My first thought would be for optimisation, there can be thousands, sometimes millions of instances of foliage, grass in a cinematic build for example, there would have to be checks to ensure the engine doesn’t try to access unallocated memory, invalid pointers etc which would impact performance a lot at runtime with so many instances, errors with the foliage would normally be picked up in a development build that has more extensive error handling, unfortunately when developing mods we don’t have the luxury of running development builds of the game =(

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