Working with complex blueprints

Thank you for the advice MaxFights, however using instanced static mesh components doesn’t seem to improve the Blueprint Editor performance at all. There’s still a second of hitching on every action. Dynamic static mesh instances also seem to have collision issues. I can have 1000 static mesh components in the blueprint and it won’t affect the performance of the blueprint editor. My guess is the actors spawned by the ChildActorComponents in the blueprint are causing this.