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Description
I'm trying to do something that requires greater knowledge of C++ than I
currently have.
I am trying to create an Unreal Engine 4 plugin. The engine handles its own
threading and when to call the Tick functions of each object in the scene. I am
building a SceneComponent object and I want to use its TickComponent function
to call inlet.pull_sample. But I don't want to recreate the inlet on every tick
(75 Hz).
So I thought I'd have the inlet as a member variable in my component class.
This requires the inlet to be created explicitly upon component instantiation
because lsl::stream_inlet has no default constructor. I tried constructing it
with my_inlet(lsl::stream_info("NotAName", "NotAType", 0)), and, though it
compiles, attempting to add my component to the scene causes a bunch of errors.
So how do I make a placeholder inlet on instantiation? Or is there a better
solution?
I will try to use the C API instead, but I would really prefer to use the C++
API.
Original issue reported on code.google.com by chadwick...@gmail.com on 11 Mar 2015 at 2:26
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