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A bit of advice: I think your collision mesh is too detailed on the Eames chair. I saw the same jerking animation behavior with really detailed collisions on my assets. You can manually create a collision mesh in the asset editor and tweak a bunch of things to get it simplified.
and if only the unreal4 so much power n realizem - if only
1, it's determined by the number of vertices, but unless you have absolutely huge amounts of them, it should be negligable.
2, light probes aresampled inside the volumes as a 3D grid, so lowering the sampling density in places with less difference and far away from the play area can have a huge impact. It has preset values to choose from, but it's actually a number so you can go in raw mode and edit it directly.
3, Cubemaps are high-res HDRi textures, so they can take up a lot of space. Your map probably doesn't need more than 3 of them, one inside, and one on each long side of the house.
Also, the fog looks a bit weird when it's applied to the top of the mountains and trees and is not matched in the skybox. You could try adding a height gradient to it so it only affects parts near the ground.