Using CHANNEL_PRINTS to transfer printbuffers to the Unreal text console is now working.

This commit is contained in:
2025-12-15 23:54:55 -05:00
parent 1b7f917cdf
commit c0bcb1099b

View File

@@ -32,12 +32,18 @@ void FlxLockedWrapper::InitWrapper() {
} }
FString FlxLockedWrapper::FetchStdout() { FString FlxLockedWrapper::FetchStdout() {
if (Lockable.Wrapper.get_have_prints(Get()))
{
uint32_t ndata; const char* data; uint32_t ndata; const char* data;
Lockable.Wrapper.get_outgoing(Get(), 0, &ndata, &data); Lockable.Wrapper.play_access(Get(), AccessKind::CHANNEL_PRINTS, 0, 0, "", &ndata, &data);
if (ndata > 0)
{
FString result(ndata, (const UTF8CHAR *)data); FString result(ndata, (const UTF8CHAR *)data);
Lockable.Wrapper.play_sent_outgoing(Get(), 0, ndata);
return result; return result;
} }
}
return TEXT("");
}
int64 FlxLockedWrapper::GetActor() { int64 FlxLockedWrapper::GetActor() {
return Lockable.Wrapper.get_actor_id(Get()); return Lockable.Wrapper.get_actor_id(Get());