Hi, I am currently working on a large scale urban environment and I have about 2000+ blueprint actors (lamps) which has a spot light and sphere collison for trigger. I should be adding about thousand more of this same asset, however, it started to slow down editor performance when it reached actor count of 1000 so everytime I try to duplicate the BP actor, it lags for about 1-2 seconds. After duplication, it is relatively smooth in terms of moving the object, but it lags extremely when I try to rotate them.
Apart from editor performance, I think it also has quite a significant performance drop in-game as well as I can see about 30-40 fps drops when it is simulated (it reaches 100+ fps when paused).
I am dealing with this issue by placing static mesh actors of the same shape and replacing them with BP actors in post, but I would really like to know if there is any way to improve this.
The video in the link above will give you a brief overview of what I am doing.
It is already disabled by default and it is only set to turn on when a pawn overlaps with the sphere. The main issue is editor lag that dosen’t happen in an empty level. I am wondering if there is some sort of communication between the same BP classes? There is a brief loading bar when I duplicate the lamp BP something about reference. It was too brief to read the full text but I wonder if it has something to do with it.