General Optimization question about unused components

poking around in curiosity, but not having the knowledge at the moment to dig in and verify hypotheses, I’m wondering whether or not there’s any benefit to crawling though large levels and disabling unused components, and whether or not that’ll have any non-negligible impact on client performance.

ex: there are a number of large props in this level I imported from my 1.0 days, they’re set to not take damage, but still have “bounce” and “weak spot” components on. Are things like this just ignored at runtime if they’re redundant, or are they actual non-zero perf impact?

Are there any guides for “if you want to dig around, disabling these things will improve your level performance”?

Other things like “this VFX doesn’t need a shadow” or the like. Just stuff that’s either completely worthless-in-context-edge-cases (i know there are FX that you WOULD want shadows on).

Thanks for looking.
jerO

One kind of “in before…” I realize that “duh, don’t use props, use static meshes” could be one solution. I’m not talking about ripping the whole level apart, just any surface-level 500-grit-sanding that’s easy on the brain.

That being said… I know you can take a static mesh and convert it to a prop… is it ever worth (and easy to do) stripping the prop layer off a SM? Can you “bake” a level that way to improve performance?