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kantandocgenplugin's Issues

SIGSEGV Crash on run

  • OS: Debian (Bullseye) Linux
  • Unreal Version: 4.24.2 (clean source build)
  • KantanDocGenPlugin version: master/head

The plugin crashes (SIGSEGV) when generating documentation for my project on
NodeDocsGenerator.cpp:181. The next time I boot into Windows I will attempt to replicate there.

if(RTResource->ReadPixelsPtr(PixelData->Pixels.GetData(), ReadPixelFlags, Rect) == false)

Call stack:

___lldb_unnamed_symbol1220$$libc.so.6 (@___lldb_unnamed_symbol1220$$libc.so.6:115)
FGenericPlatformMemory::Memcpy(void*, void const*, unsigned long) (/home/dom/code/UnrealEngine/Engine/Source/Runtime/Core/Public/GenericPlatform/GenericPlatformMemory.h:470)
FMemory::Memcpy(void*, void const*, unsigned long) (/home/dom/code/UnrealEngine/Engine/Source/Runtime/Core/Public/HAL/UnrealMemory.h:124)
FRenderTarget::ReadPixelsPtr(FColor*, FReadSurfaceDataFlags, FIntRect) (/home/dom/code/UnrealEngine/Engine/Source/Runtime/Engine/Private/UnrealClient.cpp:101)
FNodeDocsGenerator::GenerateNodeImage(UEdGraphNode*, FNodeDocsGenerator::FNodeProcessingState&)::$_12::operator()() const (/home/dom/code/Psydekick/PKDev/Plugins/KantanDocGenPlugin/Source/KantanDocGen/Private/NodeDocsGenerator.cpp:181)
decltype(fp(fp0...)) DocGenThreads::RunOnGameThreadRetVal<FNodeDocsGenerator::GenerateNodeImage(UEdGraphNode*, FNodeDocsGenerator::FNodeProcessingState&)::$_12>(FNodeDocsGenerator::GenerateNodeImage(UEdGraphNode*, FNodeDocsGenerator::FNodeProcessingState&)::$_12)::'lambda'()::operator()() const (/home/dom/code/Psydekick/PKDev/Plugins/KantanDocGenPlugin/Source/KantanDocGen/Private/ThreadingHelpers.h:30)
decltype(Forward<FNodeDocsGenerator::GenerateNodeImage(UEdGraphNode*, FNodeDocsGenerator::FNodeProcessingState&)::$_12>(fp)()) Invoke<decltype(fp(fp0...)) DocGenThreads::RunOnGameThreadRetVal<FNodeDocsGenerator::GenerateNodeImage(UEdGraphNode*, FNodeDocsGenerator::FNodeProcessingState&)::$_12>(FNodeDocsGenerator::GenerateNodeImage(UEdGraphNode*, FNodeDocsGenerator::FNodeProcessingState&)::$_12)::'lambda'()&>(FNodeDocsGenerator::GenerateNodeImage(UEdGraphNode*, FNodeDocsGenerator::FNodeProcessingState&)::$_12&&) (/home/dom/code/UnrealEngine/Engine/Source/Runtime/Core/Public/Templates/Invoke.h:45)
UE4Function_Private::TFunctionRefCaller<decltype(fp(fp0...)) DocGenThreads::RunOnGameThreadRetVal<FNodeDocsGenerator::GenerateNodeImage(UEdGraphNode*, FNodeDocsGenerator::FNodeProcessingState&)::$_12>(FNodeDocsGenerator::GenerateNodeImage(UEdGraphNode*, FNodeDocsGenerator::FNodeProcessingState&)::$_12)::'lambda'(), void ()>::Call(void*) (/home/dom/code/UnrealEngine/Engine/Source/Runtime/Core/Public/Templates/Function.h:548)
UE4Function_Private::TFunctionRefBase<UE4Function_Private::TFunctionStorage<true>, void ()>::operator()() const (/home/dom/code/UnrealEngine/Engine/Source/Runtime/Core/Public/Templates/Function.h:676)
FFunctionGraphTask::DoTask(ENamedThreads::Type, TRefCountPtr<FGraphEvent> const&) (/home/dom/code/UnrealEngine/Engine/Source/Runtime/Core/Public/Async/TaskGraphInterfaces.h:1305)
TGraphTask<FFunctionGraphTask>::ExecuteTask(TArray<FBaseGraphTask*, TSizedDefaultAllocator<32> >&, ENamedThreads::Type) (/home/dom/code/UnrealEngine/Engine/Source/Runtime/Core/Public/Async/TaskGraphInterfaces.h:847)
FBaseGraphTask::Execute(TArray<FBaseGraphTask*, TSizedDefaultAllocator<32> >&, ENamedThreads::Type) (/home/dom/code/UnrealEngine/Engine/Source/Runtime/Core/Public/Async/TaskGraphInterfaces.h:514)
FNamedTaskThread::ProcessTasksNamedThread(int, bool) (/home/dom/code/UnrealEngine/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp:686)
FNamedTaskThread::ProcessTasksUntilQuit(int) (/home/dom/code/UnrealEngine/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp:582)
FTaskGraphImplementation::WaitUntilTasksComplete(TArray<TRefCountPtr<FGraphEvent>, TInlineAllocator<4u, TSizedDefaultAllocator<32> > > const&, ENamedThreads::Type) (/home/dom/code/UnrealEngine/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp:1463)
FTickTaskSequencer::ReleaseTickGroup(ETickingGroup, bool) (/home/dom/code/UnrealEngine/Engine/Source/Runtime/Engine/Private/TickTaskManager.cpp:559)
FTickTaskManager::RunTickGroup(ETickingGroup, bool) (/home/dom/code/UnrealEngine/Engine/Source/Runtime/Engine/Private/TickTaskManager.cpp:1527)
UWorld::RunTickGroup(ETickingGroup, bool) (/home/dom/code/UnrealEngine/Engine/Source/Runtime/Engine/Private/LevelTick.cpp:781)
UWorld::Tick(ELevelTick, float) (/home/dom/code/UnrealEngine/Engine/Source/Runtime/Engine/Private/LevelTick.cpp:1552)
UEditorEngine::Tick(float, bool) (/home/dom/code/UnrealEngine/Engine/Source/Editor/UnrealEd/Private/EditorEngine.cpp:1504)

I'm excited to make use of this plugin for documenting my own open source plugin, so whatever I can do to help troubleshoot, please let me know :)

Failed to generate document

The version is 4.24.
I selected the project content folder. And as a result of generating the docs I got these results:
Any ideas to help me?
Thanking you in advance.

2020-09-09_14h11_27

No Licence

Hello,
your plugin are really interesting, but no licence about this used. It's an Open Source project ? Only free ?

UE 18+ support?

The plugin doesn't compile in 4.21. It seems like the FHighResScreenshotConfig.SaveImage() function has been removed. Any ideas on how to solve this?

Capture d’écran (327)

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