SOLVED Copy link object

Hi.

I copied the object of link field in the virtual object with GetClone ().

However, if the type of the linked object is a generator type such as instance, it can not be displayed properly below the linked object on the object manager.

I checked past posts and found that they have priority issues.
But I do not know how to solve it.

https://plugincafe.maxon.net/topic/6250/6615_clone-of-a-linked-object

Please let me know if anyone knows who you are.

Hi @anoano.

I will need more information.
I'm not sure in which context you are, when you say virtual object I think you refer to be inside of a Generator and the GetVirtualObjects method isn't?

Moreover, when you say a link, you refer to a LinkBox parameter, so the linked object can be anywhere and not necessary a Child of the current Generator, isn't?

Last stuff, please make sure to mark your topic as a question. I've done it for this time (don't worry you are new, no issue at all), see Q&A New Functionality.

Cheers,
Maxime.

Re: Copy link object

This is the code I wrote.

BaseObject *HyperINS::GetVirtualObjects(BaseObject *op, HierarchyHelp *hh)
{
        BaseContainer* bc = op->GetDataInstance();
	BaseObject* main = BaseObject::Alloc(Onull);
	if (!main) return nullptr;
	
	BaseObject    *link= (BaseObject*)bc->GetLink(ID_LINK, hh->GetDocument());
	if (!link) return main;
		
	AutoAlloc<AliasTrans> aliastrans;
        if (!aliastrans || !aliastrans->Init(hh->GetDocument())) return main;
        
        BaseObject* ref = static_cast<BaseObject*>(link->GetClone(COPYFLAGS::NONE, nullptr));

        aliastrans->Translate(true);

        ref->InsertUnder(main);
		
	return main;
}

It will not work at the manager's position.

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Hi, the topic is now marked as solved, did you solve your issue?

The only workaround I was able to find is to make use of AddToExecution and define it to GENERATOR+1, here you retrieve and clone the cache of the linked object in a member variable of your instance, then in the next GVO you make use of this cache, but this has the application that you work always on a mesh that has been generated in a previous SceneExecution call, which may be an issue in case of animation.

Cheers,
Maxime.