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  • commented on 's reply
    Hey ArkadiyT! I've discussed this feedback with the rest of the Docs team. They agree that it might be better for you to post this on the main feedback forum (since there's not much the docs team can do about this feature for now). You can find the main feedback forum here (https://forums.unrealengine.com/unre...dback-for-epic). Please let us know if there's anything else we can do to help!

  • commented on 's reply
    Hey JChapmanIO. Thank you so much not only for reaching out to us, but for taking the time to provide such detailed notes! We've created a ticket and will look at that page asap. In the meantime, please feel free to let us know about anything else that looks off.

  • replied
    Hiya, bug report: On the Scripting The Editor Using Blueprints page, the 'Startup Objects' section's link leads to the Call In Editor page, not the Startup Objects page

    The page with the issue:
    https://docs.unrealengine.com/en-US/...nts/index.html

    The link is under 'Startup Objects' section:
    https://docs.unrealengine.com/en-US/...tor/index.html

    The link that probably ought to be there:
    https://docs.unrealengine.com/en-US/...cts/index.html

    Leave a comment:


  • commented on 's reply
    Hey windkeyNeo! Thanks for pointing this out to us. We've made a ticket and hope to look into that page soon. In the meantime, please let us know if you spot anything else that looks off.

  • commented on 's reply
    Hey dogrush! Thanks for the feedback. We read you loud and clear. We know that our feedback system could be better, and we're currently working on some improvements. That said, it might take some time for us to roll out any updates. In the meantime, please continue to provide us with feedback so we can shape our feedback system to best suit the needs of the users.

  • commented on 's reply
    Hey ArkadiyT! Thank you so much for reaching out to us. We really appreciate you passing along these recommendations. I'll make sure to pass then along to the rest of the team.

  • replied
    https://docs.unrealengine.com/en-US/...iew/index.html
    The example of using QUICK_SCOPE_CYCLE_COUNTER can not compile successfully in UE4.25

    QUICK_SCOPE_CYCLE_COUNTER(TEXT("Stats::Broadcast"));

    The correct one should be
    QUICK_SCOPE_CYCLE_COUNTER(Stats::Broadcast);

    Leave a comment:


  • replied
    Hey guys, it would be really great to be able to comment and also to read about other people comments straight on the documentation (you have this feedback button, but it is completely unrelated with the document you are reading whenever you click on it).

    Many times I found that the documentation is old, deprecated or confusing, and I was able to overcome the problems without the chance to add what I know after digging. If many people are facing these same kinds of issues, it is very likely that by being able to post comments related to the docs, you would have a fantastic tool to improve the quality of the documentation, reduce forum or knowledge base redundant traffic and make everyone's life way easier.

    I hope you can consider to include a function like this one.

    cheers
    Last edited by dogrush; 11-08-2020, 11:37 PM.

    Leave a comment:


  • replied
    Goog time of day. Thank you for great engine. Need the rotation system like in other 3d programs.
    We have this, but missing the rotation in (X,Y,Z) axis at the same time. It is critical important especially for animations in UE4.
    Ctrl + LMB + Drag Rotates the currently selected Actor(s) along the X axis.
    Ctrl + RMB + Drag Rotates the currently selected Actor(s) along the Y axis.
    Ctrl + LMB + RMB + Drag Rotates the currently selected Actor(s) along the Z axis.
    Also, currently making "GameLauncher" with Google drive for my game. Need "GameLauncher" from UE4.

    Leave a comment:


  • commented on 's reply
    Hello again mindframes! Just a heads up that we've fixed that link (it looks like the correct link should be: https://epicgames.box.com/s/wgxl7yxh...4rxs469b37gq4f). The link on the page just be corrected once we've published our updates in a couple of days. Thanks again for you help in bringing this to our attention.

  • commented on 's reply
    Hey Axemagus! Thanks for pointing this out to us. We've made a ticket and will look into why that's not working.

  • replied
    Hi, the left side bar link for Module API Specifiers (https://docs.unrealengine.com/en-US/...API/index.html) doesn't seem to work.

    Leave a comment:


  • commented on 's reply
    Hello and thanks for reaching out to us! We've made a ticket to look into that document. In the meantime, please let us know if you find anything else on the docs site that looks off.

  • replied
    Topic: Referencing Actors in Blueprints

    Section: Direct Blueprint Communication Referencing

    Please update this section. I tried to make a reference between two blueprints by scripting it directly. I know this would make the tutorial much more complicated but could you add additionally the following section, or something similliar:


    Direct Blueprint Communication Referencing on spawned Actors


    In order to reference a spawned actor (in this case the Custom Player Controler should recieve the actor) between two different blueprints, you need to add a cast inside the blueprint spawning the actor.

    Click image for larger version

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    Inside the Custom Player Controler you need to reference it with a cast to select the object you want to extract from. In this case you call it by:
    Click image for larger version

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    Please expand the possible referencing options tutorial. I know that the cast tutorial has already something similar mentioned, but cast is one of the most difficult stuff to understand. I struggeld for hours to understand how this works. It will defenetly help a lot of people.

    Kind regards Kirill
    Attached Files

    Leave a comment:


  • commented on 's reply
    Hey JunctionNinja! Thanks for reaching out to us. Sadly, we don't have the ability to reach out to you via Discord at this time. That said, we'd love for you to send us any additional information via DM here on the forums.
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