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    Engine Version: Latest
    Links: https://docs.unrealengine.com/latest...ML5/index.html
    Detailed description of the issue: The link to the TappyChicken HTML5 sample is broken. The link (https://www.unrealengine.com/html5/) redirects to the UE blog (https://www.unrealengine.com/en-US/blog).

    Several solutions come to mind if it's not just a web server config issue. The link could be replaced with the link to https://wiki.unrealengine.com/Tappy_Chicken_Sample_Game where user can download the project, or with direct download link.

    The same broken link appears in some old blog and forum posts too. (ie. https://www.unrealengine.com/en-US/b...-tappy-chicken, and https://forums.unrealengine.com/unre...l5-may-22-2014)

    Comment


      Table width style causes issues with wrapping.

       
      Spoiler

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

      Comment


        https://docs.unrealengine.com/en-us/...ocessMaterials



        so you multiply by 0,0 eh? I wonder what kind of magic can come out of that

        (the text below it says it should multiply by 0,1)
        Follow me on Twitter!
        Developer of Elium - Prison Escape

        Comment


          Originally posted by Chosker View Post
          I wonder what kind of magic can come out of that
          Go ahead and multiply the whole Docs set by zero for as much use as I can get out of them.
          If it wasn't for hunting around and finding a few lucky insightful 'sample projects' - I'd be lost!

          Comment


            Minor formatting issue: Indentation on the Coding Standards page
            Link: https://docs.unrealengine.com/latest...CodingStandard

            Description: Many of the code blocks seem to have swallowed the indentation of the first code line. This does not really matter except in the example case for the if-else section where it could possibly mislead new users.

            Comment


              Screenshot Comparison Tool Mislabel

              Description: Mislabeled images

              "Functional Screenshot Test" and "Functional UI Screenshot Test" are under the wrong images.

              Using Chrome on Windows 10.

              https://docs.unrealengine.com/en-US/Programming/Automation/ScreenShotComparison

              Click image for larger version

Name:	ScreenShotComparison.PNG
Views:	1
Size:	141.4 KB
ID:	1471173

              Comment


                TheCutestLunLun

                Thanks for pointing that out. I've just made the changes.
                Tim Hobson | Learning Resources | Epic Games
                UE4 Documentation
                Wiki Troubleshooting Guides: Lighting | Swarm Agent | Destructibles |
                _____________________________________________
                Follow me on Twitter @TimHobsonUE4 | My Personal Website
                Photons Be Free: Mini-Tutorials and other Curiosities

                Comment


                  Delete my account please.

                  https://forums.unrealengine.com/unre...nge-your-email

                  Comment


                    Engine Version: Latest
                    Links: https://docs.unrealengine.com/en-US/Engine/Blueprints/QuickStart/1
                    Detailed description of the issue: On step 10. when creating a Event Begin Play node, it redirects you to an already existing Event Begin Play node. Also when continuing with the guide, it cuts off. When moving on to https://docs.unrealengine.com/en-us/...s/QuickStart/2 it starts off completely unrelated to the first page in the guide.

                    Comment


                      this word "overloads" in introduction to c++ programming "https://docs.unrealengine.com/en-US/Programming/Introduction" under class wizard section
                      i think you mean "override" not "overloads" ... i am beginner & have a bad English so i am not sure about is that right or not.
                      & Thank you for read this.

                      Comment



                        Engine version: UE 4.19.2

                        Detailed description of the issue:

                        Visual Studio 2017 - put _REQUIRED_ for windows 10 in big bold letters, right near 'install UE4' so it does not get lost.

                        It does not make sense to me that I'll have to use vscode on my linux box and can not use it in windows 10, or at least the editor will not start without visual studio 2017 when I try to launch it from ... the launcher. There were rumors, wisps of suggestions that vscode could be selected once the editor was running, whatever, I figured I could figure that out later. I know RTFM but still...

                        https://docs.unrealengine.com/en-us/...ualStudioSetup

                        Going through the 'artist quick start', well, not going to see the above document about visual studio. And why the 'artist quick start' starts with C++ when there is absolutely no coding involved in the quick start is another mystery.

                        *** "Setting up for the first time" - would be nice if this was at the top of the document, instead of after what looks like an overly complicated way to set up the size of a side panel (possibly for VS2015).

                        Why? Because newbs like me might click willy nilly in the visual studio installer and end up with a bunch of stuff such as the unity editor, thinking the tick boxes are extensions or compatability helpers, especially after the editor will not launch because it can not find windows 8.1 sdk, and we may or may not have yet gotten to the part where visual studio refuses to cooperate until some sort of C++ project is made.

                        The rest of the tips are more vital resource savers, however one big friendly hint would be to warn how visual studio is going to search through 30,000 files or so looking for solutions to who knows what and making an 8GB laptop uncooperative while trying to change these settings.

                        After restarts and what not because of visual studio it is easy enough to hope that one is done when one has not in fact read the most important part of the document as it relates to what is needed, i.e. the missing windows 8.1 sdk. There was some other nonsense with visual studio 'setting up security' or some such but that is another wtf moment I do not want to expand upon right this minute.

                        To reiterate,
                        visual studio 2017 required for windows 10
                        these and only these checkboxes are required in visual studio installer (as indicated by the pic in the doc):

                        Workloads:
                        'game development with C++'

                        Optional:
                        C++ profiling tools
                        windows 10 sdk
                        windows 8.1 sdk <-- probably first error new users are going to get is this missing.

                        Comment


                          Engine Version: Latest
                          Links: https://docs.unrealengine.com/en-US/...CodingStandard
                          Detailed description of the issue: Coding Standard page typos

                          In section "C++11 and Modern Language Syntax" under "Strongly-Typed Enums" there are two strayed "</code>" tags in code examples.

                          And in section "Physical Dependencies", "UnScene.cpp" should probably read "UScene.cpp" in text: "File names should not be prefixed where possible; for example Scene.cpp instead of UnScene.cpp..."

                          Comment


                            Originally posted by livada View Post
                            Engine Version: Latest
                            Links: https://docs.unrealengine.com/en-US/...CodingStandard
                            Detailed description of the issue: Coding Standard page typos

                            In section "C++11 and Modern Language Syntax" under "Strongly-Typed Enums" there are two strayed "</code>" tags in code examples.

                            And in section "Physical Dependencies", "UnScene.cpp" should probably read "UScene.cpp" in text: "File names should not be prefixed where possible; for example Scene.cpp instead of UnScene.cpp..."
                            Thanks, we've fixed these.

                            Comment


                              Engine version: 4.20

                              Detailed description of the issue: If the step by step guide, in https://docs.unrealengine.com/en-US/...o/SpriteEffect the Step 16 actually belongs to step 19 or 20.
                              Screenshots: We encourage you to include a screenshot(s) whenever they may prove helpful in understanding the issue.

                              Link: https://docs.unrealengine.com/en-US/...o/SpriteEffect

                              Comment


                                Originally posted by amalsalim View Post
                                When MacOS is selected, the first bullet still gives a windows path.



                                1. First, locate the NVPACK\android-sdk-windows\tools folder on your Mac.
                                Hey Amalsalim,

                                Thanks for letting us know about the issues with the Mac version of Installing Additional Android SDK. I have gone ahead and fixed the first step to point to the correct folder name when viewed on a Mac. Please let us know if you find any more issues and thanks again for letting us know about this!

                                Cheers -

                                Sam Deiter

                                Comment

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