Should I be using level streaming, or world composition?

I have a moderate to large-sized game: the entire world will likely end up around 0.5km/0.5km relative size, most of which will consist of an urban setting: criss-crossing streets and buildings with complete or semi-complete interiors. I’ve been pouring over World Composition User Guide | Unreal Engine Documentation , but most of that seems to assume the main intent is to stitch landscapes together, and I’m super-confused about my own use-case: should I be setting up world composition and breaking the game into big chunks, or should I eschew that in favor of streaming volumes, and break it into lots and lots of little chunks?

That’s an easy fix then, thank you! :slight_smile:

This is only moderately related, but do you happen to know how to pull off long horizontal views with level streaming, like long streets that let you see across 4-5 discrete streamed areas? The best idea I’ve had to handle it is to make each level a small island of detail and lots of low-poly mockups of surrounding levels, so the higher detail versions get overlaid over the lower-poly as you get closer.