check out this other problem, Why is a regular landscape 2x faster than a tiled landscape? - World Creation - Epic Developer Community Forums - you’ll see that Tiled Landscapes are already severely making my performance worse.
and notice, I still want long view distances. having view distances of 1km when my map could be 10x10km is a pretty horrible limitation if you consider that the cause of it is just badly handled collision.
it’s specially frustrating because you see this nice KiteDemo with super long view distances - it strongly suggests the engine could do it in a real game case, but it really can’t.
and also keep in mind I’m making a multiplayer game. I could only use World Composition if I run a dedicated server. the dedicated server would have always in memory all landscape tiles of all players - all with tree collisions everywhere. that doesn’t sound very promising for performance.
so thanks for your suggestion , but I can only conclude that at the moment there is no working general solution for this. there’s only workarounds that will only fit the needs of certain projects.