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Update README.md
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@@ -264,7 +264,7 @@ You must have Unreal 5.1 or greater and Visual Studio to launch the sample
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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/CogAI` - ImGui windows for AI (Behavior Tree, Blackboard)
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- `Plugins/CogAI` - ImGui windows for AI (Behavior Tree, Blackboard)
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- `Plugins/CogInput` - ImGui windows for the Enhanced Input library (Input action, Gamepad)
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- `Plugins/Cog` - The main Cog plugin which contains the following modules
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- `CogEngine` - ImGui windows for the core unreal engine functionalities (Log, Stats, Time, Collisions, Skeleton, ...)
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@@ -272,7 +272,8 @@ The Cog repository has the following structure:
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- `CogDebug` - Debug functionalities (Log, Debug Draw, Plot, Metric, ...)
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- `CogImGui` - Integration of Imgui for Unreal, inspired by [UnrealImGui](https://github.com/segross/UnrealImGui)
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- `CogCommon` - Interfaces implemented by your project actor classes which cannot be excluded from a shipping build
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- `Plugins/CogAll` - Only contains a utility function to easily add all the built-in windows from all the Cog plugins. Useful for projects that do not need to exclude some plugins.
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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.
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- Setup up module dependencies:
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@@ -359,18 +360,17 @@ void ACogSampleGameState::BeginPlay()
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CogWindowManager = NewObject<UCogWindowManager>(this);
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CogWindowManagerRef = CogWindowManager;
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// Add windows
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CogWindowManager->AddWindow<FCogEngineWindow_DebugSettings>("Engine.Debug Settings");
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CogWindowManager->AddWindow<FCogEngineWindow_ImGui>("Engine.ImGui");
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CogWindowManager->AddWindow<FCogAbilityWindow_Abilities>("Gameplay.Abilities");
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CogWindowManager->AddWindow<FCogAbilityWindow_Attributes>("Gameplay.Attributes");
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// Add all the built-in windows
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Cog::AddAllWindows(*CogWindowManager);
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// Add a custom window
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CogWindowManager->AddWindow<FCogSampleWindow_Team>("Gameplay.Team");
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[...]
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#endif //ENABLE_COG
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}
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```
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- Tick the CogWindowManager:
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```cpp
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// ACogSampleGameState.cpp
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