HISM and visibility culling?

Was playing around with Hierarchical Instanced Static Meshes. These don’t seem to work with Visibility culling. If I load up an HISMC with some trees in it, throw a wall between me and the trees then FreezeRendering while standing behind the wall, the trees are not culled.

This sort of defeats the purpose if HISMC doesn’t work with visibility culling in terms of draw call reduction I’d think. Is there a setting that I’m missing?

I hunted around, set the material to Dithered LODs, etc. Nothing seems to cause HISMC’d instanced meshes to have visibility culling.