This commit is contained in:
Arnaud Jamin
2023-10-11 01:28:29 -04:00
+72 -6
View File
@@ -182,7 +182,7 @@ You must have Unreal 5.1 or greater and Visual Studio to launch the sample
7. Once in Unreal, press Play (Alt+P)
8. Press the `[Insert]` key or use the `Cog.ToggleInput` console command to open the Imgui Main Menu.
### Integrating Cog into your project
### Integrating Cog in your project
The Cog repository has the following structure:
- `CogSample` - A Sample that demonstrate various Cog functionalities. The project was saved in Unreal 5.1
@@ -192,14 +192,14 @@ The Cog repository has the following structure:
- `Plugins/CogWindow` - ImGui window management (Base Window, Layout)
- `Plugins/CogDebug` - Debug functionalities (Log, Debug Draw, Plot, Metric, ...)
- `Plugins/CogImGui` - Integration of Imgui for Unreal, inspired by [UnrealImGui](https://github.com/segross/UnrealImGui)
- `Plugins/CogInterface` - Interfaces implemented by actors to inspect them
- `Plugins/CogCommon` - Common headers
The reason for having multiple plugins is to ease the integration for projects that do not use the `Ability System Component` or `Enhanced Input`.
For the next step of the setup, it is assumed all the plugins are used.
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.
1. Setup up module dependencies:
```c#
// CogSample.Build.cs
using UnrealBuildTool;
public class CogSample : ModuleRules
@@ -217,7 +217,6 @@ public class CogSample : ModuleRules
"GameplayTasks",
"GameplayAbilities",
"GameplayTags",
"HeadMountedDisplay",
"InputCore",
"NetCore",
});
@@ -238,7 +237,74 @@ public class CogSample : ModuleRules
}
}
```
2. In the class of your choice (in the sample we use the GameState class) add a reference to the CogWindowManager:
```cpp
// ACogSampleGameState.h
#pragma once
#include "CoreMinimal.h"
#include "CogCommon.h"
#include "GameFramework/GameStateBase.h"
#include "CogSampleGameState.generated.h"
class UCogWindowManager;
UCLASS()
class ACogSampleGameState : public AGameStateBase
{
GENERATED_BODY()
[...]
// To make sure it doesn't get garbage collected.
UPROPERTY()
TObjectPtr<UObject> CogWindowManagerRef = nullptr;
#if ENABLE_COG
TObjectPtr<UCogWindowManager> CogWindowManager = nullptr;
#endif //ENABLE_COG
};
```
3. Instantiate the CogWindowManager and add some windows:
```cpp
// ACogSampleGameState.cpp
void ACogSampleGameState::BeginPlay()
{
Super::BeginPlay();
#if ENABLE_COG
CogWindowManager = NewObject<UCogWindowManager>(this);
CogWindowManagerRef = CogWindowManager;
// Add some windows
CogWindowManager->CreateWindow<UCogEngineWindow_DebugSettings>("Engine.Debug Settings");
CogWindowManager->CreateWindow<UCogEngineWindow_ImGui>("Engine.ImGui");
[...]
#endif //ENABLE_COG
}
```
3. Define which key will toggle the input from the game to Imgui:
```cpp
// ACogSampleGameState.cpp
FCogImguiModule::Get().SetToggleInputKey(FCogImGuiKeyInfo(EKeys::Insert));
```
4. Tick the CogWindowManager:
```cpp
// ACogSampleGameState.cpp
void ACogSampleGameState::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
#if ENABLE_COG
CogWindowManager->Tick(DeltaSeconds);
#endif //ENABLE_COG
}
```