Hi Drogsterfloggy,
Thanks so much! I definitely do my best to respond to everyone and help out in a timely manner.
As for the low FPS, yes the terrain tessellation is an option. I actually used to have a distance fade applied to the terrain, but it was causing holes in the terrain and I ultimately decided it was best to remove it. There is still distance fade in the material instance, but it is now called “Tessellation Density” and specifies how dense you want the terrain tessellation to be. I would suggest adjusting this to see how it helps your frame rate. Some other options are to use the “Merge Actors Tool” adjusting the lighting to be static, turning off shadows or reducing quality, turn off or lowering tessellation on the tree assets, as well as reducing the number of spline points per tree. Every spline point on the tree adds another draw call, so the GPU has to run another pass on it while rendering it which takes only 0.001ms or less, but when this happens over and over it can start to add up. Also reducing the number of branches on trees can help as well. I hope that helps!