Extremely bad performance in a paper2d project that uses streaming levels

My game is a paper2d only game and i have 0 bsp’s. In matter of fact i only use sprites for everything. Up until 4 days ago my game was running at >100fps as a “new editor window” with unreal minimized or about 70fps with a blueprint in debugging mode.Now it runs at a max of 25fps(!) in the first scenario and less than 15 in the second.My cpu usage as you already know spiked to ridiculous numbers.It is the EXACT same game but i just added my levels under an empty persistent level. That for some strange reason triggered something that causes all the above.

At first i thought it had to do with either how streaming levels behave or the fact that i had many actors but now i am convinced that this it is not the case.It is illogical to add 3 times the amount of actors into a streaming level(than you previously had with only one level) and see a 3000% performance drop,

After some searching in the answerhub i saw similar cases or random performance drops and i am wondering what is causing them.