Proper way of implementing large scale multiplayer in a level?

I realize that the engine apparently doesn’t support multiplayer level streaming or even transitional multiplayer games(other than a match/arena based game) unless you somehow code it yourself. So how does one implement a large multiplayer game emtirely within one level that fits within the maximum level bounds before float point errors become an issue and have things run smoothly? Do you just use culling on all distant objects? Is there some guide about such topics? Or maybe I’m wrong and you can easily set up multiple levels for a multiplayer game, that dont load and unload unless needed by the specific player. At first I’d thought I’d be able to overcome limited world size issues by implementing multiple levels, but since that is not able to be done either, I’m curious what the solutions are…like, just culling objects?