Registering a LogicComponent above creating StaticModels makes them invisible

Hello!

For seem reason when I use context’s “RegisterFactory” function on a LogicComponent above creating a scene it flat-out makes StaticModels disappear.

Here’s what it looks like when I don’t register the component: http://prntscr.com/ggox61 (This is what it’s supposed to look like)

The result of putting RegisterFactory() above everything makes it a black screen.
Here’s my CreateScene() function with where I’ve tried putting it

void PlayingState::CreateScene() {
	//context_->RegisterFactory<brk::PlayerCamera>();

	// <-- Placing registerfactory here is black screen

	ur::ResourceCache *cache = GetSubsystem<ur::ResourceCache>();

	// <-- Placing registerfactory here is black screen

	ur::Node *boxNode = scene->CreateChild();
	ur::StaticModel *model = boxNode->CreateComponent<ur::StaticModel>();
	model->SetModel(cache->GetResource<ur::Model>("Models/Plane.mdl"));
	boxNode->SetScale({ 100.0f, 1.0f, 100.0f });

	// <-- Placing registerfactory here is black screen

	ur::Node *cameraNode = scene->CreateChild();
	cameraNode->CreateComponent<ur::Camera>();
	cameraNode->SetPosition({ 0.0f, 10.0f, 0.0f });

	// <-- Placing registerfactory here works fine

	Renderer* renderer = GetSubsystem<Renderer>();
	renderer->SetViewport(0, new Viewport(context_, scene, cameraNode->GetComponent<ur::Camera>()));
	
	// <-- Placing registerfactory here works fine
	
}

Here’s the LogicComponent “PlayerCamera”, even with it blank it still gives a black screen.

constexpr float MOVE_SPEED = 20.0f;
constexpr float MOUSE_SENSITIVITY = 0.1f;

class PlayerCamera : public ur::LogicComponent {
	URHO3D_OBJECT(Camera, LogicComponent)
	public:
		PlayerCamera(ur::Context *context);
		virtual void Start();
		virtual void Update(float deltaTime);
		
	private:
		float yaw, pitch;
};

Source:

PlayerCamera::PlayerCamera(ur::Context *context) : ur::LogicComponent(context) {

}

void PlayerCamera::Start() {
	yaw = pitch = 0.0f;

}

void PlayerCamera::Update(float deltaTime) {
	ur::Input *input = GetSubsystem<ur::Input>();

	if (!input->HasFocus()) return;
	
	ur::IntVector2 mouseMove = input->GetMouseMove();
	yaw += MOUSE_SENSITIVITY * mouseMove.x_;
	pitch += MOUSE_SENSITIVITY * mouseMove.y_;
	pitch = ur::Clamp(pitch, -85.0f, 85.0f);

	node_->SetRotation(ur::Quaternion(pitch, yaw, 0.0f));

	if (input->GetKeyDown(ur::KEY_W)) node_->Translate(ur::Vector3::FORWARD * MOVE_SPEED * deltaTime);
	else if (input->GetKeyDown(ur::KEY_S)) node_->Translate(ur::Vector3::FORWARD * MOVE_SPEED * deltaTime);
}

Any clues? :confused: I don’t know how registering a factory is related to breaking a StaticModel

Holy cow I didn’t notice the

URHO3D_OBJECT(Camera, LogicComponent)

Mistake, I’m stupid. :man_facepalming:

Sorry for wasting anyone’s time