Thanks Ferdinand. Putting those lines in the projectdefinitions.txt of the solution was the... solution
Best posts made by ECHekman
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RE: Natvis settings not working?
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RE: How to expose C++ symbols to Python users as a third party?
Definitly interested
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RE: Strange string addition crash
Thanks for your response. We found the issue. Turns out we had to delay load our dlls for earlier versions of the plugin R21 etc
Latest posts made by ECHekman
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RE: Getting an effective value of an enum from a GraphNode
I wrote a whole a4 reply about your suggestions about maxon style, error handling and my opinions about the sparse documentation and the new api in general, but i deleted it because im just so baffled by how hard it is to just get a connected node, and then get a single enum value from a node that I literally stopped caring about code architecture and style. I have tried so many different thing now im at a loss at what is supposed to be the way to do this?
All I want to do:
1: Get the bumpmap that is connected to the standard material node. (com.redshift3d.redshift4c4d.nodes.core.standardmaterial.bump_input)
2: Get the inputType enum value of the bumpmap node (com.redshift3d.redshift4c4d.nodes.core.bumpmap.inputType)I have tried so many different things im not even going to post code. I have read the sdk manual. I have rooted through the examples projects. I have read all the code comments in the headers. Never in my life have i spent so much effort doing something this conceptually simple. What am i supposed to do here?
I just want this value
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Getting an effective value of an enum from a GraphNode
I am trying to wrap my mind around the GraphNode api, and starting to get it a bit (i think)
However, im trying to retrieve the type of a RS Bump Map, however im having a bit of trouble.
I can get the bump map node itself, but I cannot seem to get the effective value that is in its port.
This is my latest attempt, it fails at typeNode.GetValue(maxon::EffectivePortValue,ifnoerr(auto & bumpRes = inputs.FindChild(maxon::Id("com.redshift3d.redshift4c4d.nodes.core.standardmaterial.bump_input"))) { maxon::GraphNode bumpNode = getConnectedNode(bumpRes, maxon::NODE_KIND::NODE); auto assetId = bumpNode.GetValue(maxon::nodes::AssetId).GetValueOrDefault().GetValue(); const maxon::Id& nodeId = assetId.Get<0>(); if (nodeId == maxon::Id("com.redshift3d.redshift4c4d.nodes.core.bumpmap")) { ifnoerr(auto & typeNode = bumpNode.GetInputs().FindChild(maxon::Id("com.redshift3d.redshift4c4d.nodes.core.bumpmap.inputType"))) { maxon::ConstDataPtr inputData2 = typeNode.GetValue(maxon::EffectivePortValue, maxon::DataType::DefaultValue()) iferr_return; auto type = inputData2.GetType(); auto typeId = type.GetId(); } } }
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RE: Userarea keyboard focus issues in 2025.3
Thank you Ferdinand. Ill try to remember to post bugs to the bug subforum.
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Userarea keyboard focus issues in 2025.3
There seems to have been a change to userarea default behavior in 2025.3 - however i cannot find this in the release notes.
Mouse clicks still trigger GeUserArea::InputEvent, however keyboard and scroll events no longer work with default settings.
I found that when i explicitly set USERAREAFLAGS::HANDLEFOCUS in the AttachUserArea it will work like it did in previous versions. However USERAREAFLAGS settings are poorly documented and i cannot find what the settings do or if i need them (HANDLEFOCUS, TABSTOP, SYNCMESSAGE) -
RE: 2025.3.0 SDK Release
We are experiencing an issue where keyboard and scrolling events no longer call the inputevent function of a GeUserArea. They seem to ignore the active window.
It did work with older versions of 2025. Left, Center and Right mouse presses work normally. -
Getting debugbreak in atom.cpp
I have created my own iCustomGUI, and it is fully functional except for that when I update the value i get a critical stop message and a debugbreak. However the data is actually correctly set and stored. So im not sure what is going on.
atom.cpp(439): CRITICAL: Stop A breakpoint instruction (__debugbreak() statement or a similar call) was executed in Cinema 4D.exe.
This is how the data is set in the Init() function of my ShaderData
// In MyData::Init(GeListNode* node, Bool isCloneInit) BaseContainer ociodata; ociodata.SetString(SOME_STRING_ID, String("initial text")); ociodata.SetInt32(SOME_INT_ID, 19); base->SetParameter(c4dId, ociodata);
Here is how i create the UI
// in MyData::GetDDescription() BaseContainer bc = GetCustomDataTypeDefault(DA_CONTAINER); bc.SetInt32(DESC_CUSTOMGUI, CUSTOMGUI_OCIOCYCLE); bc.SetString(DESC_NAME, String(pinInfo->mStaticLabel)); bc.SetBool(DESC_SCALEH, TRUE); description->SetParameter(IDCopy, bc, groupID);
Here is how i send the update from the iCustomGUI class
// in My_iCustomGui::Command() BaseContainer _data; _data.SetString(SOME_STRING_ID, String("some text")); _data.SetInt32(SOME_INT_ID, 14); BaseContainer m(BFM_ACTION); m.SetInt32(BFM_ACTION_ID, GetId()); m.RemoveData(BFM_ACTION_VALUE); m.SetContainer(BFM_ACTION_VALUE, _data); SendParentMessage(m);
I have the same setup with a different iCustomGUI and it works fine, but there is something about this specific case where it is doing this debug break and complaining about a critical stop. Could it be because it im using a basecontainer here in not a simple type like int/float/vector?
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RE: GeDialog ColorChooser Color + Alpha
Thank you for your response that did the trick.
// ... do more settings work, check the user data editor with the data type Color with Alpha and there the details for all the settings, or the docs for
DR_COLORFIELD_...
|I am not familiar with the "user data editor". I am interested in changing the settings because this is what it looks like now:
I would like it to look like this - including the ability to fold it
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GeDialog ColorChooser Color + Alpha
I am creating my own iCumstomGUI and I want to add a colorchooser with alpha
But there is only a function called AddColorChooser which creates a color chooser without alphaThis one in particular:
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RE: How to expose C++ symbols to Python users as a third party?
Definitly interested