diff --git a/modules/ROOT/pages/Development/Cpp/hooking.adoc b/modules/ROOT/pages/Development/Cpp/hooking.adoc index abcd27d2..9fafea2a 100644 --- a/modules/ROOT/pages/Development/Cpp/hooking.adoc +++ b/modules/ROOT/pages/Development/Cpp/hooking.adoc @@ -250,8 +250,8 @@ image:Development/Cpp/hooking/BPW_MapMenuHover.png[Hovering over BPW_MapMenu] Next, define a `TSoftClassPtr` property on a {cpp}-backed Root Game Instance Module. Use the Native Parent Class of the blueprint class you wish to hook as the generic type. -Make it an EditAnywhere UPROPERTY so it will be available in the Unreal Editor -Optionally, assing a `Category` name to help organize the property if you plan to hook multiple things. +Make it an EditAnywhere UPROPERTY so it will be available in the Unreal Editor. +Optionally, assign a `Category` name to help organize the property if you plan to hook multiple things. [source,cpp] ----