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Cultrarius avatar Cultrarius commented on June 3, 2024

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.

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OdinVex avatar OdinVex commented on June 3, 2024

Should leave it open until another Linux user can test. I managed to work around it by disabling it in code.

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Cultrarius avatar Cultrarius commented on June 3, 2024

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 ;)

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OdinVex avatar OdinVex commented on June 3, 2024

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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OdinVex avatar OdinVex commented on June 3, 2024

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.

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