Update README.md

This commit is contained in:
Arnaud Jamin
2023-10-11 01:36:24 -04:00
committed by GitHub
parent d47baa3ff7
commit bb6162e4a1
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@@ -196,7 +196,7 @@ The Cog repository has the following structure:
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.
<br />
- Setup up module dependencies:
```c#
// CogSample.Build.cs
@@ -238,7 +238,7 @@ public class CogSample : ModuleRules
}
```
<br />
- In the class of your choice (in the sample we use the GameState class) add a reference to the CogWindowManager:
```cpp
// ACogSampleGameState.h
@@ -268,7 +268,7 @@ class ACogSampleGameState : public AGameStateBase
};
```
<br />
- Instantiate the CogWindowManager and add some windows:
```cpp
// ACogSampleGameState.cpp
@@ -298,14 +298,14 @@ void ACogSampleGameState::BeginPlay()
}
```
<br />
- Define which key will toggle the input from the game to Imgui:
```cpp
// ACogSampleGameState.cpp
FCogImguiModule::Get().SetToggleInputKey(FCogImGuiKeyInfo(EKeys::Insert));
```
<br />
- Tick the CogWindowManager:
```cpp
// ACogSampleGameState.cpp
@@ -319,7 +319,7 @@ void ACogSampleGameState::Tick(float DeltaSeconds)
}
```
<br />
- Implement Cog Interfaces on your desired actor classes:
```cpp
// CogSampleCharacter.h
@@ -340,5 +340,5 @@ class ACogSamplePlayerController
, public ICogCommonPossessorInterface
```
<br />
- In Unreal Editor create and configure the Data Assets