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Hierarchical Level of Detail (or HLOD), in its simplest form, is a way to combine pre-existing Static Mesh Actors into a single HLOD Proxy Mesh and Material (with atlased Textures). Using HLOD may lead to increased performance as they reduce draw calls down to one call per Proxy Mesh as opposed to a draw call for each individual Static Mesh Actor. When generating HLOD Proxy Meshes, there several parameters you can adjust which help define how Static Mesh Actors are grouped together as clusters that will ultimately be built into Proxy Meshes.
basically it combines different meshes together into one to reduce independent load time (I believe) so if you disabled it and things ran better then it doesn't sounds like its actually doing what its meant to lol
ah okay, thx for the info :)
and yes I get a lot more fps. try it and you will see that 60 fps is easy to achieve