Orrery Terrain · OrreryTerrainRenderer module · struct
FTerrainGrassPresentProfile
ExperimentalWhat the component layer did on the game thread since it was made: for the stats command, the perf scenario and the tests.
Declaration
struct FTerrainGrassPresentProfile- Header
#include "Grass/TerrainGrassSystem.h"- Module
PublicDependencyModuleNames.Add("OrreryTerrainRenderer");in your module’s Build.cs.- Stability
- Experimental: supported, may change in a minor version, with a changelog line.
Description
A created component comes from its variety's pool (still configured), from another variety's pool or the unconfigured pool (configured again), or is made new (configured).
Properties
| Name | Type | Default | Meaning |
|---|---|---|---|
Made | int64 | 0 | Components made with NewObject. |
Reused | int64 | 0 | Taken from their variety's pool, configured already. |
Reconfigured | int64 | 0 | Taken from another variety's pool or the unconfigured pool, configured again. |
Parked | int64 | 0 | Unregistered and pooled (or destroyed beyond the pool's cap). |
Acquire | double | 0.0 | Taking or making the component, ms. |
Configure | double | 0.0 | Configuring it (mesh, materials, flags, cull) and placing it, ms. |
Tree | double | 0.0 | AcceptPrebuiltTree, ms. |
Register | double | 0.0 | RegisterComponent, ms. |
Park | double | 0.0 | UnregisterComponent when a component is released, ms. |