VTK Array doesn't work correctly if it's used under Unreal Engine

Thank your reply. I’ve compiled VTK only as shared library. Also, I tried both dlopen or not.
For dlopen, I just use GetDllHandle which independent to platform in Unreal to load VTK at any time. it’s exactly same as dlopen.
For not dlopen, I don’t have to do anything. As you know, VTK is loaded when the app started up by the ld.
In most of case, I use second one.
For RTTI , you’re right. Also, the VTK team explain that VTK’s array model has been re-designed after 7.1. here [vtkArrayDispatch and Related Tools - VTK documentation](https://vtkArray Dispatch and Related Tools)
For everything, it’s successful in while build VTK and integrate to Unreal no failed.
It’s problem that VTK array holds incorrect memory layout at runtime.
Although, App cause segfault when I try to read cell base data via vtkCellData only in Unreal.
When I trace the callstack, the final broken point is in VTK Array’s data buffer meet to null.