Caching skeletal meshes/behavior trees for playback in Sequencer

I’m exploring a way of caching a large crowd sim for playback in sequencer. I know chaos can be cached, but complex behavior tree/ABPs can’t. I’m looking for a reliable system where I can delete problem characters and have a deterministic sim.

I was thinking take recorder, but can that be fired of in PIE to record a large volume of skeletal meshes?

Has anyone explored this? Seems like it could blow away Houdini Agents and other crowd sims if only we could cache it.

Thanks in advance!