From 1e8148f8c0c0d44a6e280fdc8490263e9f320fc1 Mon Sep 17 00:00:00 2001 From: Arnaud Jamin Date: Wed, 11 Oct 2023 01:37:57 -0400 Subject: [PATCH] Update README.md --- README.md | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) diff --git a/README.md b/README.md index cbfd339..ee58bbc 100644 --- a/README.md +++ b/README.md @@ -196,7 +196,7 @@ The Cog repository has the following structure: Cog has multiple plugins to ease the integration for projects that do not use the `Ability System Component` or `Enhanced Input`. For the next steps, it is assumed all the plugins are used. -
+ - Setup up module dependencies: ```c# // CogSample.Build.cs @@ -238,7 +238,7 @@ public class CogSample : ModuleRules } ``` -
+ - In the class of your choice (in the sample we use the GameState class) add a reference to the CogWindowManager: ```cpp // ACogSampleGameState.h @@ -268,7 +268,7 @@ class ACogSampleGameState : public AGameStateBase }; ``` -
+ - Instantiate the CogWindowManager and add some windows: ```cpp // ACogSampleGameState.cpp @@ -298,14 +298,14 @@ void ACogSampleGameState::BeginPlay() } ``` -
+ - Define which key will toggle the input from the game to Imgui: ```cpp // ACogSampleGameState.cpp FCogImguiModule::Get().SetToggleInputKey(FCogImGuiKeyInfo(EKeys::Insert)); ``` -
+ - Tick the CogWindowManager: ```cpp // ACogSampleGameState.cpp @@ -319,7 +319,7 @@ void ACogSampleGameState::Tick(float DeltaSeconds) } ``` -
+ - Implement Cog Interfaces on your desired actor classes: ```cpp // CogSampleCharacter.h @@ -340,5 +340,5 @@ class ACogSamplePlayerController , public ICogCommonPossessorInterface ``` -
+__ - In Unreal Editor create and configure the Data Assets