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Vehicle Pathname Fix (#127) #129

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Vehicle Pathname Fix (#127) #129

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porisius
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@porisius porisius marked this pull request as draft October 28, 2024 20:20
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https://discord.com/channels/555424930502541343/862002356626128907/1300529646038810634

Vanzin — Today at 1:59 PM
Hey @DarthPorisius(RemoteMonitoring), sorry the ping. I saw some code from you here in the discord related to casting the Vehicle object into AFGSavedWheeledVehiclePath.

Did you manage to solve that?
DarthPorisius(RemoteMonitoring) — Today at 1:59 PM
one sec, let me finish a thought
Vanzin — Today at 1:59 PM
Was in this message btw: ⁠help-writing-ue-cpp⁠
DarthPorisius(RemoteMonitoring) — Today at 2:04 PM
Oh, I knew... I don't have a confirmed fix, just potential. I had the build server compile/upload artifact for this PR.
#129
I think, for me, it was a case that VehiclePath was coming back null when a vehicle had no path assigned.
Vanzin — Today at 2:11 PM
Thanks! The only difference from what I had was the IsValid in the if().
But still the PathName was empty for me. I will try with your approach, lets see
DarthPorisius(RemoteMonitoring) — Today at 2:12 PM
The original code is also from pre-1.0, so who knows with the changes CSS did... maybe its easier. I hadn't look at the headers as I was more concerned about the uWS component.
Vanzin — Today at 2:40 PM
I had no luck 😂 No Path Configured!
Looks like the casting is not working

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