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    Hello guys,
    I can’t have access to that tutorial on the documentation.
    looking to make a widget virtual keyboard.
    https://docs.unrealengine.com/latest...tup/index.html
    The page doesn’t exist and clicking on it make me land on the general page.

    Thanks for your help guys,

    Regards,
    Matthieu

    Comment


    Linking error in "PSO Caching guide"

    Engine version
    : N/A

    Detailed description of the issue: After searching for "PSO" in search bar, and the clicking at the first result "PSO Caching - docs.unrealengine.com" , user lands at docs index page, not at the desired page describing PSO caching.

    Additional info:
    Upon some investigation, it seems that the URL is at fault. That is, Faulty URL returned by the search is "https://docs.unrealengine.com/en-US/...ing/index.html" but remove the "-" from between "PSO" and "Caching" (this results in this URL https://docs.unrealengine.com/en-US/...ing/index.html) and the proper page loads.

    Comment


    • Jim.Bradbury commented
      Editing a comment
      Thanks for reporting this issue. I'll pass this along to the appropriate contact here at Epic.

    • Jim.Bradbury commented
      Editing a comment
      I checked on this, and we're working on updating a redirect to fix this issue.

    Didn't find better place to repport that, but it seems that the Documentation for BlueprintAPI, on google Chrome windows 10, has an error code turning into an infinite loop loading CPU usage. https://docs.unrealengine.com/en-US/...API/index.html
    All of its children seems to suffer that issue too, I can't test further cause it hurts my hardware way too much.

    Comment


    • Jeff Wilson commented
      Editing a comment
      This must have slipped through. I will get it fixed ASAP.

    • Jeff Wilson commented
      Editing a comment
      This issue should be fixed now. You may have to force the page to reload (Ctrl+F5 or Shift+F5) to get it to update though.

    I was reading the Introduction to C++ page under the TSet heading (https://docs.unrealengine.com/en-US/...ndex.html#tset) and it states

    Remember that currently, the only container class that can be marked as a UPROPERTY is TArray. This means other container classes cannot be replicated, saved, or have their elements garbage collected for you.
    However, going through the Action RPG learning resource (https://www.unrealengine.com/marketplace/en-US/slug/action-rpg), I noticed this:

    UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Inventory)
    TMap<URPGItem*, FRPGItemData> InventoryData;
    I'm not sure at this point if the code or the documentation is wrong.

    Comment


    • Jim.Bradbury commented
      Editing a comment
      Thanks for reporting this issue. I'll pass this along to the appropriate contact here at Epic.

    Originally posted by DerHalbDeutscheZ View Post
    I was reading the Introduction to C++ page under the TSet heading (https://docs.unrealengine.com/en-US/...ndex.html#tset) and it states



    However, going through the Action RPG learning resource (https://www.unrealengine.com/marketplace/en-US/slug/action-rpg), I noticed this:



    I'm not sure at this point if the code or the documentation is wrong.
    The TArray documentation is out of date - TSet and TMap can now be tagged with UPROPERTY. We've made a JIRA to fix that. Thanks for pointing it out!

    Comment


      Engine Version : 4.22
      Description : Incorrect Document for Engine verison 4.22. ( The doc may be for 4.23 )
      Link : https://docs.unrealengine.com/en-US/...nce/index.html
      Detail :
      Click image for larger version

Name:	_15640196678763.png
Views:	1
Size:	105.0 KB
ID:	1646150

      I think this is for engine 4.23 , but the document declare it's for 4.22. You can compare the source code between:
      • /4.23/Engine/Source/Programs/UnrealGameSync/MetadataServer/Global.asax.cs
      • /4.22/Engine/Source/Programs/UnrealGameSync/UnrealGameSyncMetadataServer/Global.asax.cs
      Engine 4.23 changed the database from SQLite to MySql, that's why this config need to be updated for 4.23, but not for 4.22.

      Comment


      • Jim.Bradbury commented
        Editing a comment
        Thanks for reporting this issue. I'll pass this along to the appropriate contact here at Epic.

      • Jim.Bradbury commented
        Editing a comment
        Confirmed that this content escaped a little early, and should be marked for 4.23 - correction in progress. Great catch!

      Engine Version : 4.22
      Description : Incorrect value for Additional Plist Data
      Link : https://docs.unrealengine.com/en-US/...art/index.html
      Detail :
      Click image for larger version  Name:	plist.jpg Views:	2 Size:	111.8 KB ID:	1647569

      Under iOS in section 2 'Additional Project Configuration', the value for Additional Plist Data should read : <key>NSCameraUsageDescription</key><string>UE4 needs permission to use the camera in order to use ARKit.</string>

      Comment


      • Jim.Bradbury commented
        Editing a comment
        Thanks for reporting this issue. I'll pass this along to the appropriate contact here at Epic.

      Hi, when you say we should report documentation issues to "this thread", do you mean to this *forum* or literally this specific thread? It seems like a recipe for a mess to keep posting documentation issues to the same 26-page thread, what happens when one issue has a follow-up question or further discussion? Wouldn't it make much more sense to create a new topic for each documentation issue?

      Comment


      • Jim.Bradbury commented
        Editing a comment
        Thanks for your comment! This is something that we've discussed internally, and I'll add your comment to the discussion.

        Note: I happen to be of the 'create a new thread for each unique issue' school of thought :-)

      https://docs.unrealengine.com/en-US/...age/index.html

      r.Upscale.Quality values are listed incorrectly as 1-6 instead of 0-5. According to the doc, r.Upscale.Quality=1 should give you Nearest Filtering, in reality it will give you Simple Bilinear and r.Upscale.Quality=0 would give you Nearest Filtering.

      Comment

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