Level Streaming Causes Stuttering When Switching Between Proxy Meshes and Original Buildings

I’m working on a relatively small world, so I only planned to use level streaming lightly.

The main performance bottleneck in my game is a group of houses placed throughout the world. To optimize them, I selected a cluster of houses within a certain area and converted them into a Proxy Mesh, combining them into a single mesh.

Then I created two sub-levels:

  • One sub-level contains the original house meshes.
  • The other contains the proxy mesh placed at the same location.

I built a system that switches between them by loading and unloading the corresponding sub-levels.

However, when I test the game in Standalone mode, the game stutters whenever a sub-level is loaded. The optimization actually seems to make performance worse.

Unfortunately, I can’t use World Partition because it causes errors in my project.

Given this situation, what would be the best way to optimize my world using regular Blueprints or other Unreal Engine features? Are there better alternatives to my current level-streaming approach?