Level Streaming vs. World Composition

The game I’m designing has 3 stages. Each stage has about 20 sublevels in each stage. Two things I’m wondering:

  1. Is world composition more efficient than level streaming for situations with many sublevels?

  2. Can you control world composition as much as level streaming? I want to have multiple overlapping areas and not have them all appear at the same time. Initially I tested world composition but couldn’t get around many levels all appearing at the same time.

Well the tiles are loaded using level streaming with world composition. You can disable distance streaming with a layer and load tiles manually or on some conditions in the level blueprint.