Skip to content

Commit 195fd07

Browse files
Merge pull request #245 from nnsW3/docs-fix-spelling-issues
fix README.md
2 parents cfca510 + a66eec5 commit 195fd07

1 file changed

Lines changed: 6 additions & 6 deletions

File tree

README.md

Lines changed: 6 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -60,11 +60,11 @@ The location will be All/Engine/Plugins/SequencePluginContent/Core, within the c
6060

6161
### Upgrading to Unreal 5.4
6262
If your project is currently on 5.2 or 5.3, then for this version you'll want to upgrade to 5.4.
63-
To do this close the Unreal Editor, Close your Code Editor. Right click on your Unreal Project
63+
To do this close the Unreal Editor, Close your Code Editor. Right-click on your Unreal Project
6464
file. Then select Switch Unreal Engine Version, Choose 5.4 and click okay. Once done. Open your
6565
code editor and rebuild your source code.
6666

67-
As way of future proofing we recommend installing visual studio 2022 in accordance with [these docs](https://dev.epicgames.com/documentation/en-us/unreal-engine/setting-up-visual-studio-development-environment-for-cplusplus-projects-in-unreal-engine)
67+
As a way of future proofing we recommend installing visual studio 2022 in accordance with [these docs](https://dev.epicgames.com/documentation/en-us/unreal-engine/setting-up-visual-studio-development-environment-for-cplusplus-projects-in-unreal-engine)
6868
as Unreal 5.4 and onward will be dropping support for visual studio 2019.
6969

7070
### YourProject.Build.cs
@@ -84,7 +84,7 @@ if this occurs in your Projects Build.cs file please check the private Dependenc
8484
// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
8585
// Uncomment if you are using online features
8686
// PrivateDependencyModuleNames.Add("OnlineSubsystem");
87-
// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
87+
// To include OnlineSubsystemSteam, add it to the plugins section in your project file with the Enabled attribute set to true
8888
}
8989

9090
## Credentials
@@ -143,7 +143,7 @@ In the event unrecognized symbols are seen the engine will not load the .ini fil
143143

144144
Note: Auth Success Forwarder will let you know when the system is ready to be used
145145

146-
4) Depending on what you chose your blueprint parent class to be, You can do one of two things to finish this
146+
4) Depending on what you choose your blueprint parent class to be, You can do one of two things to finish this
147147
process. If it's a pawn or a subclass of a pawn, you can attach it to your Gamemode so that it spawns when play begins, OR you can drag it out into
148148
your scene if it's just an actor Blueprint.
149149

@@ -760,7 +760,7 @@ no data is reset when a level is changed in your games!
760760
}
761761

762762
### Example SendTransactionWithFeeOption
763-
#### Used to get a list of fee's and send a transaction with one of them valid ones
763+
#### Used to get a list of fees and send a transaction with one of them valid ones
764764

765765
TArray<TransactionUnion> Transactions;
766766
FERC721Transaction T721;
@@ -866,7 +866,7 @@ no data is reset when a level is changed in your games!
866866

867867
### Example SendTransaction
868868
##### Used to send a transaction / perform contract calls
869-
Note: if you want call contracts with the Raw type you'll want to include the header
869+
Note: if you want to call contracts with the Raw type you'll want to include the header
870870
`#include "ABI/ABI.h"` in order to use the ABI to encode the data for a contract call.
871871

872872
const FFailureCallback OnFailure = [=](const FSequenceError& Error)

0 commit comments

Comments
 (0)