PF_PathVertexInfo data not updating every frame
Hi, I have inserted the following code in the Render function of the PathMaster effect example. When i apply the effect to a text layer and animate the position of the text layer I expect the pathVertexInfo to update on every frame of the animation, however it just shows the vert info at frame 0 or the vert info at the last frame of the animation, no in between. I've tried various combinations of checking in and out the shapes and disposing text outlines. I've also tried putting current_time into the A_Time parameter (not sure what it's meant to represent). Not sure what else to try. Any suggestions would be appreciated.
AEGP_LayerH layerH;
const A_Time GG_time{ 0 ,1};
A_long GGtime_step = in_data->time_step;
A_u_long GGtime_scale = in_data->time_scale;
A_long GGwhat_time = in_data->current_time;
AEGP_TextOutlinesH GGTextOutlines;
PF_PathOutlinePtr GGPathPointer;
PF_ProgPtr GGEffectRef = in_data->effect_ref;
PF_PathVertex GGvertexP;
PF_PathID GGUniqueIDP = NULL;
ERR(suites.PFInterfaceSuite1()->AEGP_GetEffectLayer(in_data->effect_ref, &layerH));
ERR(suites.TextLayerSuite1()->AEGP_GetNewTextOutlines(layerH, &GG_time, &GGTextOutlines));
ERR(suites.TextLayerSuite1()->AEGP_GetIndexedTextOutline(GGTextOutlines, 0, &GGPathPointer));
ERR(suites.PathQuerySuite1()->PF_CheckoutPath(
GGEffectRef,
0,
GGwhat_time,
GGtime_step,
GGtime_scale,
&GGPathPointer));
ERR(suites.PathDataSuite1()->PF_PathVertexInfo(GGEffectRef, GGPathPointer, 0, &GGvertexP));
ERR(suites.PathQuerySuite1()->PF_CheckinPath(
GGEffectRef,
GGUniqueIDP,
FALSE,
GGPathPointer));
//ERR(suites.TextLayerSuite1()->AEGP_DisposeTextOutlines(GGTextOutlines));