Big space world?

Is this true? Can’t you just use this method with world comp?
“if you disable world origin shifting you can run a tiled world with a dedicated server. Dedicated servers will load all distance dependent levels, and each connected client will work as usual loading only level that satisfy streaming distance settings. A server holds a list of visible levels for each client and filters Actor replication by this list.”

Answered here https://answers.unrealengine.com/questions/427225/problem-with-world-composition-in-multiplayer.html