Recommendation: The world division function should be infinite-multi-map

I think Unreal 5’s Landscape should support infinite maps, at least 100,000 square kilometers. When you have a heightmap of 100,000*100,000 pixels. The world partition detects that it is too large and can be automatically split into multiple Level asset files (the Landscape size in each single Level is set by the user), and the split level file automatically becomes the sub-level of the level. All levels become a whole, and in The world partition view, are completely integrated.
This solves three problems:

  1. If you use The world partition function, then each Landscape is only 81618161 at most. If it is a world of 100100 square kilometers, you need to puzzle 10 maps, and deal with their connection problems, and when streaming between different Landscapes Problems that may arise.

  2. If you continue to stream with UE4 levels, The world partition is meaningless, complex manual puzzles, and you need to consider the possible streaming problems between each Landscape.

  3. All Landscapes are placed in one Level. When first created, the low-performance computer may not be able to withstand the power of creating large terrains, causing UE5 to crash.