Is the camera-in-vehicle issue from UDK fixed in UE4?

I’m actually having a bit of a problem, I’m wondering if anyone might know something about this. Again, having implemented the “separate view” code in the wiki…

I’m finding that if I look far enough away from straight forward (so if I look behind me for example) then a lot of static meshes that I should be able to see are not being drawn. In fact, as I rotate the actual vehicle towards these objects I can watch as they start getting drawn when they enter what I assume is the camera’s view. It’s as though the code to let me look around with the Rift is not changing where the game “thinks” the view is, so it’s only drawing things within the stuck straight forward view, and not the actual separate Rift view.

Does anyone have thoughts on how to fix that? Is there a way to turn off the “not drawing outside of the normal view” thing? Just draw everything no matter where it is relative to the player?