Git Product home page Git Product logo

ue4_magicconsole's People

Contributors

alielsaleh avatar cultrarius avatar odinvex avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

ue4_magicconsole's Issues

Crash any time a Message is added to Log with Collapse Mode on

Background

I noticed there wasn't a Linux compile of UE4_MagicConsole but most plugins can compile without issue or much alteration if merely included in Engine/Plugins/Marketplace. Compile went well, aside from needing to fix an issue regarding regex byte-encoding and adding Linux to the whitelist so that Unreal Engine would compile it. (I created a #7 for those changes.)

Note: Unreal Engine 4.26.2.
Note: Linux x64

Behavior

Any time a message is added to the Enhanced Output Log (when it is open) it will crash if and only if Collapse Mode is on.

Expected Behavior

No crashes.

Steps to Reproduce

  1. Open a project.
  2. Open Enhanced Output Log.
  3. Do anything to add a message to the log with Collapse Mode on.

Failure Logs

`libUE4Editor-Slate.so!FTextBlockStyle::FTextBlockStyle(FTextBlockStyle const&) [/opt/UnrealEngine/Engine/Source/Runtime/SlateCore/Public/Styling/SlateTypes.h:226]

libUE4Editor-Slate.so!FSlateTextRun::FSlateTextRun(FRunInfo const&, TSharedRef<FString const, (ESPMode)0> const&, FTextBlockStyle const&, FTextRange const&) [/opt/UnrealEngine/Engine/Source/Runtime/Slate/Private/Framework/Text/SlateTextRun.cpp:268]

libUE4Editor-Slate.so!FSlateTextRun::Create(FRunInfo const&, TSharedRef<FString const, (ESPMode)0> const&, FTextBlockStyle const&, FTextRange const&) [/opt/UnrealEngine/Engine/Source/Runtime/Slate/Private/Framework/Text/SlateTextRun.cpp:19]

libUE4Editor-ConsoleEnhanced.so!FOutputLogTextLayoutMarshaller::AppendMessagesToTextLayout(TArray<TSharedPtr<FLogMessage, (ESPMode)0>, TSizedDefaultAllocator<32> > const&) [/opt/UnrealEngine/Engine/Plugins/Marketplace/ConsoleEnhanced/Source/ConsoleEnhanced/Private/SOutputLog.cpp:753]

libUE4Editor-ConsoleEnhanced.so!FOutputLogTextLayoutMarshaller::AppendMessage(char16_t const*, ELogVerbosity::Type, double, FName const&) [/opt/UnrealEngine/Engine/Plugins/Marketplace/ConsoleEnhanced/Source/ConsoleEnhanced/Private/SOutputLog.cpp:638]

libUE4Editor-ConsoleEnhanced.so!non-virtual thunk to SOutputLog::Serialize(char16_t const*, ELogVerbosity::Type, FName const&, double) [/opt/UnrealEngine/Engine/Plugins/Marketplace/ConsoleEnhanced/Source/ConsoleEnhanced/Private/SOutputLog.cpp:1301]`

Is naming consolidation needed?

I see references to "OutputLog Pro" and "OutputLogPlus" (not to mention the project name on Git...and the Epic Marketplace) and I'm wondering if they should be updated. This would force a one-time reset for end-users if the Settings path is changed.

Provide a good documentation

I would like to request following two things.

  • Good documentation to see how to get started with things.
  • Ability to log to a file.

Packaging Failed with brand new Project on 4.24.1

Repro:

  1. Create a brand new 4.24 project from the Epic Launcher
  2. Enable the Plugin & Restart the Editor
  3. Try to build the Project
  4. Packaging Failed

UATHelper: Packaging (Windows (64-bit)): Running AutomationTool... UATHelper: Packaging (Windows (64-bit)): Parsing command line: -ScriptsForProject="F:/Unreal Engine 4/Project Test Field/Packaging_Test_424/Packaging_Test_424.uproject" BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project="F:/Unreal Engine 4/Project Test Field/Packaging_Test_424/Packaging_Test_424.uproject" -cook -stage -archive -archivedirecto ry="F:/Unreal Engine 4/Project Test Field/Packaging_Test_424/_GameBuild" -package -ue4exe="F:\Unreal Engine 4\Engine\UE_4.24\Engine\Binaries\Win64\UE4Editor-Cmd.exe" -pak -prereqs -nodebuginfo -targetplatform=Win64 -build -clientconfig=Development -utf8output UATHelper: Packaging (Windows (64-bit)): Setting up ProjectParams for F:\Unreal Engine 4\Project Test Field\Packaging_Test_424\Packaging_Test_424.uproject UATHelper: Packaging (Windows (64-bit)): Packaging_Test_424.uproject requires a temporary target.cs to be generated (ActionsExtension plugin is enabled) UATHelper: Packaging (Windows (64-bit)): ********** BUILD COMMAND STARTED ********** UATHelper: Packaging (Windows (64-bit)): Running: F:\Unreal Engine 4\Engine\UE_4.24\Engine\Binaries\DotNET\UnrealBuildTool.exe Packaging_Test_424 Win64 Development -Project="F:\Unreal Engine 4\Project Test Field\Packaging_Test_424\Packaging_Test_424.uproject" "F:\Unreal Engine 4\Project Test Field\Packaging_Test_424\Packaging_Test_424.uproject" -NoUBTMakefi les -remoteini="F:\Unreal Engine 4\Project Test Field\Packaging_Test_424" -skipdeploy -Manifest="F:\Unreal Engine 4\Project Test Field\Packaging_Test_424\Intermediate\Build\Manifest.xml" -NoHotReload -log="C:\Users\Jim\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+Unreal+Engine+4+Engine+UE_4.24\UBT-Packaging_Test_424-Win64-Development.txt" UATHelper: Packaging (Windows (64-bit)): ERROR: Unable to instantiate module 'UnrealEd': Unable to instantiate UnrealEd module for non-editor targets. UATHelper: Packaging (Windows (64-bit)): (referenced via Target -> ConsoleEnhanced.Build.cs) PackagingResults: Error: Unable to instantiate module 'UnrealEd': Unable to instantiate UnrealEd module for non-editor targets. UATHelper: Packaging (Windows (64-bit)): Took 1,0737787s to run UnrealBuildTool.exe, ExitCode=5 UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool failed. See log for more details. (C:\Users\Jim\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+Unreal+Engine+4+Engine+UE_4.24\UBT-Packaging_Test_424-Win64-Development.txt) UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=5 (5) UATHelper: Packaging (Windows (64-bit)): BUILD FAILED PackagingResults: Error: Unknown Error

Anti Spam Regex cannot be customized (4.25)

Hi, sorry if this is actually not an issue. But whenever i try to modify the Anti Spam Regex attribute in the settings section, the plugin will only recognize the first string "(last play command: )" and everything else is removed (including the extra strings).

Repro Steps:

1 - Add the plugin to a new project
2 - Go to ProjectSettings>Plugins>Output Log Pro>AntiSpamRegex and modify the string.
3 - The settings is now saved to the project's DefaultEngine.ini. The settings seems to be saved correctly, using "|" as a separator.
4 - Restart the editor and go to Output Log Pro settings. Only the first string "(last play command: )" will be enabled.

Also, it's worth mentioning that i'm using a US International Keyboard layout, i don't know if that could affect. It seems that the issue is the "|" separator.

[Critical] Broken in 5.X+

Broken for 5.1, complains of a header file not being found.

./ConsoleEnhanced/Source/ConsoleEnhanced/Private/SOutputLog.cpp:16:10: fatal error: 'Classes/EditorStyleSettings.h' file not found

I removed that because it doesn't belong in the cpp to begin with and simply corrected SOutputLog.h to include #include "Settings/EditorStyleSettings.h", it now sees the header correctly.

Edit: Side note, you have a ton of deprecated calls (21). You require a small bit of rewriting, as these calls were deprecated in 5.0.

Edit: Compilation will also be faster if you don't use monolithic headers such as EditorStyle.h or SlateBasics.h:

To handle this, I removed SlateBasics.h and added the following to SOutputLog.h:

#include "Widgets/Input/SMultiLineEditableTextBox.h"
#include "Framework/Text/SlateHyperlinkRun.h"
#include "Framework/Text/SlateTextRun.h"
#include "Misc/OutputDeviceHelper.h"
#include "SlateOptMacros.h" // To handle XXX_SLATE_FUNCTION_BUILD_OPTIMIZATION blocks

Edit: Also corrected #include "AssetRegistryModule.h" to #include "AssetRegistry/AssetRegistryModule.h"

Edit: LogTimestampMode no longer exists under UEditorStyleSettings, at least in a quick grep of source code. It has seen some work in 5.1. I added OutputLog to the list of PrivateDependencyModuleNames and OutputLogSettings.h to the list of includes in SOutputLog.h as well as changing UEditorStyleSettings to UOutputLogSettings. It compiles, I've untested it all.

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.