Hello,
We’d like to add better stats logging to USkeletalMeshComponentBudgeted::TickComponent(). Currently, we have a derived class that does not give us specific actor ID information when profiling in Insights, even when we enable verbose stat names. We’d like to change the access level from private to at least protected so that we can provide a custom scope cycle name. Is this recommended or is there a better way to enable this information during profiling?
We currently have the following engine change to address this. Is this recommended?
protected:
// UActorComponent interface
UE_API virtual void BeginPlay() override;
UE_API virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
UE_API virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override;