[Closed] SDK: isvalidnode equivalent??
Well I don’t actually store the node, just a pointer to it as a variable in the plugin base class like
INode *myNode
Then I have a pickbutton callback where it uses
myNode = vpt->GetClosestHit()
So how to make the plugin check that the node it’s pointing to is actually a thing that exists?
it sounds like “how to check if a given pointer is still valid?”
the answer on this question is “Nohow”. the best you can do is to call what i wrote above with a try/catch expression
is it a utility plugin? you probably have to reset it yourself on new, reset, and scene load …
actually the best is not sending of a certainly invalid pointer. which means you have ZERO it on scene any reset
actually the best is not sending of a certainly invalid pointer. which means you have ZERO it on scene any reset
It seems that the simplest answer is once again the right one! I shall set up the appropriate notifications.