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Finish removing <> usage from cpp templates
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budak7273 committed Nov 10, 2024
1 parent 93cdb5a commit 1f7137c
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12 changes: 6 additions & 6 deletions modules/ROOT/pages/Development/Cpp/setup.adoc
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Expand Up @@ -28,8 +28,8 @@ Most of the time, like in our modding case, there are two `targets`.
One target is for compiling our `modules` compatible with the Unreal Editor,
and the second target is for compiling our `modules` compatible with the final game.
The configuration files for these modules will be located in the `/Source/YourModReference` folder of your mod.
The target configurations follow the `<ModuleName>.Target.cs` naming pattern for the "shipping" configuration
and the `<ModuleName>Editor.Target.cs` naming pattern for the "development editor" configuration.
The target configurations follow the `YourModuleName.Target.cs` naming pattern for the "shipping" configuration
and the `YourModuleNameEditor.Target.cs` naming pattern for the "development editor" configuration.

=== Modules

Expand Down Expand Up @@ -98,9 +98,9 @@ You can come back to this configuration file later and change things here if nee

It's now time to get started adding the module source code.

Do this by creating a file called `<your mod reference>Module.h` and fill it with this template.
Replace `<mod reference>` with your actual mod reference.
Remember to replace all instances of `YourModReference` with your actual mod reference. Don't keep the `<>`s.
Do this by creating a file called `YourModReferenceModule.h` and fill it with this template.
Replace `YourModReference` with your actual mod reference.
Remember to replace all instances of `YourModReference` with your actual mod reference.

[source,cpp]
----
Expand All @@ -121,7 +121,7 @@ Again, replace `YourModReference` with your actual mod reference.
----
#include "YourModReferenceModule.h"
void F<mod reference>Module::StartupModule() {
void FYourModReferenceModule::StartupModule() {
}
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