SOLVED Safety of GetCache() after ExecutePasses()?

Hi all!
I am implementing a recursive traversal of a scene, visiting all real and virtual objects in the hierarchy, closely following the recursive function outlined in the documentation of BaseObject::GetCache().

The docs also say this about safety: "Use the above routine only if the caches are already built. It is for instance not safe to use it in a command plugin since the user can have stopped the scene redraw and the building of caches."

Is it safe to call this routine if I have built the caches myself using ExecutePasses(), even if called from a command plugin?

/Filip

Hello,

The documentation specify this because you can launch the command during an update and having the scene in a "strange state" Something you have to be aware.

Before using ExecutePasses you should call StopAllThreads.
The scene will be update and you can retrieves the caches.

Cheers
Manuel.

@m_magalhaes said in Safety of GetCache() after ExecutePasses()?:

The scene will be update and you can retrieves the caches.

Great, thanks!

/Filip