I see they mention disabling nanite fixing it for them, sadly that’s not a workaround for me as I still get the same freezing.
Though it seems like the editor leaves some trash nanite data for the static meshes even when disabled? All meshes I’ve tested nanite on in the past gets marked with “Nanite is enabled, but cannot render” despite nanite being disabled on them.
Maybe it’s getting confused and doesn’t know how to deal with nanite on these assets at times?
Sadly it appears that epic focuses a lot more on pushing new features and then leaves polishing and maintaining the old in the dust. All the big companies have their own engine programmers with their own modified source builds and custom tweaks, fixes, features and ways to do things, and making things convenient for the rest of us isn’t a priority.