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Update README.md
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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
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- [Sample Executable](https://drive.google.com/file/d/1T7jQFoZ5rd6goBtDH-FCbjn6Kr1RzUCE/view?usp=sharing) (300 MB)
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- [Sample Executable](https://drive.google.com/file/d/1T7jQFoZ5rd6goBtDH-FCbjn6Kr1RzUCE/view?usp=sharing) (300 MB)
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Cog provides:
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Cog provides:
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- ImGui windows to inspect and configure various Unreal features (Enhanced Inputs, Gameplay Abilities, Core Engine)
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- ImGui windows to inspect and configure various Unreal systems (Enhanced Inputs, Gameplay Abilities, Core Engine)
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- Window mangement with persistent configuration and layouts.
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- Window mangement with persistent configuration and layouts.
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- C++ and Blueprint functions to log and debug draw within Log Categories.
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- C++ and Blueprint functions to log and debug draw within Log Categories.
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- Control over the server regarding debug draw, logging, spawning, cheats.
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- Control over the server regarding debug draw, logging, spawning, cheats.
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## Windows
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General Info:
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- Cog can be used both in editor and package builds. It is disabled by default on shipping builds.
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- In the sample press the `[Tab]` key or use the `Cog.ToggleInput` console command to open the ImGui Main Menu.
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- Press the `[Tab]` key or use the `Cog.ToggleInput` console command to open the ImGui Main Menu.
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- Most windows display their contents based on a selected actor.
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- The selector actor can be chosen using the `Engine/Selection` window or widget.
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- Mouse over a window title to display its help.
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- Mouse over a window title to display its help.
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- Most windows display their contents based on a selected actor. The selector actor can be chosen using the `Engine/Selection` window or widget.
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## Cog Windows
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### Abilities
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### Abilities
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@@ -132,26 +133,23 @@ Displays attributes of the selected actor as pools.
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- The pools can be configured in a data asset.
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- The pools can be configured in a data asset.
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### Plots
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### Plots
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Plots values overtime. When applicable, only the values of the selected actor are displayed.
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Plots values and events overtime. When applicable, only the values of the selected actor are displayed.
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- The following code snippets show how to plot values and events:
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```cpp
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// Plotting a value
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FCogDebugPlot::PlotValue(Character, "Speed", Velocity.Length());
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- Handle both float values and discrete events.
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// Starting an event
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- Here is an exemple to push a float values:
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```cpp
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#if ENABLE_COG
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FCogDebugPlot::PlotValue(Character, "Speed", Velocity.Length());
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#endif //ENABLE_COG
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```
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- Here is an exemple to push an event:
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```cpp
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#if ENABLE_COG
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FCogDebugPlot::PlotEvent(this, "Effects", GameplayEffectSpec.Def->GetFName(), GameplayEffectSpec.GetDuration() == 0.0f)
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FCogDebugPlot::PlotEvent(this, "Effects", GameplayEffectSpec.Def->GetFName(), GameplayEffectSpec.GetDuration() == 0.0f)
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.AddParam("Name", AbilitySystemComponent->CleanupName(GetNameSafe(GameplayEffectSpec.Def)))
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.AddParam("Name", AbilitySystemComponent->CleanupName(GetNameSafe(GameplayEffectSpec.Def)))
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.AddParam("Effect Instigator", GetNameSafe(GameplayEffectSpec.GetEffectContext().GetInstigator()))
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.AddParam("Effect Instigator", GetNameSafe(GameplayEffectSpec.GetEffectContext().GetInstigator()))
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.AddParam("Effect Level", GameplayEffectSpec.GetLevel())
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.AddParam("Effect Level", GameplayEffectSpec.GetLevel())
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.AddParam("Effect Duration", GameplayEffectSpec.GetDuration());
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.AddParam("Effect Duration", GameplayEffectSpec.GetDuration());
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#endif //ENABLE_COG
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// Stopping an event
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FCogDebugPlot::PlotEventStop(this, "Effects", RemovedGameplayEffect.Spec.Def->GetFName());
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```
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```
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### Scalability
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### Scalability
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