Using CHANNEL_PRINTS to transfer printbuffers to the Unreal text console is now working.
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@@ -32,11 +32,17 @@ void FlxLockedWrapper::InitWrapper() {
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}
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FString FlxLockedWrapper::FetchStdout() {
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uint32_t ndata; const char* data;
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Lockable.Wrapper.get_outgoing(Get(), 0, &ndata, &data);
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FString result(ndata, (const UTF8CHAR *)data);
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Lockable.Wrapper.play_sent_outgoing(Get(), 0, ndata);
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return result;
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if (Lockable.Wrapper.get_have_prints(Get()))
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{
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uint32_t ndata; const char* data;
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Lockable.Wrapper.play_access(Get(), AccessKind::CHANNEL_PRINTS, 0, 0, "", &ndata, &data);
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if (ndata > 0)
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{
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FString result(ndata, (const UTF8CHAR *)data);
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return result;
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}
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}
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return TEXT("");
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}
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int64 FlxLockedWrapper::GetActor() {
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