Issues With LightweightInstanceStaticMeshManger

I am trying to add a bunch of static mesh actors to the world, and I thought I’d try the new ULightWeightStaticMeshManager.

I’ve added a blueprint of the ULightWeightStaticMeshManagerto my scene and configured it and its instancedstaticmeshcomponent. Then I created a bunch of static mesh actors with
ULightWeightInstanceBlueprintFunctionLibrary::CreateNewLightWeightInstance(GridTile,SpawnTM,nullptr,GetWorld()) from C++

However, when I click on the StaticMeshManager in the editor it freezes for a few seconds on a small number of actors, when I try 10k it locks up for a long while. Am I doing something wrong?

I like the idea of the LightWeightInstances because I should be able to collide with a lightweight instance and it be automagically converted to a normal actor. I’d like to be able to use them.

Looks like I was running into the instanced static mesh problem when if you don’t have it set to visibledefaultsonly and try and load up 10k things in it, it chugs the editor.