I think you may all be better off working the problem some other way - particularly with chaos.
For instance, one could make a spline mesh for the ball to roll on.
The different parts of the spline mesh should always be pefectly aligned collision wise, eliminating jumps or issues.
Another option would just be to test a few frames ahead of the ball to detect the landscape transition, then store the collision position you are reading, disable physics as soon as you are 1 frame away from the new landscape, move the ball to the other landscape manually using the stored positoon you tested collision for, and r-e acrivate the simulation while imparting the same speed from before the whole operation.
If the scope of the whole game is a sphere rolling around, then stuff like this on every mesh surface transition would ensure your travel did not get effected by something below a custom treshold you can eventually define / look up.
As always, with Physics you cannot rely on the engine to work, so you have to do at least some of the work for the engine…