A question: Largest possible multiplayer map size without level streaming

Hello,
I am a member of a game development group, recently some of our team members have suggested we over to Unreal due to the innovative features found in Unreal 4. In the past we have worked with older version of Unreal and have been happy with the results however those projects were small and less involved than what we are currently working on.
The Project (sorry no working title yet) is heavily dependent on long range weapons, artillery,vehicles and aircraft. The Project is not an “arcade” style game therefore realistic performances of the vehicles & weapons in the project is a critical feature.

Tanks and artillery guns will require ranges exceeding of 5km for long range gunnery and indirect fire support. Aircraft with real speeds implemented would require a large amount of terrain to fly over so that the player does not immediately hit the boundary of the map seconds after take off and have to constantly fly in circles as was the case in other older games.

So my questions are the following:

1.Can Unreal 4 model very large maps for multiplayer?

2.How large can one make a map in unreal 4 in a multiplayer setting without level streaming?

3.On a large map how far can the player actually see?

for example on say a 5km by 5km map can the player actually see players on the other side of the map assuming the map was flat and had no obstructions?
For reference on a clear day visibility in real life is usually 10 miles or about 16 km.

  1. Is how far the player can see editable? On an old UE based game one could chose the view distance for the player in the map editor (up to 4000m) which at max distance would use fog to obscure objects & players past the view range.

I apologize if this has been answered before from my searches of similar threads I did not see an answer which we need to pull the trigger on bringing the project over to Unreal 4.

Thank you

-Matt

On standard scale, an Unreal 4 map is 5km x 5km. You can, however, reduce the scale to so more can be fit in to the arbitrary Unreal Units. There is some balancing to this, if you reduce the scale too much physics will behave poorly.
Visibility I believe is limitless and more a function of your own personal optimizations and not anything forced on you by the engine, but I do believe there are max render distances built into certain kinds of objects (but I could be wrong).

Ty for response Ray
for anyone else that is interested I found this in the Unreal docs:

Anyone know how I can do this?

I would be interested in this, but then again I probably will never be able to fill a 5x5km world (or 10x10 if I make everything half the size)
here’s a friendly bump for you though :slight_smile: