Update README.md

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Arnaud Jamin
2025-02-06 01:07:16 -05:00
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@@ -25,7 +25,7 @@ General Info:
Displays the gameplay abilities of the selected actor. Displays the gameplay abilities of the selected actor.
[![Abilities](https://github.com/arnaud-jamin/Cog/assets/13844285/cc6cb2af-eb9a-42fd-8ae5-80b5c7b361e9)]() ![Abilities](https://github.com/user-attachments/assets/b332cf3a-9fee-408f-a86e-157c513c0ee2)
- Click the ability checkbox to force its activation or deactivation. - Click the ability checkbox to force its activation or deactivation.
- Right click an ability to remove it, or open/close the ability separate window. - Right click an ability to remove it, or open/close the ability separate window.
- Use the 'Give Ability' menu to manually give an ability from a list defined in a Data Asset. - Use the 'Give Ability' menu to manually give an ability from a list defined in a Data Asset.
@@ -33,14 +33,14 @@ Displays the gameplay abilities of the selected actor.
### Actions ### Actions
Displays the state of Input Action. Displays the state of Input Action.
![Actions](https://github.com/arnaud-jamin/Cog/assets/13844285/6323e78b-2ee4-43e2-bec6-19aa15716d2c) ![Actions](https://github.com/user-attachments/assets/e4b60f69-efa0-4a23-b78e-9f261e5f78f5)
- Can be used to inject inputs to help debugging, as loosing window focus when breaking in the code doesn't affect the state of injected inputs unlike real inputs. - Can be used to inject inputs to help debugging, as loosing window focus when breaking in the code doesn't affect the state of injected inputs unlike real inputs.
- The display input action are read from a Input Mapping Context defined in a Data Asset. - The display input action are read from a Input Mapping Context defined in a Data Asset.
### Attributes ### Attributes
Displays the gameplay attributes of the selected actor. Displays the gameplay attributes of the selected actor.
![Attributes](https://github.com/arnaud-jamin/Cog/assets/13844285/a6329ef1-f775-4e6e-9581-6389f9f4b39c) ![Attributes](https://github.com/user-attachments/assets/ff010ac5-d8e5-44ca-b46f-263c45a0fc47)
- Attributes can be sorted by name, category or attribute set. - Attributes can be sorted by name, category or attribute set.
- Attributes with the Current value greater than the Base value are displayed in green. - Attributes with the Current value greater than the Base value are displayed in green.
- Attributes with the Current value lower than the Base value are displayed in red. - Attributes with the Current value lower than the Base value are displayed in red.
@@ -89,6 +89,17 @@ Used to configure the command bindings.
- `Cog.LoadLayout <LayoutIndex>` - `Cog.LoadLayout <LayoutIndex>`
- `Cog.ToggleSelectionMode` - `Cog.ToggleSelectionMode`
### Console
Used as a replacement of the Unreal console command.
![Console](https://github.com/user-attachments/assets/224b8913-61fb-4a63-b63a-fc3522fafe5f)
- The console exist as a window and a widget (placed in main menu bar).
- The console widget can optionaly get the keyboard focus when the main menu bar is shown.
- Use the Keys Up/Down or Tab/Shift-Tab to nagivate in the command list.
- The console settings can be change in the console window menu, or by right clicking the widget.
![Console Settings](https://github.com/user-attachments/assets/92bd2e0e-e860-403d-ade3-e780fb3a88c7)
### Debug Settings ### Debug Settings
Used to tweak how the debug display is drawn. Used to tweak how the debug display is drawn.
@@ -149,6 +160,15 @@ The following image shows the editor running along a dedicated server. The NetIm
This can be used to debug the state of the game server. For example the behavior trees are only available on the game server. This can be used to debug the state of the game server. For example the behavior trees are only available on the game server.
![image](https://github.com/user-attachments/assets/3cd788c9-9884-4c1c-8333-7a311bdcd20a) ![image](https://github.com/user-attachments/assets/3cd788c9-9884-4c1c-8333-7a311bdcd20a)
### Notifications
Use to display and configure notifications
![Notification](https://github.com/user-attachments/assets/84db0359-f002-4c35-9d45-11187b3f9228)
- Notification can be added by calling COG_NOTIFY, COG_NOTIFY_WARNING, COG_NOTIFY_ERROR.
- Notification settings can used to adjust the filtering, their location, their size, etc.
![Notification Settings](https://github.com/user-attachments/assets/aa47495e-4544-4e33-925e-d87cb9125e76)
### Output Log ### Output Log
Display the output log based on each log categories verbosity. Display the output log based on each log categories verbosity.
@@ -186,14 +206,6 @@ Used to configure the rendering quality.
![Scalability](https://github.com/arnaud-jamin/Cog/assets/13844285/4866b54c-5efa-4efa-a841-74ac8e1713c0) ![Scalability](https://github.com/arnaud-jamin/Cog/assets/13844285/4866b54c-5efa-4efa-a841-74ac8e1713c0)
### Skeleton
Display the bone hierarchy and the skeleton debug draw of the selected actor if it has a Skeletal Mesh.
![Skeleton](https://github.com/arnaud-jamin/Cog/assets/13844285/19648e3d-70dc-45bc-940d-e53eb9a99871)
- Mouse over a bone to highlight it.
- Right click a bone to access more debug display.
- Use the [Ctrl] key to toggle the bone debug draw recursively.
### Selection ### Selection
Used to select an actor either by picking an actor in the world or by selecting an actor in the actor list. Used to select an actor either by picking an actor in the world or by selecting an actor in the actor list.
@@ -208,6 +220,14 @@ Configure the settings of Cog Windows.
- Can configure the input key to toggle the input focus between the game and imgui - Can configure the input key to toggle the input focus between the game and imgui
- Can change the DPI Scaling - Can change the DPI Scaling
### Skeleton
Display the bone hierarchy and the skeleton debug draw of the selected actor if it has a Skeletal Mesh.
![Skeleton](https://github.com/arnaud-jamin/Cog/assets/13844285/19648e3d-70dc-45bc-940d-e53eb9a99871)
- Mouse over a bone to highlight it.
- Right click a bone to access more debug display.
- Use the [Ctrl] key to toggle the bone debug draw recursively.
### Spawn ### Spawn
Used to spawn new actors in the world. The spawn list can be configured in a Data Asset. Used to spawn new actors in the world. The spawn list can be configured in a Data Asset.