Using CHANNEL_PRINTS to transfer printbuffers to the Unreal text console is now working.
This commit is contained in:
@@ -32,11 +32,17 @@ 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() {
|
||||||
|
|||||||
Reference in New Issue
Block a user