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Nested blueprint performance issues

Hi there. I'm trying to set up a workflow where I have nested blueprints that allow me to update static meshes quickly and organize them well. To do this, I have a blueprint of a BuildingX, which is comprised solely of static mesh components. I then include this building blueprint as a child actor component on another blueprint, say ClusterOfBuildingX. That way, I can place and instance edit ClusterOfBuildingX, all while being able to update the base building if I want changes across the board.

The issue is that upon doing this and having a cluster or two, editor performance steeply goes down the drain (changing properties on the blueprints takes 30+ seconds for engine to be responsive again).

Am I missing a critical step to making this performant, or is this just not a desirable workflow? Is there a better way to achieve this? I've ensured all the Child Actor components are not set to movable, but beyond that, I'm not seeing a reasonable cause for the huge performance hit.

Thanks in advance!

Product Version: UE 4.22
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asked May 03 '19 at 05:55 PM in Using UE4

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Typochondriac
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