Actor/component count & performance

I’d like to know, how much of an impact the number of actors and components has on performance. The tick-function on both would be disabled, of course.

I am making a modular level system and the current plan is to have a seperate actor for every piece of wall, every edge, column or even corner. So, actor count could easily go into the thousands, if not tens of thousands.

I use components to mark locations within every such module-actor and also to keep a reference to connected modules (which is why I call them “connector-components”…). Given the amount of actors per modular level, a few of these components per class can result in many thousands on the whole level.

So… without any ticking, is this extreme actor-count a problem by itself or can the engine deal with it? I’m not really ready to test it myself, but I wouldn’t even bother with my current approach anymore, if I knew it wasn’t gonna work.

Replication is not an issue. I know the system only supports something around 10.000 replicated objects, but (naturally) I wouldn’t replicate every single module, but just seed and events or overrides using a custom ID-system.