Animation Moves Actor so far it gets Culled

I’m working on a small machinima project.

Some of my animations include complex motions where the actor moves quite a bit out of the bounding box it occupies in its bind pose. This has the effect that the mesh gets culled even though the actor is still on screen.

Can I artificially enlarge the bounding box of an actor? Or turn of culling completely (my whole map being a single room…)?

Unity calculated the bounding boxes by looking at all animations in the master .fbx file and checking the extremes to which bones were moved. I could also adjust the bounding box manually. But I haven’t found an equivalent option in UE4 yet.

Found the “Bounds Scale” setting in the actor details.

Not perfect (since I have to remember to set if every time I place the actor), but solves the issue for now.