Help Needed: Best Practices for Optimizing Large Open World Environments in UE5

Hi everyone,

I’ve been working on an open-world project in Unreal Engine 5 for the past few months and wanted to get some insights and best practices from others who’ve tackled similar projects. My map is quite large (around 10x10 km), and while I’m loving what UE5 offers with Nanite and Lumen, I’ve started to notice some performance dips—especially with foliage, world partitioning, and streaming in general.

Right now, I’m using World Partition to break up the environment and streaming seems to be working okay, but I still experience stuttering when moving quickly through large areas. Foliage and landscape layers also seem to be heavy on GPU usage despite optimizations. I’ve tried adjusting culling distances, HLODs, and foliage density, but can’t seem to strike a good balance between visual fidelity and performance.

Here are a few questions I hope the community could help with:

  1. What are the most effective ways to optimize foliage in large worlds using UE5?
  2. Is World Partition reliable for very large, seamless environments in production?
  3. How do you handle lighting for massive maps—do you rely purely on Lumen, or are there hybrid approaches?
  4. Any recommended profiler workflows or plugins you’ve found helpful?

https://forums.unrealengine.com/tags/c/tutorial-course-discussions/159/unreal-engine

Would appreciate any advice, sample project references, or performance tuning tips. I’ve gone through the official docs but real-world experiences would really help fill in the gaps of azure course in chennai.

Thanks in advance!