How to create and manage a UWorld?

would be nice to see. but what i do know from some testing is that floating point precision isnt the only issue. at around 107km away from server world origin the server stops movement replication and actor creation.

it still isnt enough for larger space games.

i need it to seamlessly travel between two maps that have their own skylight system.
and since the map is pre-rendered on entry things get messy if they are in the same level (or part of a sublevel system like world composition).
ive been working on a workaround for over a year. thats the only solution.
would look something like what ive done in the past