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.