Open world, Performance options?

Here’s my issue. I have a massive persistent map already populated with static meshes, foliage, AI, ect…
I’ve run into the issue of some gnarly performance issues. Naturally, I figured I’d be able to level stream the world, but the issue i’ve run into is my map is one massive entity, and I haven’t found a way to separate the world into smaller chunks to load as individual levels. Also if I did find a way to do so, how would I go about adding existing folliage and all of the other assets to that specific level. Am I screwed, and do I have to back track on a lot of work I have done? Please let me know!



Open world games typically only render what’s in front of you to save on memory!

This is a good example of how this kinda works,