Is it possible to access the stat unit values that are calculated by the engine? Both C++ and blueprint based solutions are acceptable.
I do real-time spawning of a large number of procedural meshes in my game. I have a “master” class which initializes these meshes during on tick. I noticed that “pausing” the initialization when the delta value of the tick is larger than some threshold helps with loading. I want to further increase this “pause” duration by basing it on the game thread time that is given by stat unit.
Further, would this calculation be disabled in shipping builds? If so, any suggestions on how I can do this calculation myself?