How to merge in-game Fortnite (UEFN) objects and optimize the island?

Hi everyone,

I’m working on a large-scale map in UEFN, and I have a serious performance issue due to a high number of in-game Fortnite objects (props, building assets, foliage, etc.).

Main problems:

  • Too many unique objects causing high draw calls.
  • Memory usage far exceeds the 100,000 limit.
  • FPS drops due to too many physics-enabled objects and dynamic lighting.

Questions:
:one: Is there any way to merge in-game Fortnite objects into a single entity (like Instanced Static Meshes or Proxy Meshes)?
:two: What are the best methods to optimize an island with thousands of Fortnite props?
:three: How can I efficiently disable objects outside the player’s view to save performance?

I’ve already tried HLOD, reducing materials, optimizing collisions, and limiting dynamic lights, but I still have performance issues when publishing the island. Any advanced techniques or workarounds would be highly appreciated! :rocket:

Thanks in advance!