Update README.md

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Arnaud Jamin
2023-10-17 00:03:02 -04:00
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@@ -7,17 +7,18 @@ Cog is a set of debug tools for Unreal Engine built on top of [Dear ImGui](https
- [Sample Executable](https://drive.google.com/file/d/1T7jQFoZ5rd6goBtDH-FCbjn6Kr1RzUCE/view?usp=sharing) (300 MB)
Cog provides:
- ImGui windows to inspect and configure various Unreal features (Enhanced Inputs, Gameplay Abilities, Core Engine)
- ImGui windows to inspect and configure various Unreal systems (Enhanced Inputs, Gameplay Abilities, Core Engine)
- Window mangement with persistent configuration and layouts.
- C++ and Blueprint functions to log and debug draw within Log Categories.
- Control over the server regarding debug draw, logging, spawning, cheats.
## Windows
- In the sample press the `[Tab]` key or use the `Cog.ToggleInput` console command to open the ImGui Main Menu.
- Most windows display their contents based on a selected actor.
- The selector actor can be chosen using the `Engine/Selection` window or widget.
General Info:
- Cog can be used both in editor and package builds. It is disabled by default on shipping builds.
- Press the `[Tab]` key or use the `Cog.ToggleInput` console command to open the ImGui Main Menu.
- Mouse over a window title to display its help.
- Most windows display their contents based on a selected actor. The selector actor can be chosen using the `Engine/Selection` window or widget.
## Cog Windows
### Abilities
@@ -131,27 +132,24 @@ Displays attributes of the selected actor as pools.
![Pools](https://github.com/arnaud-jamin/Cog/assets/13844285/7bb1aadd-9c0b-439f-b263-5ed842d0cd69)
- The pools can be configured in a data asset.
### Plots
Plots values overtime. When applicable, only the values of the selected actor are displayed.
### Plots
Plots values and events overtime. When applicable, only the values of the selected actor are displayed.
![Plots](https://github.com/arnaud-jamin/Cog/assets/13844285/bc134e95-4887-4245-b34d-c030464f644a)
![Plots](https://github.com/arnaud-jamin/Cog/assets/13844285/def95b7b-ae59-4a8b-bc21-b07922e1fc6f)
- The following code snippets show how to plot values and events:
```cpp
// Plotting a value
FCogDebugPlot::PlotValue(Character, "Speed", Velocity.Length());
- Handle both float values and discrete events.
- Here is an exemple to push a float values:
```cpp
#if ENABLE_COG
FCogDebugPlot::PlotValue(Character, "Speed", Velocity.Length());
#endif //ENABLE_COG
```
- Here is an exemple to push an event:
```cpp
#if ENABLE_COG
// Starting an event
FCogDebugPlot::PlotEvent(this, "Effects", GameplayEffectSpec.Def->GetFName(), GameplayEffectSpec.GetDuration() == 0.0f)
.AddParam("Name", AbilitySystemComponent->CleanupName(GetNameSafe(GameplayEffectSpec.Def)))
.AddParam("Effect Instigator", GetNameSafe(GameplayEffectSpec.GetEffectContext().GetInstigator()))
.AddParam("Effect Level", GameplayEffectSpec.GetLevel())
.AddParam("Effect Duration", GameplayEffectSpec.GetDuration());
#endif //ENABLE_COG
// Stopping an event
FCogDebugPlot::PlotEventStop(this, "Effects", RemovedGameplayEffect.Spec.Def->GetFName());
```
### Scalability