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    Using 4.21.2

    On the first C++ tutorial for Components and Collision:

    https://docs.unrealengine.com/en-us/...s/Components/1

    Step 2 states:
    In Visual Studio, we should open CollidingPawn.h and add the following code to the bottom of our class definition:
    UParticleSystemComponent *OurParticleSystem;
    To the best of my understanding, one is required to #include "ParticleDefinitions.h" for this to work, however it is never mentioned.

    Later in the page in the .h listing, the includes listed are only:

    Code:
    #include "GameFramework/Pawn.h"   
     #include "CollidingPawn.generated.h"
    Just testing the waters with Unreal coding, so I might be off track here, but this is to the best of my understanding.

    Comment


      christopher_sisk Thanks for reporting this 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

      Comment


        Article link: https://academy.unrealengine.com/Class/rendering_master

        Engine version: latest?

        Detailed description of the issue: Rending instead of Rendering?

        Screenshots: attached

        Additional info that is helpful:

        For next time, is this the right place for academy issues? When do we use a new topic vs a reply to this one?

        Thanks!
        Attached Files
        -----------

        Geo

        Comment


          nvisionstudio Hi Geo,

          Thanks for reporting this issue! I will pass this along to the appropriate contact here at Epic Games.

          It would be best if you start a new topic for issues.

          This 'reply to thread' approach may have come about before there was a separate Documentation Feedback area. I will check into cleaning up the 'sticky' threads, and updating the instructions for posting feedback.

          Thanks again!
          Jim Bradbury | Learning Resources | Epic Games

          Comment


            nvisionstudio I didn't realize that there is a feedback button for each class/chapter (in the lower right-hand corner of the screen). That is probably the best way to give feedback on the class/chapter content. (I've already passed along your earlier feedback.)

            Click image for larger version  Name:	Feedback.PNG Views:	1 Size:	2.1 KB ID:	1583271

            Click image for larger version

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            Thanks,
            Last edited by Jim.Bradbury; 02-11-2019, 10:41 AM.
            Jim Bradbury | Learning Resources | Epic Games

            Comment


              Engine Version : 4.21.2
              Description : Sample Code has Bugs.
              Links : https://docs.unrealengine.com/en-us/...ion/Blueprints
              Detail :
              • In The Run On Owning Client section, there are 2 bugs :
                • In Step 3, The "Inventory" Variable should not be set to Replicated, becourse it should be edit in a Event (e.g, AddItem or RemoveItem)which is called from server and run on Owning Client.
                • In Step 15 to 19, the Event "AddItem" and "RemoveItem" should write in ThirdPersonCharacter Blueprint, not in the Level Blueprint.
                • The Video at the buttom of the page is also wrong, because the AddItem and RemoveItem event always run on server, and then be replicated to clients. It should be called from server, and run on Owning Client.

              Comment


                falcon.cali Thanks for reporting this issue! I will pass this along to the appropriate contact here at Epic Games.
                Jim Bradbury | Learning Resources | Epic Games

                Comment


                  Article link: https://docs.unrealengine.com/en-us/...ishboneVehicle
                  "All the FBX assets used in the vehicle template are available here for download"
                  That URL is broken. It is at the very beginning of the article.

                  Comment


                    Saah88 Thanks for reporting this issue! We're checking into the broken URL/missing file - it's possible that it got missed in a earlier content migration. I've already passed this along to the appropriate contacts here at Epic Games.
                    Last edited by Jim.Bradbury; 03-06-2019, 09:06 PM.
                    Jim Bradbury | Learning Resources | Epic Games

                    Comment


                      Originally posted by christopher_sisk View Post
                      Using 4.21.2

                      On the first C++ tutorial for Components and Collision:

                      https://docs.unrealengine.com/en-us/...s/Components/1

                      Step 2 states:


                      To the best of my understanding, one is required to #include "ParticleDefinitions.h" for this to work, however it is never mentioned.

                      Later in the page in the .h listing, the includes listed are only:

                      Code:
                      #include "GameFramework/Pawn.h"
                      #include "CollidingPawn.generated.h"
                      Just testing the waters with Unreal coding, so I might be off track here, but this is to the best of my understanding.
                      Thanks for point that out. You're right. This tutorial was written in 2015, and back then we were over-aggressive on #includes. We changed this a while back to speed up compile times, but now programmers have to be more specific about what header files they need. This tutorial needs an update to reflect that.

                      Comment


                        docs.unrealengine.com do not respond.

                        Comment


                          Originally posted by VTalyh View Post
                          docs.unrealengine.com do not respond.
                          Sorry for the inconvenience! The site appears to be up for me now. I'm not sure what happened there.

                          Comment


                            Description : Misspelling
                            Link : https://docs.unrealengine.com/en-us/...rivenAnimation
                            Detail :
                            In step 6, there may be a misspelling of word "location" ?
                            Last edited by falcon.cali; 03-21-2019, 09:19 AM.

                            Comment


                              Originally posted by falcon.cali View Post
                              Description : Misspelling
                              Link : https://docs.unrealengine.com/en-us/...rivenAnimation
                              Detail :
                              In step 6, there may be a misspelling of world "location" ?
                              You're right, that's a typo. I've fixed it. Thanks!

                              Comment


                                Description : Typo
                                Link : https://docs.unrealengine.com/en-us/...n/Optimization
                                Detail :

                                Click image for larger version

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ID:	1598026

                                Comment

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