, and yeah these videos don't look right. Let me reach out to the rest of the docs team to see what they think.

    Hi, on this page:
    https://docs.unrealengine.com/en-US/...ing/index.html
    bPrintToConsole and TextColor share the same description. For TextColor it should be changed to something like "Color of the text displayed on the screen"

    Comment


    • echo_four commented
      Editing a comment
      Hey MagicznaFlet6! Thanks for reaching out to us. I've made a ticket for us to look into that API doc. Please let us know if you spot anywhere else where we could improve the docs.

    Comment


    • echo_four commented
      Editing a comment
      Wow good eye! I'll fix that typo asap.

    • echo_four commented
      Editing a comment
      Hello again! I just wanted to give you an update on this. We've fixed that typo, and the live page should be updated in a few days. Thanks for your help and let us know if you spot anything else that looks off!

    Hi, thanks for the great content, I was doing a quickstart in C++ and I think there are some missing steps im the multiplayer quickstart: https://docs.unrealengine.com/en-US/...art/index.html
    1. Final files are way different than creating a new project and going thru steps
    2. handle_fire_implementation in final file is called SpawnProjectile_Implementation and is not declared
    3. Going thru steps in projectile.h there is no step to add the classes UParticleSystem, UStaticMeshComponent, USphereComponent, UProjectileMovementComponent, UDamageType so it gets error, I found them in the final files only
    4. Going thru steps the Damage and DamageType part in projectile.h is missing so the final step does not build
    5. instigator cannot be called by other classes so I had to change calls to Intigator to GetInstigator();
    With those changes I was able to build the quickstart project.

    I would also like to suggest things that maybe can help to improve at least my experience with the docs site:
    1. Have a better copy/paste styling with coloring and line number for code parts, in this specific doc character.cpp is cut in 2, a lot of the content is code, so having a good 'code to copy' component on the site is very important.
    2. It would be nice if the docs projects ican be cloned n github or somewhere else, have source control in the code projects for docs can help a lot, specially to see the working build to compare and engine version compatibility updates.
    3. Also have some way to suggest changes in docs/projects by users would increase the review / fix loop speed
    best,

    Comment


    • echo_four commented
      Editing a comment
      Hey LeRovel! Thanks for the kind words and detailed feedback. I've created a ticket for us to look into that page based on your comments. I'll pass this along to my team so we can look into it. In the meantime, please let us know if you spot anything else that looks off.

    Hi, thanks a lot for the documentation. Just a little observation, the second note of the page "Add a Collision Hull to a Static Mesh Using the Auto Convex Collision Tool" (https://docs.unrealengine.com/en-US/...lls/index.html) shows the word collison instead of collision.

    Comment


    • echo_four commented
      Editing a comment
      Hey JJGXX, good eye! Thanks for pointing this out to us. I've passed along a ticket with your feedback so we can look into updating that page. Please let us know if you spot anything else that looks off.

    • echo_four commented
      Editing a comment
      Hello again JJGXX. I just wanted to follow up with you on this. I've fixed that typo, and the live page should be updated in a few days. Thanks again for your help!

    I'm having some issues with the dark skin on firefox, I can set it in chrome on both my laptop and my PC, but I can't set it in firefox on neither my laptop nor my PC.
    Last edited by MagicznaFlet6; 10-23-2020, 04:35 AM.

    Comment


    • echo_four commented
      Editing a comment
      Hey MagicznaFlet6. I'm sorry to hear that's giving you trouble. I've passed this along to a colleague who's going to look into it. I'll try and provide an update once I have more info.

    link to FBX Asset Metadata Pipeline direct me to home page. I can't find the link. Thank you

    Comment


    • echo_four commented
      Editing a comment
      Hey Arshis! Thanks for reaching out to us. It looks like "https://docs.unrealengine.com/en-US/Engine/Content/Importing/FBX/index.html" is the correct link. Would you mind helping us fix that broken link, and let us know where you found it? Thanks for your help and let us know if you spot anything else that looks off.

    The Documentation Page for Streaming Virtual Textures shows the option to select a Texture Size Threshold as part of the Conversion Menu Option. However, this Texture Size Threshold is not explained anywhere. I would really appreciate it if someone could explain.

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

    Thanks!

    Comment


    • echo_four commented
      Editing a comment
      Hey Doctor_Kannon! Thanks for reaching out to us. I'll put in a ticket to see if we can update that information on that page.

    Originally posted by Arshis View Post
    link to FBX Asset Metadata Pipeline direct me to home page. I can't find the link. Thank you
    Goto ----> https://docs.unrealengine.com/en-US/...FBX/index.html
    From the left side contents ---> Find ---> FBX Asset Meta Data Pipeline ---> after clicking it shoot you back to the home page instead asset meta data page ( this is what I found in another unreal Russian translation which is correct: http://ue4.su/ru/Engine/Content/FBX/...ine/index.html )
    thanks

    Comment


    • echo_four commented
      Editing a comment
      Hello again Arshis. Thanks for the additional info! We'll take a look at this asap.
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