How to activate Occlusion Culling with Movable(mobility) Meshes

Hello,
Im making a proceduraly generated dungeon system, i make a group of block actors like rooms and passages, each room and passage has its own Actor blueprint.
when the game starts, the level spawn the actors and connect them togather.

its working great, generation-wise, but horrible in performance.

the actors has to be Movable so it can be spawned and rotation changed,
Occlusion Culling seems working only with Static(mobility) meshes,
even Distance Culling works only with Static(mobility) meshes.

is there a way to enable culling for meshes that are not static(mobility)?

i did an actor component and i added them to the blocks, it checks if the player is far it makes all meshes of that block actor hidden, like below pic,
this does improve performance but still not perfect.

i even tried changing all the blocks mobility to static after i spawn them, but culling didnt work, it seems it need light rebuilding so culling works on mesh after making it Static(mobility), and unfortunately i couldnt find a node for scene light rebuilding.