I should start by saying this wasnt actually for use in-game or even for optimisation. I tried to see if i could get a unity implementation of a grass simulation to work in unreal, and was playing around with all the tools i could grasp to see if it worked.
So yes if this was actually for something shippable id agree with you. But no, it was not meant to be optimised, yet.
I do know how to create grass the normal way, but i wanted to see if i could play around with different methods.
I should also say that single bladed grass has been done in games before, think of ghost of tsushima as an example. Yes it requires loads of tricks but the value of doing it in this way is that it can look really amazing.
Thanks for your input though
PS: afaik within the editor itself, even when typing it is locked to 1000, havent tried creating the class in c++ yet but the density seems to be depricated anyway