Those are impressive numbers. It’s hard to tell if it’s GPU or your BP. There are indeed a lot of CPU stalls. But I don’t think this should affect the GPU timings though I can’t rule it out.
FRDGBuilder is the render dependency graph. That’s taking up 41ms. It seems to be struggling to collect all the assets in your level for rendering.
The translucency, subsurface scattering and custom depth are taking 25.8ms. What do you have that uses subsurface scattering? And do you have a lot with transparency? Also seeing a lot with the landscape subsystem. Custom depth should never be that long. Do you have water or something in your level?
Can you turn off foliage? Just set it to not visible in game. Does that make a difference? Just want to see if we can track down what’s causing the issue. If you have water, try disabling that too.
As to finding your function list, can you click on the “Total Inclusive Time” or “Incl” header so that the values are in descending order (seconds, then ms, then us)?
Also, just to rule it out… can you check your project settings->Engine->Garbage Collection and make sure the “Time Between Purging Pending Kill Objects” is not low. Around 60 seconds is the default I think.
edit: Landscape seems to be an issue as well. Not sure if it’s related to foliage or something to do with the landscape materials. Or the size of the landscape.