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Fixed minor typo
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Epp-code committed Jan 9, 2025
1 parent 1c2e4f6 commit b71e2f8
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3 changes: 2 additions & 1 deletion modules/ROOT/pages/Development/Cpp/hooking.adoc
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Expand Up @@ -253,6 +253,7 @@ Use the Native Parent Class of the blueprint class you wish to hook as the gener
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]
----
UPROPERTY(EditAnywhere, Category = "UI Widget Types")
Expand Down Expand Up @@ -282,7 +283,7 @@ Call `LoadSynchronous` on each TSoftClassPtr in your mod's initialization to ens
====

Now that we have a reference to the blueprint class, we can hook its functions.
If you don't already know the name of the blueprint function you wish to hook, these can found by opening the blueprint in the Unreal Editor, going to the Graph view, and then viewing the FUNCTIONS accordion under the My Blueprint tab:
If you don't already know the name of the blueprint function you wish to hook, these can be found by opening the blueprint in the Unreal Editor, going to the Graph view, and then viewing the FUNCTIONS accordion under the My Blueprint tab:

image:Development/Cpp/hooking/BPW_MapMenuFunctions.png[BPW_MapMenu functions]

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