Re: Serialization function for custom type.

#3
Game Tokens are setup to use the same types as the Flow System, specifically one of EFlowDataTypes values:

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enum EFlowDataTypes
{
eFDT_Any = -1,
eFDT_Void = cry_variant::get_index<SFlowSystemVoid, TFlowInputDataVariant>::value,
eFDT_Int = cry_variant::get_index<int, TFlowInputDataVariant>::value,
eFDT_Float = cry_variant::get_index<float, TFlowInputDataVariant>::value,
eFDT_EntityId = cry_variant::get_index<EntityId, TFlowInputDataVariant>::value,
eFDT_Vec3 = cry_variant::get_index<Vec3, TFlowInputDataVariant>::value,
eFDT_String = cry_variant::get_index<string, TFlowInputDataVariant>::value,
eFDT_Bool = cry_variant::get_index<bool, TFlowInputDataVariant>::value,
};
Regarding the Serialization method in Schematyc components you can take a look at a pre-existing component for reference.
I recommend taking a look at CAreaComponent::SShapeParameters struct. This provides it's own serialize method.
https://github.com/CRYTEK/CRYENGINE/blo ... nent.h#L50
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Re: Serialization function for custom type.

#5
C++ plugins are defined in the cryproject file and loaded in the order they are given there.
To use methods from one dll/plugin in another, you will need to use the plugin manager to get a pointer to your plugin interface;

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CGamePlugin* pMyOtherPlugin = gEnv->pSystem->GetIPluginManager()->QueryPlugin<CGamePlugin>();
Of course, you will need to include your other plugins interface header, eg. the "GamePlugin.h".

I believe editor plugins are loaded before game plugins, so you may need to wait for the game plugin to be loaded by listening to an event in sandbox or modifying the load routine.
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