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Update README.md
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@@ -3,21 +3,10 @@ Cog is a set of debug tools for Unreal Engine built on top of [ImGui](https://gi
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## Project Structure
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- `CogSample` - A Sample that demonstrate various Cog functionalities. The project was saved in Unreal 5.1
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- `Plugins/CogAbility` - ImGui windows for the Gameplay Ability System (Abilities, Effects, Tags, ...)
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- `Plugins/CogInput` - ImGui windows for the Enhanced Input library (Input action, Gamepad)
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- `Plugins/CogEngine` - ImGui windows for the core unreal engine functionalities (Log, Stats, Time, Collisions, Skeleton, ...)
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- `Plugins/CogWindow` - ImGui window management (Base Window, Layout)
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- `Plugins/CogDebug` - Debug functionalities (Log, Debug Draw, Plot, Metric, ...)
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- `Plugins/CogImGui` - Integration of Imgui for Unreal, inspired by [UnrealImGui](https://github.com/segross/UnrealImGui)
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- `Plugins/CogInterface` - Interfaces implemented by actors to inspect them
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## ImGui Windows
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### General Notes
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- Press the [Insert] key or use the 'Cog.ToggleInput' console command to open the Imgui Main Menu.
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- Press the `[Insert]` key or use the `Cog.ToggleInput` console command to open the Imgui Main Menu.
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- Most windows display their contents based on a selected actor.
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- The selector actor can be chosen using the selection window or widget.
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- Mouse over a window title to display its help. This behavior can be disabled in the Window menu.
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@@ -178,9 +167,78 @@ Log and debug functions can be filtered to only what is outputted by the selecte
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## Setup
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### Testing the sample
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You must have Unreal 5.1 or greater and Visual Studio to launch the sample
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1. Download the code
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2. Right Click `Cog.uproject` and click `Generate Visual Studio project files`
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3. Open Cog.sln
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4. Select the `DebugGame Editor` or `Development Editor` solution configuration
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5. Make sure `Cog` is set as the startup project
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6. Start Debugging (F5)
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7. Once in Unreal, press Play (Alt+P)
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8. Press the `[Insert]` key or use the `Cog.ToggleInput` console command to open the Imgui Main Menu.
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### Integrating Cog into your project
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The Cog repository has the following structure:
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- `CogSample` - A Sample that demonstrate various Cog functionalities. The project was saved in Unreal 5.1
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- `Plugins/CogAbility` - ImGui windows for the Gameplay Ability System (Abilities, Effects, Tags, ...)
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- `Plugins/CogInput` - ImGui windows for the Enhanced Input library (Input action, Gamepad)
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- `Plugins/CogEngine` - ImGui windows for the core unreal engine functionalities (Log, Stats, Time, Collisions, Skeleton, ...)
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- `Plugins/CogWindow` - ImGui window management (Base Window, Layout)
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- `Plugins/CogDebug` - Debug functionalities (Log, Debug Draw, Plot, Metric, ...)
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- `Plugins/CogImGui` - Integration of Imgui for Unreal, inspired by [UnrealImGui](https://github.com/segross/UnrealImGui)
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- `Plugins/CogInterface` - Interfaces implemented by actors to inspect them
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The reason for having multiple plugins is to ease the integration for projects that do not use the `Ability System Component` or `Enhanced Input`.
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For the next step of the setup, it is assumed all the plugins are used.
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1. Setup up module dependencies:
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```c#
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using UnrealBuildTool;
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public class CogSample : ModuleRules
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{
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public CogSample(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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PublicDependencyModuleNames.AddRange(new string[]
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{
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"CogCommon", // The CogCommon is required on all target configuration
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"Core",
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"CoreUObject",
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"Engine",
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"EnhancedInput",
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"GameplayTasks",
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"GameplayAbilities",
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"GameplayTags",
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"HeadMountedDisplay",
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"InputCore",
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"NetCore",
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});
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// Other Cog plugins can be added only for specific target configuration
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if (Target.Configuration != UnrealTargetConfiguration.Shipping)
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{
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PublicDependencyModuleNames.AddRange(new string[]
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{
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"CogDebug",
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"CogImgui",
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"CogWindow",
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"CogEngine",
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"CogInput",
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"CogAbility",
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});
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}
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}
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}
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```
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