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    #91
    Originally posted by GmakerDOB View Post
    Since many of us spend a lot a time reading Documentations. A dark mode would be really great.
    Try the dark reader browser extension. Works beautifully on the UE4 docs and beyond.
    Last edited by jasper.law; 08-12-2019, 11:21 AM.

    Comment


    • Jeff Wilson commented
      Editing a comment
      There is now a dark mode option. Just use the selector at the bottom of any page to choose the dark skin.

    #92
    A bug in audio docs.

    Click image for larger version

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    Twitter | MinimalUI UE4 Editor Theme
    Dark Themes for: Forum | AnswerHub | Everything else

    Comment


    • Ro-Su- commented
      Editing a comment
      Thanks! I've logged an issue to get this fixed up. Will get back to you.

    #93
    Some weird asterix issues here:

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

    Click image for larger version

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    Twitter | MinimalUI UE4 Editor Theme
    Dark Themes for: Forum | AnswerHub | Everything else

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    • Jeff Wilson commented
      Editing a comment
      Thanks for pointing this out. I fixed it locally and will get it uploaded soon.

    #94
    Setting up android phone and PC for debugging
    https://docs.unrealengine.com/en-US/...ent/index.html

    Several minor issues: 1, states 4.19 for example but unclear if it will work with later engines; I think this is a general issue; 2, steps 5 to 9 should be sub-steps; 3, you can't run the adb command from a general command exe at Step 3 (or I couldn't); 4, you have to have Android Studio installed for these things to work.

    To get the adb command to work you can go to C:\Users\[NAME]\AppData\Local\Android\Sdk\platform-tools then shift-right click and select powershell / command. If you type in adb devices you may get an error. Powershell advised I can override the error by typing .\adb followed by any additional commands.

    Doing this got me the RSA key fingerprint on my phone and allowed me to properly connect - but I had to go to about 5 other sites to figure this out. Would be great if it can be properly updated

    Oh - and the phone absolutely has to be in PTP mode for the RSA to pop up (confirmed on several sites).
    Last edited by Valkyrie_Sound; 08-26-2019, 12:18 PM.
    LinkedIn | Insta | YouTube | SoundCloud | valkyrie-sound.com | Sound Design, Composition, Production
    Check it out!

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    • Ro-Su- commented
      Editing a comment
      Thanks! I've passed the feedback along to our mobile specialist.

    #95
    Probably just a work in progress item but on the Objects documentation page (https://docs.unrealengine.com/en-US/...cts/index.html) the link in the sentence:

    See
    UObject Instance Creation
    for detailed info on the various methods of creating instances of
    UObject
    classes for gameplay


    Goes to a re-direct that comes back to the same page (I'm actually looking for the page on UObject Instance Creation).

    Comment


    • Jeff Wilson commented
      Editing a comment
      The redirect got published without updating the parent page. It is meant to take you here if you want more details:

      https://docs.unrealengine.com/en-US/...t/3/index.html

      The Object creation page included an outdated version of the above page along with some other functions that no longer exist so we are removing it.

    #96
    The steps on this page are out of order: https://docs.unrealengine.com/en-US/...art/index.html

    Comment


    #97
    https://docs.unrealengine.com/en-US/...art/index.html

    you mention that the code will be at the bottom of the page several times, yet there's nothing

    Comment


    • Ro-Su- commented
      Editing a comment
      Thanks for the feedback! We just gave that page a pretty significant revamp, which includes 100% more sample code at the bottom of the page.

    #98
    Hi, I think I found a bug in the official documentation. Can you look at this page: https://docs.unrealengine.com/en-US/...ers/index.html and in particular to the picture with the blueprint using Set Master Pose Component.

    Set Master Pose Component function will never take multiple parameters as shown in the picture, but it will only parse the first one, so "Feet", am I right? To have all components properly setup you will have to call Set Master Pose Component for each component.

    Comment


      #99
      Originally posted by Talad View Post
      Hi, I think I found a bug in the official documentation. Can you look at this page: https://docs.unrealengine.com/en-US/...ers/index.html and in particular to the picture with the blueprint using Set Master Pose Component.

      Set Master Pose Component function will never take multiple parameters as shown in the picture, but it will only parse the first one, so "Feet", am I right? To have all components properly setup you will have to call Set Master Pose Component for each component.
      I don't think that's true, you can connect as many objects to a `Target` as you want, so it seems to be alright. Also in Blueprint there isn't "first one", it doesn't make a difference if you put something above something else.
      LinkedIn, Engine Contributions
      Polars (WIP), Game Jam Projects
      Marketplace: Viewport Utilities, Blueprint Streams, Control Structures

      Comment


        Originally posted by KristofMorva View Post

        I don't think that's true, you can connect as many objects to a `Target` as you want, so it seems to be alright. Also in Blueprint there isn't "first one", it doesn't make a difference if you put something above something else.
        The signature of that function is:
        void USkinnedMeshComponent::SetMasterPoseComponent(class USkinnedMeshComponent* NewMasterBoneComponent, bool bForceUpdate)

        How can a function call take multiple variables into the first parameter? Are you saying that the engine will call that function multiple times automatically? That's not how it works. Also I came to this as that setup is not working for me, it works only if I call Set Master Pose Component for each component.

        Comment


          Comment


            Originally posted by Talad View Post

            The signature of that function is:
            void USkinnedMeshComponent::SetMasterPoseComponent(class USkinnedMeshComponent* NewMasterBoneComponent, bool bForceUpdate)

            How can a function call take multiple variables into the first parameter? Are you saying that the engine will call that function multiple times automatically? That's not how it works. Also I came to this as that setup is not working for me, it works only if I call Set Master Pose Component for each component.
            The multiple variables are not linked to the first parameter, but to the Target, for which multiple inputs is allowed. You might have accidentally linked them to NewMasterBoneComponent instead?
            LinkedIn, Engine Contributions
            Polars (WIP), Game Jam Projects
            Marketplace: Viewport Utilities, Blueprint Streams, Control Structures

            Comment


              Hi, I keep taking my headset off to read a web page about how to use the headset in VR Edit Mode. It's very frustrating.

              Why isn't there a help/controls menu in the VR Edit menu? Or a starter level that walks through it? Either I missed these things or they dont exist, but it's a very frustrating UI to learn compared to others like Gravity Sketch.

              Comment


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

                ```
                Press the Side Buttons to grab the world and tap the Track Pad to instantly reset the world's scale back to your default Player's Size while editing.
                ```

                Doesn't include that you need to be scaling the world to start. This move can't be completed with one controller.

                Comment


                  Hi, can you please add an entry to the EnumRedirects section of the following page, to show how to redirect BP Enums to c++:
                  https://docs.unrealengine.com/en-US/...cts/index.html

                  Noting that BP enum values are always named: "NewEnumerator0", "NewEnumerator1", etc.
                  And that the class name needs to be overriden to "/Script/CoreUObject.Enum"

                  Here is an example entry:
                  Code:
                  +EnumRedirects=(OldName="/Game/BlueprintsPath/SourceBlueprintEnum.SourceBlueprintEnum",NewName="/Script/TargetModuleName.ETargetEnum",ValueChanges=(("NewEnumerator0","ETargetEnum::ValueA"),("NewEnumerator1","ETargetEnum::ValueB"),("NewEnumerator2","ETargetEnum::ValueC")),OverrideClassName="/Script/CoreUObject.Enum")
                  Here's what the expanded view should look like:
                  Code:
                  +EnumRedirects=(
                      OldName="/Game/BlueprintsPath/SourceBlueprintEnum.SourceBlueprintEnum",
                      NewName="/Script/TargetModuleName.ETargetEnum",
                      ValueChanges=(
                          ("NewEnumerator0","ETargetEnum::ValueA"),
                          ("NewEnumerator1","ETargetEnum::ValueB"),
                          ("NewEnumerator2","ETargetEnum::ValueC")
                      ),
                      OverrideClassName="/Script/CoreUObject.Enum"
                  )
                  Thanks,
                  Josh

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