I am experimenting with World Partition and HLODs. I basically took the Open World Level and spawned a bunch of grass and trees on the landscape. The grass was created using LGT so it hardly affects performance, but the trees being quite dense significantly reduces performance (which was my main reason to make it so dense). Now my plan is it to see how well HLODs can work or how much performance boost I can get with turning HLODs on. However the result is a little weird. With the Enable Streaming ticked off, the FPS count is around 30-32. When I enable streaming in the world settings, the FPS is around 50-60 fps, without generating any HLODs. But when I build the HLODs the FPS tanks to 30-35 sometimes dipping below 30. The number of tris in the foliage stats counter also seems to have increased after generating the HLODs from 4 Million tris average to 9-10 Million tris average . I am using a different HLOD Layer for the foliage, it uses instancing. I mostly followed this video guide (apart form the Unreal engine documentation) - https://www.youtube.com/watch?v=LUvPi0Y-MzU. I also tried to enable and disable the HLODs and spatially loading (and not loading) the landscape instances, it didn’t see any improvement. Spatially loading (or not loading) the foliage instances also does not appear to make any difference. Any help regarding the matter is helpful. Thanks in advance