Is there a way to show collision wireframe in scene capture?

Been working on a 2.5D metrovania kinda project which uses actors with box collision volume thingies behind the camera to act as proxies for the map’s rooms. IE, linetraces fire from player towards the screen to determine the current room and call functions on it to get its dimensions (for camera loc clamping), activate enemies, etc.. Might swap out line traces for standard begIn/end overlap triggers at some point, but that’s another story.

But, yea, recently, I decided to try rendering the proxies via a scene capture actor to generate a minimap texture, but the box wireframes won’t show there. As a workaround, I’ve tried adding static meshes of boxes scaled to match the volume using WPO materials to de/inflate them for making the room outlines. But using WPO to extend beyond original bounds is a bit finicky. The collision wireframes look perfect in editor viewport, so I suppose I could just screenshot that to a texture and use a render target of black and white boxen to mask it out in mimimap mat. But life would be much easier if I could just trick the engine into rendering the dang wires.