Announcement

Collapse
No announcement yet.

Feedback on the new docs site

Collapse
This is a sticky topic.
X
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    The following page doesn't exist but the editor opens this tab automatically when I try to package my game for IOS.

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

    I really wonder what was written there.

    Comment


    • echo_four commented
      Editing a comment
      Hey emin1993, thanks for reaching out to us. From what I can gather, it's an automated message prompting you to install itunes. When I found the doc on my end it just says "It appears that iTunes is not installed. Installing iTunes will allow you to package and deploy your iOS projects to your device." Does installing itunes on the machine your using to package your game fix the pop up?

    i hate this it wont let me play fortnite or any other games i downloed

    Comment


    some documentation is broken for Firefox:
    https://docs.unrealengine.com/en-US/...mpaign=uelearn
    this page is unreadable. i had to switch to edge

    Comment


    • echo_four commented
      Editing a comment
      Hey FADE_SCAR, thanks for reaching out to us. I'll pass this along to the rest of the team to see what we can do. Please let us know if you have issues with any other pages.

    Hey

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

    Video is not playable

    Comment


    • echo_four commented
      Editing a comment
      Hey RENEGADE_666< good eye. I've made a ticket and I hope to get that fixed today. Thanks for reaching out to us and let us know if you spot anything else that looks off.

    Originally posted by Richard Hinckley View Post

    Thanks, Nooxet! The normal Git Pull request procedure should apply here, you'd just be submitting comments instead of the usual bug fixes or new features. Our API reference is generated based on code comments, so yours would be included the next time we update the API ref, which is typically once per major release.

    As a side note, have you considered using Epic Online Services (EOS)? EOS is sort of "OSS 2.0", and it does a lot of really powerful stuff. In case you're interested, here's the top page, and the top-level documentation page for EOS. It also has its own API reference, samples, and thorough documentation.

    You can find more information about contributing to the engine here: https://docs.unrealengine.com/en-US/...eal/index.html

    If you'd like to write snippets of sample code that we can use on specific API reference pages, instructions for that are here: https://docs.unrealengine.com/en-US/...ets/index.html

    And this page tells you how to get the latest engine code from Epic: https://docs.unrealengine.com/en-US/...ets/index.html

    Thanks again for your interest in our API reference!
    Thanks for your reply, I will be making pull-requests soon. I had not seen the EOS system, I just got OSS to work, but it definitely looks interesting so I might indeed rewrite some stuff
    I would also be happy to provide example code, as I often search for it myself when trying to understand how the engine works.

    Cheers

    Comment


      In this page:
      https://docs.unrealengine.com/en-US/...ent/index.html

      The functions InitBoxExtent and SetBoxExtent have the descriptions interchanged I think.

      Comment


      • echo_four commented
        Editing a comment
        Hey ゼタク, thanks for the feedback. I've created a ticket and passed this along to the rest of the Docs team. Please let us know if you spot anything else like that on the docs site.

      • echo_four commented
        Editing a comment
        Hello again ゼタク. I spoke with some colleagues and I wanted to give you an update. So it looks like these pages are actually accurate. These comments correspond to the same functions in the source code. Upon checking the code, they are also correct in describing the behaviors of the functions. As such, there's nothing for us to update. Thanks again, and please let us know if you spot anything else that we should look into.

      An observation, offered in the hope it's constructive:

      The danger with code-extracted documentation is that it kinda looks like documentation, but sometimes, it really doesn't fill the actual written documentation needs.


      Click image for larger version  Name:	documentation-for-keyboard-focus.jpg Views:	0 Size:	52.9 KB ID:	1848854

      This is the essence of auto-generated documentation with great style, and zero content.

      What does it mean to have keyboard focus? Is keyboard focus different from just "focus?" Can this function fail, and if so, what happens? What are the pre-requisites for using this function, and why would I want to use it?


      Click image for larger version  Name:	shrug-emoji-purple-brown-woman.png Views:	0 Size:	107.5 KB ID:	1848856

      If there at least were some breadcrumbs and "see also" on these documentation pages, it might save the situation, even if you can't actually go in and write good prose for each and every function there is (which would be a lot of work, understood!)

      Comment


      • echo_four commented
        Editing a comment
        Hey jwatte, thanks for reaching out to us. Yeah you raise a good point. Since the API docs are pulling information from other places, it can cause some sections to be a bit sparse. Furthermore, it can sometimes be hard to see how one doc relates to another. This is something we've talked about in the past as team, and that we continue to try and improve. I'll pass along your feedback and see if the team has any thoughts on how we can improve these docs.

      https://docs.unrealengine.com/en-US/...ine/index.html
      Material Instance Parameters These are palced in a material uniform buffer where any draws using the same Material Instance can merge.

      Comment


      • echo_four commented
        Editing a comment
        Hey RENEGADE_666, thanks for pointing this out to us. I've fixed the typo, and you should see it on the live page in a day or so (once we've pushed updates). Thanks again, and let us know if you spot anything else that looks off.

      According to the documentation https://docs.unrealengine.com/en-US/...ngs/index.html there should be a setting for Standalone Window Size.
      However in 4.26 it seems to be missing, I see only three settings. I can't find no explanation anywhere.

      Click image for larger version

Name:	settings.png
Views:	82
Size:	10.5 KB
ID:	1849869

      Comment


      • echo_four commented
        Editing a comment
        Hey Eskel, thanks for reaching out to us. I've passed along your feedback so we can take a look at that page.

      unreal engine dont open because wmfmedia, what is the problem please!

      Comment


      • echo_four commented
        Editing a comment
        Hey Gabriel Otu! It sounds like you're having some trouble launching UE. I'd recommend you check out our support page for possible solutions (https://www.unrealengine.com/en-US/support). If there's anything wrong with the documentation please let us know so we can take a look.

      Usually the documentation work fine and it's amazing! But now I've been trying to follow this doc for hours on end and it just doesn't work. My computer was clean formatted, I tried on unreal 4.25.4 and 4.26, neither worked. Also I don't get the same packaging options in my project, I don't have ETC1.

      I fine combed the documentation, I'm inclined to think it needs a revision!

      Spec: Windows 10 with a Lenovo P1 2019 with a Quadro P2000. The android Nougat (API 25) device I used is a Samsung Galaxy J3 2016.

      https://docs.unrealengine.com/en-US/...ent/index.html (No issue with this one)

      https://docs.unrealengine.com/en-US/...ted/index.html (completed all these steps without problem)

      https://docs.unrealengine.com/en-US/...dio/index.html (I only get DXT, ETC2 and ASTC in the packing options)

      Comment


      • echo_four commented
        Editing a comment
        Hey Pompompelam thanks for reaching out to us. Sorry to hear you're having trouble. I've passed your feedback along to the rest of the Docs team. Hopefully we can take a look at this doc and update it soon.

      Hi there docu-friends :-) Hey, the toolchain links don't work on this page because of a mixed-content error. The error is because serving http links from httpS pages is insecure:

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

      Mixed Content: The site at '<URL>' was loaded over a secure connection, but the file at '<URL>' was redirected through an insecure connection. This file should be served over HTTPS. This download has been blocked. See <URL> for more details.

      Comment


      • echo_four commented
        Editing a comment
        Hello again FunAndFriendly! Always great to hear from you. That's super lame about the links, we'll see what we can do to update them. As a temporary workaround, I was able to right-click and select "open link in new tab" or "open link in new window" and they started downloaded. Can you test that and let us know if it works for you?

      Originally posted by FunAndFriendly View Post
      Hi there docu-friends :-) Hey, the toolchain links don't work on this page because of a mixed-content error. The error is because serving http links from httpS pages is insecure:

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

      Mixed Content: The site at '<URL>' was loaded over a secure connection, but the file at '<URL>' was redirected through an insecure connection. This file should be served over HTTPS. This download has been blocked. See <URL> for more details.
      No worries echo_four, yes right-click works for me. Thank you!

      Comment


        Hi,

        Page: Referencing Actors, paragraph "Direct Blueprint Communication Referencing" after executing all the steps from the example expected result was reached, but with errors.

        Log:

        Code:
        Blueprint Runtime Error: "Accessed None trying to read property TargetBP". Blueprint: Blueprint_Effect_Fire Function: Execute Ubergraph Blueprint Effect Fire Graph: EventGraph Node: Deactivate
        Blueprint Runtime Error: "Accessed None". Blueprint: Blueprint_Effect_Fire Function: Execute Ubergraph Blueprint Effect Fire Graph: EventGraph Node: Deactivate
        Thx <3

        Comment


        • echo_four commented
          Editing a comment
          Hey LegioMortem, thanks for reaching out to us. I've passed along your feedback to the rest of the Docs team. We'll investigate your report and see what we can do to update that page. Thanks again, and let us know if you find anything else on the site that looks off.

        I was trying to find some C++ documentation for physical material, and the two links I found does not seem to work:
        https://docs.unrealengine.com/en-US/...ial/index.html
        https://docs.unrealengine.com/en-US/...ype/index.html
        https://docs.unrealengine.com/en-US/...ype/index.html

        After some digging I found this link:
        https://docs.unrealengine.com/en-US/...ial/index.html
        which in turn leads me to
        https://docs.unrealengine.com/en-US/...ial/index.html
        which seems to be what I am looking for. But, again searching the docs led me to the links at the top which is not working.

        This seems to be just a simple redirect, or just updating the links and replace "Engine" with "PhysicsCore"

        Thank you!

        Comment


        • echo_four commented
          Editing a comment
          Hey Nooxet, thanks for pointing these out to us and sorry that these links are giving you trouble. It looks they there are some pages that aren't linked correctly. I've passed along your feedback to the rest of the team, so hopefully we can get these pages fixed soon. Thanks again and please let us know if you find anymore like these.
      Working...
      X