How many issues do you think I would run into if I were to scale my entire world composite map, 4.27 BP only project by x10 for the sake of stacked physics objects not jittering so much?

My plans are to have a large map but I really want physics interactions to work well with stacked smaller objects. If I have to just set a few default variables each time I add an object by x10, then I think I could tolerate that. So far I have noticed that gravity seems to be okay as what it was on a default map but the FPChar needed movement speed to match the new size. Are there any major major hurdles I will not be able to fix by scaling by ten in a 4.27 bp only map with world composition enabled? Has anyone tried this and followed through or gave up?

I am so impressed with how the physics are acting now and the framerate difference (250 objects 50fps vs 115fps), but I also am worried about having to change everything back to default values if in the end I can’t make it work for some unforeseen reason!

I just discovered a thing called substepping. I think I will want to implement this also. I do not know if the scaling will hinder it in any way. Also, I do not know yet if it can be implemented well in a blueprint only project and will need to read more into it.