From b71e2f870239fe522c2dc361039df67414c63cdf Mon Sep 17 00:00:00 2001 From: Epp-code <7049620+Epp-code@users.noreply.github.com> Date: Thu, 9 Jan 2025 15:13:24 -0800 Subject: [PATCH] Fixed minor typo --- modules/ROOT/pages/Development/Cpp/hooking.adoc | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/modules/ROOT/pages/Development/Cpp/hooking.adoc b/modules/ROOT/pages/Development/Cpp/hooking.adoc index 9fafea2a..4907e4d0 100644 --- a/modules/ROOT/pages/Development/Cpp/hooking.adoc +++ b/modules/ROOT/pages/Development/Cpp/hooking.adoc @@ -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") @@ -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]