Sacling big Actor has a huge Performance impact


I trying to implement a tide system for a big Multiplayer map.

Currently I have basicly a Box-Collider and a Plane (as Component for the Box) as surface, and a few helper Components for post-processing.

In a small Scale (200m x 200m), everthing works fine, but If I scale the actor big enough for the map (10km x 10km for the ocean plane), and then let the tides work, then The Performance gets very bad.

Is there a recommended way to scale huge Actors?

I was able to increase the performance a little bit by implementing a own solution which works without a Phsyics-Volume.