Training Livestream - Getting Started with World Composition - May 16th - Live from Epic HQ

For large maps with World Composition is it better having a single persistent level or multiple persistent levels in separate folders? What about saving actors state/variables in the GameInstance? Would both work the same way?
Without multiplayer/network. Using world composition with very large maps (66km x 66km or bigger), distance level streaming disabled with a layer in the level editor, using blueprints to load levels in the level blueprint of the persistent level map.
I need to setup multiple planets scenes and each set of tiles will be a planet on its own.

  1. I could create separate folders with a persistent level map and world composition enabled for each planet map having then the tiled landscape very large maps as sub-levels automatically placed in sub-folders. This way I would have a customized skysphere on each without having to load/unload different skysheres at runtime.
  2. Or I could create a single folder with a persistent level map and world composition enabled with sub-folders for each set of tiled landscapes sub-levels. Then I would have to load/unload skyspheres at runtime.
    Is that correct? What is your advice ?