Size does matter. (size of single map?)

As expected range of supported map location is -2,147,483,648 to 2,147,483,647. ie. longint. If i remember correctly marked grid size in editor is -200k to +200k. So we can place 10000x10000 editor grids in that area, it is huge. Also resizing skybox to that size (or even 4, 5 times bigger) surprisingly works (however i resized it more and there were funny artifacts). But it can be big enough to not have paralax effect even on edge of known universe (ie max int location).

Now i have few questions:
does physics and network replicating work in all that area? I think it should but one never knows.
Also is all that working for mobiles and html5?

I know i will experiment soon with it, but knowing before could save me some time and disappointment.

So will it be:

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Or other way?

I believe you would be limited also by the processing power of your target (generally, mobile has less processing power than computers making Unreal projects).

Well my game will be 99.9% empty. I want make realistically (well a bit) sized solar system. From my calculations i got that in integer range i can fit everything with planets and sun only 10 times bigger than to scale of distances between. That is if physics (which will be almost none) and network replication works as far as integer goes.