Runtime Mesh Component

A single sun is what I am using, yep. And with the same amount of static meshes set to movable I had way better performance, so it’s something about the amount of runtime meshes I suppose.
As far as I know, there is no way to have a dynamic array of components in any actor (or is there?), hence also no way to create a single actor with a dynamic array of RuntimeMeshComponents, so the only way to split the big meshes is to split them into multiple actors. That is, from one actor with one component with 100 sections I will move to 100 actors with one component with one section each. I had tried it with the UEs ProceduralMeshComponent and haven’t noticed any performance difference, but maybe this will work better with the RuntimeMeshComponent.