Glad you figured out that crashing part. I did read somewhere, where someone isolated the issue directly in the settings of the directional lighting, but I cant recall what it was exactly.
With world composition make sure you unchecked ‘world biased’ or something, (Sorry i’m currently saving my map and it takes forever so I am not exactly sure of the name).
And I would definitely check out Exilogs tutorials, they were great for learning, and I still keep going back to them to figure stuff out. (https://www.youtube.com/watch?v=GFxCgZ9Aid4&list=PLUfbHZGwaEeMRN4n-Zei4cIneG5wGC3tY)
If you are anything like me, I like to keep things organized and easily found with my map. I broke my map into many sub-levels.
My main level is only my main ocean processing stuff, weather, and day/night cycle information.
Then I have separate sub-levels for my obelisks, landscape, persistent play zone, Dino spawns and biome stuff.
Persistant play zone is stuff like spawn points or various small other additions that can spread out on the map.
Obviously then i have my map broken into many many sub-levels broken into sections. Each section contains separate sub-levels for Foliage, Mesh’s, and Water Mesh’s with their individual post processing volumes.
I like to keep things as organized as possible so having everything in separate levels definitely helps move and find stuff quickly.
As far as performance, I am still kinda messing around with the whole streaming level thing so I cant give much advice on that. But I can say, when you add foliage, make sure you check the cull distances…a lot of them have like 215000 for the cull range, The lower you can get that number, the better. What it does, just incase you dont know, is as a player, thats the point where the client will start to render in whatever it is. So you really gotta find the sweet spot, where you are not rendering in miles of tree’s but they are not just appearing out of no where as you move. Oh, and yeah, that goes for the static meshes you add too, lots of them have very high numbers and there is no point for them to be rendered in a mile away…well unless you only want super computers to run your map!