I am not sure why UE4 doesn’t support large multiplayer worlds out of the box? As far as I have seen we have some very basic level streaming, so it should be fairly simple so create some level streaming for large worlds.
I also found an network importance volume.
And UE4 seems to use origin shifting under the hood. At least I have an option in my actor called “Ignore Origin Shifting”.
So what is really the problem for large multiplayer worlds? As far as I can see we have all tools that are needed to create large multiplayer worlds, what am I missing?