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This repository has been archived by the owner on Oct 11, 2024. It is now read-only.
Hi!
So with the speech to text node - there seems to be some serious drama is getting it to fire both the update and finished execution pins.
On Update it doesn't actually fire the pin - and on finished it always crashes when I try to save the string to a var.
The log shows that the voice is being recognised and it is saying the task updated and finished - just the pins aren't going.
I tried a couple of permutations, including setting a delegate and firing that on both update and finished - both didn't fire visually in the graph - however the log shows it did fire past (even puttting break points don't actually stop the flow).
I'm wonding if the rest of the execution flow after the node is actually on my game thread anymore? I dunno. The old Voice to Text node worked a charm, even if it was a bit lean on options....
The text was updated successfully, but these errors were encountered:
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!
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. 👀
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
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?
Hi!
So with the speech to text node - there seems to be some serious drama is getting it to fire both the update and finished execution pins.
On Update it doesn't actually fire the pin - and on finished it always crashes when I try to save the string to a var.
The log shows that the voice is being recognised and it is saying the task updated and finished - just the pins aren't going.
as for the crash - log attached.
TWD_Pathways.log
CrashContext_runtime.txt
I tried a couple of permutations, including setting a delegate and firing that on both update and finished - both didn't fire visually in the graph - however the log shows it did fire past (even puttting break points don't actually stop the flow).
I'm wonding if the rest of the execution flow after the node is actually on my game thread anymore? I dunno. The old Voice to Text node worked a charm, even if it was a bit lean on options....
The text was updated successfully, but these errors were encountered: