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    Originally posted by AlFlakky View Post
    http://docs.unrealengine.com/latest/...wTo/index.html

    "Add a Custom Trace Type to your Project" link leads to a blank page

    You should remove this link, because there are instructions to this inside "Add a Custom Object Type to your Project"
    Howdy AlFlakky,

    Thank you for the feedback about these pages. We has a couple of pages go through our publishing that had minimal to no information on them. These pages were supposed to be placeholders but got pushed live. We are hoping to get these pages filled out with information soon.

    Thanks again and have a great day!

    Comment


      Article: https://docs.unrealengine.com/latest...a/2/index.html

      Engine version: 4.9.2

      Description:
      3. In CameraDirector.cpp, add the following line of code to the top of the file, right underneath the other #include lines:

      #include "Kismet/GameplayStatics.h"

      The GameplayStatics header file gives us access to some useful general-purpose functions, one of which we will need for this tutorial.
      If you follow those instructions, it produces a compiler error:
      fatal error C1083: Cannot open include file: 'Kismet/GameplayStatistics.h': No such file or directory
      Could it be that this is outdated? The tutorial project works just fine if you simply leave out that line.
      Broad Strokes | Jan Kaluza | Marketplace Release: 'Over 9000 Swords' Modular Melee Weapon System
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      Comment


        On page:
        https://docs.unrealengine.com/latest...ype/index.html

        Tha Struct value are not in front of the comment. There is a gap of 1 row.

        Comment


          Originally posted by Kashaar View Post
          Article: https://docs.unrealengine.com/latest...a/2/index.html

          Engine version: 4.9.2

          Description:


          If you follow those instructions, it produces a compiler error:


          Could it be that this is outdated? The tutorial project works just fine if you simply leave out that line.
          It's GameplayStatics.h not GameplaStatistics.h

          Comment


            https://docs.unrealengine.com/latest...nts/index.html

            /** FActory method for instantiating templatized TobjectReplicator class for subobject replication */
            virtual class FObjectReplicatorBase * InstantiateReplicatorForSubObject(UClass *SubobjClass);

            There is no such thing as FObjectReplicatorBase or InstantiateReplicatorForSubObject in the engine code, probably was removed in <=4.9.

            Comment


              https://docs.unrealengine.com/latest...hts/index.html

              There are two mistakes:
              1. The "See More Information" lines under Sky Light and Spot Light are switched, each referring to the other one.

              2. That page's link to the page on Sky Lights is currently listed as:

              https://docs.unrealengine.com/latest...ght/index.html

              but that does not work (I am on a Windows 10 PC using Google Chrome Version 46.0.2490.86 m, though I also tested it on MS Edge).
              I found the proper link at:

              https://docs.unrealengine.com/latest...ght/index.html

              The only difference is the use of a lowercase L in "Skylight" in the link when the actual page uses a capital L.

              Comment


                On the Rendering Components page
                https://docs.unrealengine.com/latest...ing/index.html

                under "Instanced Static Mesh Component" it attempts to link to a Procedural Room Generation video using the link
                https://docs.unrealengine.com/latest...paign=learntab

                That link is not found, but I did find this page, which is maybe what that link is suppoed to point to:
                https://docs.unrealengine.com/latest...5eI/index.html
                Last edited by Badger Bone; 11-20-2015, 02:57 PM.

                Comment


                  Howdy Badger Bone,

                  Thank you for your feedback!

                  Originally posted by Badger Bone View Post
                  https://docs.unrealengine.com/latest...hts/index.html

                  There are two mistakes:
                  1. The "See More Information" lines under Sky Light and Spot Light are switched, each referring to the other one.

                  2. That page's link to the page on Sky Lights is currently listed as:

                  https://docs.unrealengine.com/latest...ght/index.html

                  but that does not work (I am on a Windows 10 PC using Google Chrome Version 46.0.2490.86 m, though I also tested it on MS Edge).
                  I found the proper link at:

                  https://docs.unrealengine.com/latest...ght/index.html

                  The only difference is the use of a lowercase L in "Skylight" in the link when the actual page uses a capital L.
                  I have gone in and switched the links on the page you have reported. These links should be updated after the next publishing.

                  Originally posted by Badger Bone View Post
                  On the Rendering Components page
                  https://docs.unrealengine.com/latest...ing/index.html

                  under "Instanced Static Mesh Component" it attempts to link to a Procedural Room Generation video using the link
                  https://docs.unrealengine.com/latest...paign=learntab

                  That link is not found, but I did find this page, which is maybe what that link is suppoed to point to:
                  https://docs.unrealengine.com/latest...5eI/index.html
                  I have updated the link so that you are no longer brought to a 404 page and are sent to the Wiki page where that tutorial is located. This will link correctly once the next publishing is complete.

                  Thanks again and have a great day!

                  Comment


                    Thanks for the heads up Chariots! I think this is an easy fix. On that page it looks like the 14 mips info got added to the chart but just not updated as the max number in the info located higher up on the page.
                    Last edited by [Epic] Gribbs; 12-02-2015, 10:16 AM. Reason: Picture removed

                    Comment


                      On the FString page, section "Numeric and Other Variables"
                      https://docs.unrealengine.com/latest...othervariables

                      The first section is titled "From FString" but the table is to string.

                      Likewise, the second section is titled "To FString" but the table is from string. It also incorrectly labels the column in the table as "Conversion to String" instead of from.

                      Comment


                        Originally posted by Badger Bone View Post
                        On the FString page, section "Numeric and Other Variables"
                        https://docs.unrealengine.com/latest...othervariables

                        The first section is titled "From FString" but the table is to string.

                        Likewise, the second section is titled "To FString" but the table is from string. It also incorrectly labels the column in the table as "Conversion to String" instead of from.
                        Howdy Badger Bone,

                        Thanks for pointing out this error in our Documentation. I have just fixed this page internally with the fixes you have provided. This page fix will show correctly after the next publishing.

                        Thanks again and have a great day!

                        Comment


                          For the CannotImplementInterfaceInBlueprint page:
                          https://docs.unrealengine.com/latest...int/index.html

                          the links to "BlueprintNativeEvent" and "BlueprintImplementableEvent" are each pointing to the page for the other one.

                          Comment


                            Originally posted by Badger Bone View Post
                            For the CannotImplementInterfaceInBlueprint page:
                            https://docs.unrealengine.com/latest...int/index.html

                            the links to "BlueprintNativeEvent" and "BlueprintImplementableEvent" are each pointing to the page for the other one.
                            Hey again Badger Bone,

                            Sorry about the mix up on the links on the linked page. I have gone in a fixed the links so that they will take send you to the correct page. They will link to the correct page once the next publishing is complete.

                            Thanks again and have a great day!

                            Comment


                              Missing Line of Code in C++ documentation (incomplete tutorial)

                              Engine Version: 4.10.2

                              Description: Missing line of code

                              Details: https://docs.unrealengine.com/latest...t/3/index.html

                              Description: The final code snippet is missing the code that makes the Pawn move along the X and Y axis, it scales fine:


                              // Sets default values
                              AMyPawn::AMyPawn()
                              {
                              // Set this pawn to call Tick() every frame. You can turn this off to improve performance if you don't need it.
                              PrimaryActorTick.bCanEverTick = true;

                              // Set this pawn to be controlled by the lowest-numbered player
                              AutoPossessPlayer = EAutoReceiveInput::Player0;

                              // Create a dummy root component we can attach things to.
                              RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("RootComponent"));
                              // Create a camera and a visible object
                              UCameraComponent* OurCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("OurCamera"));
                              OurVisibleComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("OurVisibleComponent"));
                              // Attach our camera and visible object to our root component. Offset and rotate the camera.
                              OurCamera->AttachTo(RootComponent);
                              OurCamera->SetRelativeLocation(FVector(-250.0f, 0.0f, 250.0f));
                              OurCamera->SetRelativeRotation(FRotator(-45.0f, 0.0f, 0.0f));
                              OurVisibleComponent->AttachTo(RootComponent);
                              }
                              I had to add RootComponent->SetMobility(EComponentMobility::Movable); to get it to function properly.

                              Comment


                                BlueprintReadWrite annotated methods must be public in Intro to C++ Programming in UE4

                                Engine Version: 4.10.2

                                Description: Unclear or incorrect information when declaring methods annotated with BlueprintReadWrite

                                Details: It's not clear that these methods should be declared public from the documentation :


                                Before continuing to the section below, let us add a couple of properties to this sample class. There is already a property to control the total amount of damage this actor will deal out, but let us take that further and make that damage happen over time. The code below adds one designer settable property and one that is visible to the designer but not changeable by them.

                                UCLASS()
                                class AMyActor : public AActor
                                {
                                GENERATED_BODY()

                                UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Damage")
                                int32 TotalDamage;

                                UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Damage")
                                float DamageTimeInSeconds;

                                UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Transient, Category="Damage")
                                float DamagePerSecond;

                                ...
                                };
                                I get this error when I compiled them the way it is shown in the doc:
                                C:/Users/tyoun/OneDrive/Documents/Unreal Projects/SandBox/Source/SandBox/MyActor.h(13) :
                                rror : Failed to generate code for SandBoxEditor - error code: OtherCompilationError (5) BlueprintReadWrite should not be used on private members


                                Declaring them private works but it's not clear from the docs that this should be done.

                                Comment

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