Does UE4 have an analogue of CullingGroup API from Unity?

I need to have an array with 50 000 - 100 000 positions and always know the distance of each of them to the player using a culling API. it’s pretty cheap. How it works in Unity: link. Here’s an excerpt:

"The API works by having you provide an array of bounding spheres. The visibility of these spheres relative to a particular camera is then calculated, along with a ‘distance band’ value that can be treated like a LOD level number.

[…]

The CullingGroup is capable of calculating the distance between some reference point (for example, the position of the camera or player) and the closest point on each sphere. This distance value is not provided to you directly, but is instead quantized using a set of threshold values that you provide, in order to calculate a discrete ‘distance band’ integer result. The intention is that you interpret these distance bands as ‘close range’, ‘medium range’, ‘far range’, and so on.

The CullingGroup will provide callbacks when an object moves from being in one band to being in another, giving you the opportunity to do things like change the behaviour of that object to something less CPU-intensive.

[…]

For performance reasons, the CullingGroup only calculates new visibility information during execution of culling for the camera as a whole; it’s at this point that the information is available to you, either via a callback, or via the CullingGroup query API.".

. Is there an analogue of this system in Unreal?