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dom452 avatar dom452 commented on May 21, 2024

My guess is def some kind of threading issue - the pins don't execute in the graph, but print string will work. However, if I try to display that string on a widget we get this one:
Assertion failed: IsInGameThread() || IsInSlateThread() [File:D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Text\SlateEditableTextLayout.cpp] [Line: 541] Slate can only be accessed from the GameThread or the SlateLoadingThread!
image

from ueazspeech.

lucoiso avatar lucoiso commented on May 21, 2024

Hi! @dom452 Thanks for the information! : )

During a refactoring, I made a mistake and ended up leaving some broadcasts outside of GameThread. I made a correction in this PR: 692b087

I tested this update in a local project using a widget as well, and I haven't had any problems with these updates so far. 👀
image

image

The problem now is that since the release of UE5.1, it has taken days for them to approve updates on the Marketplace, so the version that is published in the Marketplace doesn't have those changes yet. :S

But recent releases from here on GitHub already have these changes made: https://github.com/lucoiso/UEAzSpeech/releases

from ueazspeech.

lucoiso avatar lucoiso commented on May 21, 2024

This release has packaged versions for UE5.0 and UE5.1: https://github.com/lucoiso/UEAzSpeech/releases/tag/v1.2.5
You can unzip it inside your Project's Plugins folder.

Please let me know if this issue is still occurring and I'll try to solve this 😵‍💫

from ueazspeech.

dom452 avatar dom452 commented on May 21, 2024

Hi!
Yeah she works with a caveat :)
I gotta setup a delegate because the Completed pin doesn't fire. Can definitely work with this tho.
Also noted that the update pin won't fire unless continuous detection is on - I presume this is desired behaviour tho?

Thanks for the support!
image

from ueazspeech.

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