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    1. Maxon Developers Forum
    2. Yakuza
    3. Topics
    Y
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    • Following 0
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    • Topics 5
    • Posts 21
    • Best 2
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    Topics created by Yakuza

    • Y

      Legacy Code still a thing?

      Cinema 4D SDK
      • 2024 c++ windows • • Yakuza
      11
      0
      Votes
      11
      Posts
      1.5k
      Views

      Y

      Oh sorry, thank you. I totally missed that.

    • Y

      Plug-in running fine on one OS but not another

      Cinema 4D SDK
      • windows sdk • • Yakuza
      13
      0
      Votes
      13
      Posts
      1.9k
      Views

      Y

      @ferdinand

      Yes. it's solved. Thank you.

    • Y

      Project Tool Stops At Non-Existent Path

      Cinema 4D SDK
      • project tool sdk • • Yakuza
      4
      0
      Votes
      4
      Posts
      858
      Views

      M

      Hi @Yakuza just in case you do have space in your Cinema 4D space, so the projectool don't understand clearly your input so you need to escape it by adding "" so something like:

      kernel_app_64bit.exe g_updateproject="D:\MAXON_CODE\Maxon Cinema 4D 2023_CODE\sdk"

      Cheers,
      Maxime.

    • Y

      C++ Debugging Setup

      Cinema 4D SDK
      • • • Yakuza
      6
      0
      Votes
      6
      Posts
      991
      Views

      ManuelM

      hello,

      We need to ask if you are compiling the SDK, your own project, etc.
      Different question, you should open a different thread 🙂
      It will help other people to find the thread.

      Cheers,
      Manuel

    • Y

      Allocation of PrefsDialogObject

      Cinema 4D SDK
      • • • Yakuza
      4
      0
      Votes
      4
      Posts
      1.4k
      Views

      M

      In your specific example, it could look like this:

      static maxon::Result<NodeData*> Alloc() { iferr_scope; return NewObj(SoloPrefs) iferr_return; }

      And when you construct your NodeDataclass, you have to access the actual value of maxon::Result:

      SoloPrefs::Alloc().GetValue();

      Note, if that allocation fails that you can access the error with GetError().
      There have changed lots of things, Sebastian already posted the links to the relevant documentation.