Comments (5)
Sorry, I've tried a few times to repro it, but everything works fine for me. I don't have a Linux machine to test it, so that might be the source of the problem.
from ue4_magicconsole.
Should leave it open until another Linux user can test. I managed to work around it by disabling it in code.
from ue4_magicconsole.
The issue was open since April, so I don't expect a lot to happen there. But I'll reopen it for you, if it makes you happy ;)
from ue4_magicconsole.
The issue was open since April, so I don't expect a lot to happen there. But I'll reopen it for you, if it makes you happy ;)
It's merely about keeping Issues open for visibility. I doubt many people develop enough on Linux to warrant even the plugin, but I enjoyed it and felt I'd do my part.
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Ported to 5.1.0 (see issue #11). Decided to try enabling Collapsed Mode again:
Assertion failed: IsInGameThread() || IsInSlateThread() || IsInAsyncLoadingThread() [File:Runtime/Slate/Public/Framework/Application/SlateApplication.h] [Line: 255]
libUnrealEditor-Slate.so!FTextLayout::FLineModel::FLineModel(TSharedRef<FString, (ESPMode)1> const&) [./UnrealEngine/Engine/Source/./Runtime/Slate/Private/Framework/Text/TextLayout.cpp:2674]
libUnrealEditor-Slate.so!FTextLayout::AddLines(TArray<FTextLayout::FNewLineData, TSizedDefaultAllocator<32> > const&) [./UnrealEngine/Engine/Source/./Runtime/Slate/Private/Framework/Text/TextLayout.cpp:2164]
libUnrealEditor-ConsoleEnhanced.so!FOutputLogTextLayoutMarshaller::AppendMessagesToTextLayout(TArray<TSharedPtr<FLogMessage, (ESPMode)1>, TSizedDefaultAllocator<32> > const&) [./UnrealEngine/Engine/Source/./../Plugins/Marketplace/ConsoleEnhanced/Source/ConsoleEnhanced/Private/SOutputLog.cpp:793]
libUnrealEditor-ConsoleEnhanced.so!FOutputLogTextLayoutMarshaller::AppendMessage(char16_t const*, ELogVerbosity::Type, double, FName const&) [./UnrealEngine/Engine/Source/./../Plugins/Marketplace/ConsoleEnhanced/Source/ConsoleEnhanced/Private/SOutputLog.cpp:637]
libUnrealEditor-ConsoleEnhanced.so!non-virtual thunk to SOutputLog::Serialize(char16_t const*, ELogVerbosity::Type, FName const&, double) [./UnrealEngine/Engine/Source/./../Plugins/Marketplace/ConsoleEnhanced/Source/ConsoleEnhanced/Private/SOutputLog.cpp:0]
libUnrealEditor-Core.so!void UE::TDepletableMpscQueue<UE::Private::FOutputDeviceLine, UE::Private::FOutputDeviceLinearAllocator>::Consume<UE::Private::FOutputDeviceRedirectorState::FlushBufferedLines()::$_7>(UE::TDepletableMpscQueue<UE::Private::FOutputDeviceLine, UE::Private::FOutputDeviceLinearAllocator>::FNode*, UE::TDepletableMpscQueue<UE::Private::FOutputDeviceLine, UE::Private::FOutputDeviceLinearAllocator>::FNode*, UE::Private::FOutputDeviceRedirectorState::FlushBufferedLines()::$_7 const&)::'lambda0'(UE::TDepletableMpscQueue<UE::Private::FOutputDeviceLine, UE::Private::FOutputDeviceLinearAllocator>::FNode*)::operator()(UE::TDepletableMpscQueue<UE::Private::FOutputDeviceLine, UE::Private::FOutputDeviceLinearAllocator>::FNode*) const [./UnrealEngine/Engine/Source/Runtime/Core/Public/Containers/DepletableMpscQueue.h:130]
libUnrealEditor-Core.so!UE::Private::FOutputDeviceRedirectorState::FlushBufferedLines() [./UnrealEngine/Engine/Source/./Runtime/Core/Private/Misc/OutputDeviceRedirector.cpp:453]
libUnrealEditor-Core.so!UE::Private::FOutputDeviceRedirectorState::ThreadLoop() [./UnrealEngine/Engine/Source/./Runtime/Core/Private/Misc/OutputDeviceRedirector.cpp:436]
libUnrealEditor-Core.so!FThreadImpl::Run() [./UnrealEngine/Engine/Source/./Runtime/Core/Private/HAL/Thread.cpp:67]
libUnrealEditor-Core.so!FRunnableThreadPThread::Run() [./UnrealEngine/Engine/Source/./Runtime/Core/Private/HAL/PThreadRunnableThread.cpp:25]
libUnrealEditor-Core.so!FRunnableThreadPThread::_ThreadProc(void*) [./UnrealEngine/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.h:185]
Just spit-balling here, but I wonder if the bit of code relating to the old error FTextBlockStyle
stuff with this new context might mean something regarding the AppendMessagesToTextLayout
block in SOutputLog.cpp
. Is something perhaps happening outside the thread and Linux is strict about that whereas Windows can behave wonky? This 'Run' business, maybe Collapsed Mode does something special during that, I mean.
Edit: Apparently happens whether Collapsed is on or off, was lucky it worked before. Possibly a memory access issue. AppendMessagesToTextLayout
is always responsible, though. That much is definite.
from ue4_magicconsole.
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