Update README.md

This commit is contained in:
Arnaud Jamin
2024-01-09 10:16:12 -05:00
committed by GitHub
parent cce91e1485
commit 90c3a54b0f
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@@ -264,7 +264,7 @@ You must have Unreal 5.1 or greater and Visual Studio to launch the sample
The Cog repository has the following structure:
- `CogSample` - A Sample that demonstrate various Cog functionalities. The project was saved in Unreal 5.1
- `Plugins/CogAbility` - ImGui windows for the Gameplay Ability System (Abilities, Effects, Tags, ...)
- `Plugins/CogAI` - ImGui windows for AI (Behavior Tree, Blackboard)
- `Plugins/CogAI` - ImGui windows for AI (Behavior Tree, Blackboard)
- `Plugins/CogInput` - ImGui windows for the Enhanced Input library (Input action, Gamepad)
- `Plugins/Cog` - The main Cog plugin which contains the following modules
- `CogEngine` - ImGui windows for the core unreal engine functionalities (Log, Stats, Time, Collisions, Skeleton, ...)
@@ -272,7 +272,8 @@ The Cog repository has the following structure:
- `CogDebug` - Debug functionalities (Log, Debug Draw, Plot, Metric, ...)
- `CogImGui` - Integration of Imgui for Unreal, inspired by [UnrealImGui](https://github.com/segross/UnrealImGui)
- `CogCommon` - Interfaces implemented by your project actor classes which cannot be excluded from a shipping build
- `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.
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:
@@ -359,18 +360,17 @@ void ACogSampleGameState::BeginPlay()
CogWindowManager = NewObject<UCogWindowManager>(this);
CogWindowManagerRef = CogWindowManager;
// Add windows
CogWindowManager->AddWindow<FCogEngineWindow_DebugSettings>("Engine.Debug Settings");
CogWindowManager->AddWindow<FCogEngineWindow_ImGui>("Engine.ImGui");
CogWindowManager->AddWindow<FCogAbilityWindow_Abilities>("Gameplay.Abilities");
CogWindowManager->AddWindow<FCogAbilityWindow_Attributes>("Gameplay.Attributes");
// Add all the built-in windows
Cog::AddAllWindows(*CogWindowManager);
// Add a custom window
CogWindowManager->AddWindow<FCogSampleWindow_Team>("Gameplay.Team");
[...]
#endif //ENABLE_COG
}
```
- Tick the CogWindowManager:
```cpp
// ACogSampleGameState.cpp