Background - I am generating a lot of randomised scenes from a certain map (over 5x5km) where a pawn is moved (teleported) around the map. I want to then capture an image of the scene - however, as I’m setting the culling distance to quite large (>1km) for the grass nodes (generated in a landscape auto-material using a grass node), the grass maps are rendering inconsistently. Sometimes the grass is fully loaded/rendered, sometimes it isn’t after 30seconds. I don’t need realtime rendering here - but I need complete rendering (and putting fixed delays is hugely inefficient)
Question - if using blueprints, how might I tell if the scene has finished rendering all components. I understand that there is a C++ GetAsyncLoadPercentage() command that might be useful, but is there an equivalent way in BP to know if all the grass has been rendered (I have also heard the above C++ solution may cause more problems). I don’t mind waiting, but I don’t want to render a lot of partial frames. Supplementary question - is there any way to control (through console commands) how the grass is rendered in BP projects?
System - RTX3080 (16GB) + 64GB ram, i9-11900k, Windows10, Unreal 4.26.