Extremely basic project gets '‘Video memory has been exhausted' message

So I have tried a few things.

1. I found and adjusted Start/End culling distance for each static mesh created in my PCG with the ‘Static Mesh Spawner‘, this includes the 12 tree meshes I’m using and 1 grass mesh. While this has helped alot for performance in the editor viewport, this hasnt helped runtime performance. My screenshot also shows some other nodes I was toying around with but nothing seems to improve anything.

  1. Next, I read that high poly meshes like trees should be nanite meshes. So I tried ‘Enabling Support’ for my tree static meshes and enabling the ‘Build Nanite‘ option. I can’t say for sure but it feels like that caused slightly more performance issues. The frametime seemed to increase about 5-10ms so I disabled those options.

  1. Lastly, I looked into HLOD. Which I havent gotten far. In order to setup HLOD, my level needs to have ‘World Partition’ enabled. I havent been able to find accurate instructions for this process. Everything I do find seems to give me inconsistent menu options to enable it that don’t align with the version of UE I am using. I am using UE 5.7 so if anyone knows how to enable it, or has a proper resource to enable it, please let me know.

EDIT: I did manage to figure out how to enable World Partition for my map, but I am still investigating how to take advantage of it.