This is the 3rd episode of unrealengine high performance grass system. This system allows us to render millions of grass blades with a fraction of performance cost compared to the conventional grass rendering system in unreal engine. Here, each individual grass blade will be generated using a code. Today we are going to work on how to save generated grass mesh into the level so that we don't have to generate it every time we load the levels. For this we will have to use a little bit of C++, but that will be very simple.