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  • started a topic Reporting Issues for Documentation

    Reporting Issues for Documentation

    First off, thank you for taking the time to help us improve UE4 Documentation!

    We request that issues found within documentation please be submitted within this thread (this may change at a later date). If you have multiple issues to report, we ask that you use your best judgment and if need be make a separate reply for each. This will allow us to track each issue more easily.

    HOW TO REPORT ISSUES WITHIN THIS THREAD

    • Please remember to always Search the thread first, to see if your issue has already been reported.
    • If your issue has not been previously reported, then please proceed to reply to this thread specifying what the defect is.
    • Again, please make a new reply for each separate issue, and use the following format whenever you are able:

    Engine version: The version number of the Unreal Engine which you are currently using. For example: 4.7.2. This is mainly for when you are reporting an issue, that a certain portion of documentation is out-of-date, and to show what version of the engine this was checked against.

    Detailed description of the issue: Please remember to include all potentially relevant information (what page you were on, where the issue is located, linking to the page itself).

    Screenshots: We encourage you to include a screenshot(s) whenever they may prove helpful in understanding the issue.

    Additional info that is helpful: Browser used, how you were viewing the documentation (mobile, tablet, second monitor with different resolution). This will be primarily helpful when there appears to be a formatting issue present. Example: I was viewing the documentation on a tablet and the search window is cutoff and unable to use.


    What kind of issues are we asking about?
    • Out-of-date information
    • Spelling or Punctuation errors
    • Out-of-date image(s)
    • Link errors (Wrong page, 404, ex...)
    • Formatting Issues


    Once again, we thank each and every one of you very much for your help!

  • replied
    Following the documentation "Automation Technical Guide" - https://docs.unrealengine.com/en-US/...ide/index.html

    FEngineAutomationTestUtilities is not defined, neither is ATF_Game (running a search through all .cpp and .h files in engine) and it's unclear which dependencies are required to include for the snippets to run.
    Engine version: 4.23

    Leave a comment:


  • replied
    Engine version: 4.23

    Detailed description of the issue: The Python introduction page (https://docs.unrealengine.com/en-US/...roduction.html) has a broken link.
    It points to https://docs.unrealengine.com/en-us/...r-using-Python but it should probably be https://docs.unrealengine.com/en-US/...omation/Python.

    Screenshots:
    Click image for larger version

Name:	ue4docissue01.png
Views:	1
Size:	80.0 KB
ID:	1672378


    Additional info that is helpful: Firefox Quantum 69.0.2, Desktop (Windows 10)

    Leave a comment:


  • commented on 's reply
    The ContentBrowser API link should be fixed now.

  • commented on 's reply
    This should be fixed now.

  • commented on 's reply
    I see what’s happening. There is a redirect rule that is being overzealous and messing that URL up. I’ll get it fixed up tomorrow.

  • replied
    Jeff it's in the API section
    https://docs.unrealengine.com/en-US/API/index.html

    If you search for ContentBrowser in the Editor section, that's the one

    It also came up in google searches

    Leave a comment:


  • commented on 's reply
    That's not a valid link. Where did you find that?

    It looks like the Content Browser URL but with an API stuck in there: https://docs.unrealengine.com/en-US/...ser/index.html

  • replied
    I was searching for some API info today and encountered a lot a lot of pages just not working (lead back to the home page)
    A few I remember:

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

    Also the link that automatically opens from the editor when you package for android but don't have android SDK setup.


    Leave a comment:


  • replied
    Originally posted by S-ed View Post
    It'll be fixed on our next publish. The other ink had some content issues that I had to resolve. Apologies for the delay.

    Leave a comment:


  • replied
    Greetings!

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

    For a crash course on using RDG with many examples, see the following Power Point slide deck: RDG 101: A Crash Course
    And the link is 404.

    Leave a comment:


  • replied
    Originally posted by squeegeesus View Post
    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?
    I think it would be even better if these would be recorded in a public bug tracker system, not in 1999-style with forum topics. Currently we have no chance to follow any of these issues, as all of them receive a copy-paste "Thanks for reporting this issue. I'll pass this along to the appropriate contact here at Epic." message, which is fine of course, but then some of the issues stay unresolved, which we can't follow up or see the reason why.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • commented on 's reply
    Thanks for reporting this issue. I'll pass this along to the appropriate contact here at Epic.

  • commented on 's reply
    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 :-)
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