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    Undo destroys pointers...

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    • H
      Helper
      last edited by

      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 25/06/2003 at 08:08, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   8.100 
      Platform:   Windows  ;   
      Language(s) :     C++  ;

      ---------
      I am passing a bunch of pointers to a dialog and open up a new scene, I then insert clones of the objects (that the pointers belong to) into this new scene. At the end I copy them back to the "original" objects with CopyTo() and also use an aliastranlate.
      All this works just fine as long as the user does not use the undo in Cinema 4D. Because if he does, the pointers seem to become invalid... :
      Any chance for a workaround or an explanation?
      Thanks in advance
      Samir

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      • H
        Helper
        last edited by

        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 25/06/2003 at 11:09, xxxxxxxx wrote:

        Storing pointers is always dangerous. Store a BaseLink instead, because then you'll at least know when it's invalidated.

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