I’d like to call functions at specific parts of the Unreal render loop (e.g. RenderPrepass, BeginOcclusionTests, ParticleSimulation etc.). I’ve done a bit of C++ coding but never really needed to access engine functions like this, so was hoping for some guidance on the best way to go about it. I’m hoping to just send calls back to my own class, which could then run it’s own logic (namely logging) at these specific points. Any help or direction would be great.