diff --git a/README.md b/README.md index 61f0119..ff57027 100644 --- a/README.md +++ b/README.md @@ -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(this); CogWindowManagerRef = CogWindowManager; - // Add windows - CogWindowManager->AddWindow("Engine.Debug Settings"); - CogWindowManager->AddWindow("Engine.ImGui"); - CogWindowManager->AddWindow("Gameplay.Abilities"); - CogWindowManager->AddWindow("Gameplay.Attributes"); + // Add all the built-in windows + Cog::AddAllWindows(*CogWindowManager); + + // Add a custom window + CogWindowManager->AddWindow("Gameplay.Team"); [...] #endif //ENABLE_COG } ``` - - Tick the CogWindowManager: ```cpp // ACogSampleGameState.cpp