Probably not.
The character animations and materials / really most of the engine / suffer from floating point precision anyway.
Enable world origin shifting and set the rebasing to happen around 300m from origin.
Then prettymuch everything will always work.
Arguably 300m could already be too much if you need animations to be at millimetric precision.
The only problem with shifting is the computational overhead.
It’s not an issue on anything modern, but if you need to run things on a toaster, then you have to keep levels and objects at a bare minimum…