I’ve dug a bit and I still can’t understand. With world partition active and landscape not spatially loaded, with one or even none of the landscape proxy loaded and rendering on screen, UE keep doing the landscapeProxy::tick for every (16) landscape proxy in the level, and it’s unreasonably long (5ms). Is they a way to (even manually) block those unwanted action from the CPU? I feel like I’m missing something basic. Or I’m looking at the wrong element and the bottleneck is something totally different?
(Ps: making less but larger proxy change nothing as each tick takes more time)