diff --git a/README.md b/README.md index bf30031..d657d30 100644 --- a/README.md +++ b/README.md @@ -196,8 +196,8 @@ 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. -1. Setup up module dependencies: +- Setup up module dependencies: ```c# // CogSample.Build.cs using UnrealBuildTool; @@ -238,8 +238,8 @@ public class CogSample : ModuleRules } ``` -2. In the class of your choice (in the sample we use the GameState class) add a reference to the CogWindowManager: +- In the class of your choice (in the sample we use the GameState class) add a reference to the CogWindowManager: ```cpp // ACogSampleGameState.h #pragma once @@ -267,8 +267,9 @@ class ACogSampleGameState : public AGameStateBase #endif //ENABLE_COG }; ``` -3. Instantiate the CogWindowManager and add some windows: + +- Instantiate the CogWindowManager and add some windows: ```cpp // ACogSampleGameState.cpp void ACogSampleGameState::BeginPlay() @@ -295,18 +296,17 @@ void ACogSampleGameState::BeginPlay() [...] #endif //ENABLE_COG } - ``` -3. Define which key will toggle the input from the game to Imgui: +- Define which key will toggle the input from the game to Imgui: ```cpp // ACogSampleGameState.cpp FCogImguiModule::Get().SetToggleInputKey(FCogImGuiKeyInfo(EKeys::Insert)); ``` -4. Tick the CogWindowManager: +- Tick the CogWindowManager: ```cpp // ACogSampleGameState.cpp void ACogSampleGameState::Tick(float DeltaSeconds) @@ -319,8 +319,8 @@ void ACogSampleGameState::Tick(float DeltaSeconds) } ``` -6. Implement Cog Interfaces on your desired actor classes: +- Implement Cog Interfaces on your desired actor classes: ```cpp // CogSampleCharacter.h UCLASS(config=Game) @@ -340,4 +340,5 @@ class ACogSamplePlayerController , public ICogCommonPossessorInterface ``` -7. In Unreal Editor create and configure the Data Assets + +- In Unreal Editor create and configure the Data Assets