Hierarchical Instanced Static Mesh ignoring cull distance

Hello, I am having an issue with the Hierarchical Instanced Static Meshes. The instanced meshes are ignoring any settings made to the Cull Distance. This wouldn’t be the worst issue for my needs, but instead of never culling the meshes are popping in ~10 meters from the camera. The effect is very clearly seen, and no modifications to culling have done anything to stop it. I am not using instanced foliage for reasons that are not relevant, but it is too late to switch back as there are tens of thousands of meshes that would need replaced. Until recently (4.14.4?) I had no problems with this.

Has anyone else had this issue? In-editor using foliage.MinimumScreenSize setting fixes the problem, but it will not propagate to the build (debug or release).

I have the same problem. This used to work before.

Did you find a solution for it?