Spawn 1 blueprint actor with 100s of static meshes, nested blueprints - Hitching

Also, make sure you’re doing this in a release/shipping mode build!
The debug/editor builds have code checking code paths that are not in release, and it’s totally possible that some of them scale poorly with very large object counts.
(It’s also possible that release code has inefficiencies – must ever component check every other component? If so, you have a 1000-components-squared problem!)