I have one BP actor that is spawning off many, sometimes thousands, of static mesh components. They are not instances, because I eventually may want to modify materials individually, but they are all very low poly. Less than 200 polys per. So even a few thousand should be, on a tri count level, very easy to handle.
However, in one stress test I had 1200 of them and was noticing a rather large slowdown on my machine, which worried me because I have a rather powerful machine. I tried turning collision on the components off, but that made zero difference.
Other than the actual polygon count what would be the overhead in lots of components?
I7-4770k @ 3.5, 16GB RAM, GTX 980ti, Windows 10x64. In the editor without any components, I am capped at 120fps (not sure why but no worries right now). At 331 components I am at roughly 110fps. At 720 I am at 60fps. At 1,261 components I am down to 33fps