Tips for Optimizing Level Design Performance in UE5?

Hi everyone,

I’m currently working on a mid-sized open-world environment using Unreal Engine 5, mainly focusing on third-person gameplay. I’ve been loving how powerful Nanite and Lumen are, but as my scene gets more detailed, I’ve started noticing performance drops—especially when moving quickly through different areas.

Here’s a quick summary of what I’ve done so far:

  • Using Nanite for most static meshes
  • Lumen is enabled (software ray tracing)
  • Landscape is broken into components + using HLODs
  • Using World Partition
  • Culled far-distance foliage using procedural volumes

Despite this, my frame rate still dips below 45fps on mid-range machines. I’m wondering:

  1. How do you usually balance high visual fidelity with performance?
  2. Are there any recommended practices for streaming assets efficiently in large open worlds?
  3. Does anyone have experience tweaking World Partition loading settings or LOD biasing that helped significantly?

Also, if anyone’s used Blueprints vs. C++ for optimizing actor behavior (especially AI or triggers in large maps), I’d love to hear your thoughts. I’m mostly Blueprint-focused but willing to dive deeper into C++ if it helps.

Would appreciate any insights or resources you could share!
Thanks in advance :raising_hands: