World tick time has been discussed on the forum quite a bit. It’s time penalty seems to have risen quite a bit ever since going from ue 4 to 5.
You can only hope that in 5.5 full release Epic may have tracked down what is causing the increase in needed compute time.
If changing the scalability isn’t changing the GPU processing then you could be CPU bottle-necked.
I would for now focus on this area:
You have many actor components that are ticking (728 counts). Do they need to? It’s eating up nearly 19 ms. Go through your actor component and check if they have tick enabled by default.
If you don’t need the tick the disable it. If it is crucial then look into if the tick interval can be increased to not tick every frame.
Also check if you do need tick if you can optimize the code to perhaps cache some logic to not calculate it every frame, but rely on parts of cached information.
You also have many tasks queued up. I’m guessing they are async nodes maybe? Perhaps look into if you can offload some of the calculations to a separate thread via FRunnable.
If you are using Niagara particles for display purposes then maybe try offloading them to the GPU where possible. You really need to free up some CPU power at the moment.