Don’t use crappy engine versions that try to use “double" as a means for making the landscape system that had never worked right work - well, even worse? It’s not like it works better afterall.
Disable large world coordinates or whatever that is alltogeter - or move to an engine version that doesn’t have any of that.
Also, no, double in this case isn’t beneficial.
Normally higher number tresholds would be great. Everyone should be all for it.
BUT… In this case the “need” is 0 (or less).
If you want precision you just use meshes and set up world origin shifting properly.
With that you are guaranteed precision.
You can argue that “at a distance this building is in a different place" - sure.
But first of, you aren’t really supposed to see a building from more than 8mi away where the error margin becomes somewhat noticeable.
And second of, your LOD should already be so low detail by then that the difference in math wouldn’t be noticed due to the fact it is still less than a pixel difference at 4k native.
if epic ever decides to build a decent/modern day version of landacapes and their underlying structure for level layouts, with native double - then maybe it will become worthwile to have and use stuff like LWC - you know, since if it were native it also wouldn’t “cost extra" for someone’s scene…
On a more practical note, I don’t think it’s possible to have stuff perform well while jumping from regular float to double unless you expect the RAM/VRAM requirements to be adjusted accordingly - and I do ’t think that this is pheasible still, maybe by 2030 when your avarage gfx has 12GB vram. Until then, and especially with consoles in the mix, you can’t really make the jump - (so it isn’t exactly all Epic’s fault, a rare occurrence).