4.26 Sound Cue with over 100 WAV files causes performance issue in engine but not shipping build

I am mainly here to ask, is there a cleaner way to switch between a large number of wave files for overworld music sound track? Currently my main ‘exploration music’ sound cue has many many wavs hanging off randomizer nodes, there has got to be a better way to call from a group of wav’s randomly right?

The problem is once you get this many wavs in a sound que, during engine gameplay any time this cue is called I have immense performance issues. There are no issues during the gameplay of a shipping build.

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