Hi Arnav,
The number of clusters seems quite high but not impossible and would depend entirely on the level data. As I imagine this is in a large product, providing a repro case may prove to be difficult?
Can you confirm if the device on which this was profiled is running OpenGL ES or Vulkan? If it is on OpenGL ES, can you confirm if the hitch is equally as significant on Vulkan?
One possible workaround would be to time slice the initialization across a few frames in UWorld::AddToWorld but this would be approximate but perhaps sufficient.
Regarding the commit to Level.cpp mentioned, I consulted with the implementor and it doesn’t appear it would have any impact on the issue at hand.
Best regards.