How to Disable Frustum Culling for an Actor or Component?

Throwing my hat into the ring here as to why this is a valuable feature to have. (For those who have to ask)

We use the GPU to move instanced sprites around the horizon line of our environment. These sprites can never be interacted with so using the GPU to offset their verts visually is fine and frees up CPU resources for more important work. However, they will get frustrum culled while still visibly onscreen after they’ve “moved” far enough from their original placement positions.

It could be implemented like the “LOD > Never Distance Cull” flag that can be set on a case by case basis. I don’t know enough about the UR render pipeline yet, but would it be possible to augment the engine code using the plugin framework. I’m trying to avoid changing the engine source if possible.