I’ve got a better solution for this - basically you need to let the texture streaming system know about the world position of your capture component so that it will stream in content close to that location as well as player cameras.
The API you want is IStreamingManager::AddViewInformation
, something like this:
IStreamingManager::Get().AddViewInformation(ViewOrigin,
ScreenWidth,
ScreenWidth / FMath::Tan(FMath::DegreesToRadians(FOV * 0.5f)));
I’ve written a blog post with some more detail here: Fixing blurry textures in UE capture components · SteveStreeting.com