Hi, Im really scared because I fear a fundamental issue concerning the script system in my game engine.
In C++, I have a class. In my class I map data to GameObject like: *class { map<GameObject*, Data> ..... }* As you see, I use the pointer as key. When I from c++, in the same class, call a python function I pass the key like this: *class::callPythonFunctions() { boost::python::get_override("callbackFunction")(boost::python::object(boost::python::ptr(gameobject))); // the variable gameobj is of type GameObject* } * When I recieve the call in python I do some checks like this: *def callbackFunction(self, gameobj): for x in self.mydict.keys(): print("Checking") print(gameobj == self.mydict) print(gameobj in self.mydict)* The above will print something like: *.... Checking True False ...* I do have a overloaded == operator. But how can I fix so that python checks for my pointer and not the PyObject* pointer ? // Simon
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