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

Worth a shot. I have not used nvidia insights before but will have a look.

I was trying to stress the game out to find out where the max is…probably overshot. This kind of blueprint has over 1000 meshes between the static meshes and nested blueprints.

It is probably better to scale way back.

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!)