Animated character culling issue (even with bounds adjusted)

Hey all,

We’re currently rendering a cinematic using UE4.22 sequencer.
The main character is fully animated in Maya and imported into unreal. as 1 FBX+ animation sequence.

Because of this, the actor remains at world origin for full length of animation. and this causes mayor culling issues.
Though adjusting the Positive and Negative bounds for the actor fixed most, the character still disappears when the camera turns away from world origin completely.

We have not been able to find a way to turn of culling for the actor all-together.

Is there a fix? what are we missing?

Kind regards,

Max and Kaj.