As an optimization technique, we use a cull volume to cull out all meshes within a building, as well as the building itself, and at the max draw distance for all the meshes a new building mesh is loaded in to reduce drawcalls at a distance. In order for this to work properly the simplified building mesh needs to not be affected by cull volumes. Fortunately Unreal allows meshes to disallow being affected by a cull volume. Unfortunately, this seems to be broken in 4.22.
As you can see in the video, the building gets completely culled, and the new building never loads in