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    Engine Version: 4.20

    https://api.unrealengine.com/INT/API...ume/index.html

    Says the header is located in Runtime/Engine/Classes/AI/Navigation/NavMeshBoundsVolume.h when it's now Runtime/NavigationSystem/Public/NavMesh/NavMeshBoundsVolume.h.
    Last edited by Superwig; 08-01-2018, 02:32 PM.

    Comment


      Originally posted by Superwig View Post
      Engine Version: 4.20

      https://api.unrealengine.com/INT/API...ume/index.html

      Says the header is located in Runtime/Engine/Classes/AI/Navigation/NavMeshBoundsVolume.h when it's now Runtime/NavigationSystem/Public/NavMesh/NavMeshBoundsVolume.h.
      Thanks for pointing that out. We'll look into what's going on with the document generation that it has the wrong path for that file.

      Comment


        FORMATTING ERROR:

        Many of the guides on wiki.unrealengine.com have formatting errors. For instance, notice this Rama tutorial here: https://imgur.com/a/k64RkU6

        Seems like the syntax highlight tags are no longer working. This is widespread across various wiki posts.

        Thanks

        Comment


          Break <structName> blueprint node outputs are by-value, not by-reference. This important piece of information is missing from https://docs.unrealengine.com/en-us/...iables/Structs

          Comment


            The "Foreach" blueprint node is missing from https://docs.unrealengine.com/en-us/...de/FlowControl . When adding it to the documentation, be sure to mention that the "array element" output is copied (by-value), not by-reference.

            Comment


              The "Print String" blueprint node does nothing in release builds in a packaged game, and the mousehover tooltip says so.
              The "Fill Data Table from CSV String" blueprint node also does nothing in release builds in a packaged game, but the mousehover tooltip says nothing about this.

              Comment


                The "Set Pitch Multiplier" and "Set Global Pitch Modulation" blueprint nodes have an undocumented upper/lower bound on the usable input range. When the input pitch multiplier is between approximately 0.4 and approximately 2.0, the results are as expected: 0.4 results in the audio playing at 0.4 pitch/speed, and 2.0 results in the audio playing at 2.0 pitch/speed.

                However, when setting the pitch multiplier outside of this range, the modules misbehave. (e.g. when setting the pitch multiplier to 0.001, the audio runs not at 0.001 pitch/speed but at 0.38 pitch/speed. And when setting the pitch multiplier to 1000, the audio runs not at 1000 pitch/speed but at 2.27 pitch/speed.)

                Comment


                  Issue on this page: https://api.unrealengine.com/INT/API...PlatformTypes/
                  The descriptions do not match the types. Already mentioned by someone 2 years ago, but has not been fixed yet.

                  Comment


                    Originally posted by xandreq View Post
                    Issue on this page: https://api.unrealengine.com/INT/API...PlatformTypes/
                    The descriptions do not match the types. Already mentioned by someone 2 years ago, but has not been fixed yet.
                    I've edited the source file and put it in for engineer review. This kind of change will generally not be taken this late in a release cycle, so it may be in 4.21, or it may have to wait for 4.22. Thanks for bringing it up again.

                    Comment


                      Mistake on Interfaces page in section "Implementing Your Interface in C++"
                      C++ implementation of the interface has a method with overriding, while this method in parent class not virtual (and cannot be because of used UFUNCTION specifiers), and example code just not compiling.

                      Comment


                        I didn't notice there raport thread, here a issues i reported about API reference:

                        https://forums.unrealengine.com/unre...n-api-refrence
                        =========
                        My Tutorials:
                        Basic knowledge about Classes and UObject environment and stuff like that

                        Comment


                          Originally posted by desman735 View Post
                          Mistake on Interfaces page in section "Implementing Your Interface in C++"
                          C++ implementation of the interface has a method with overriding, while this method in parent class not virtual (and cannot be because of used UFUNCTION specifiers), and example code just not compiling.
                          I forgot to thank you for pointing this out, but the page has been updated. So...belated thanks!

                          Shadowriver, I've replied to your other thread since the relevant content is over there, and your request looks valid and has been added to the list.

                          Comment


                            • Out-of-date information
                            • Tested on version 4.17

                            Here https://docs.unrealengine.com/en-us/...ctionLibraries

                            code example has
                            Code:
                            {
                            GENERATED_UCLASS_BODY()
                                /** Starts an analytics session without any custom attributes specified */
                                UFUNCTION(BlueprintCallable, Category="Analytics")
                                static bool StartSession();
                            Should be this instead
                            Code:
                            {
                            GENERATED_BODY()
                                /** Starts an analytics session without any custom attributes specified */
                                UFUNCTION(BlueprintCallable, Category="Analytics")
                                static bool StartSession();

                            Solution for compile error caused by this suggested here: https://answers.unrealengine.com/que...g-through.html

                            ps: also one could put #include "Kismet/BlueprintFunctionLibrary.h" somewhere on the top, as a reminder.

                            Comment


                              Hi! A friend of mine was confused by the documentation example about the While Loop on the Flow Control Page. Looking at it I saw that the example for the while is completely wrong. You should update the picture of the graph
                              Here is the link, look at the last picture: https://docs.unrealengine.com/en-us/...de/FlowControl

                              Comment


                                Sly.DW Thanks for reporting the WhileLoop issue! I've passed the information on to the writer for that area.

                                Jim Bradbury | Learning Resources | Epic Games
                                Jim Bradbury | Learning Resources | Epic Games

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