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

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