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Last edited by jasper.law; 08-12-2019, 11:21 AM.
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A bug in audio docs.
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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
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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:
SeeUObject Instance Creationfor detailed info on the various methods of creating instances ofUObjectclasses 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).
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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The Object creation page included an outdated version of the above page along with some other functions that no longer exist so we are removing it.
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Thanks for pointing this out. I believe that page should have been retired in favor of this one:
https://docs.unrealengine.com/en-US/...art/index.html
I'm going to look into why it is still available.
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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
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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.
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Originally posted by Talad View PostHi, 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.
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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.
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.
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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.
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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.
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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.
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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")
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" )
Josh
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