Landscape rendered incorrectly in SceneCapture2D

I have a project where I am randomly moving a simple actor around with a SceneCaptureComponent2D attached and capturing sequences of images. The area that I am using is rather large (around 2km x 2km). It contains a landscape and foliage. I am trying to capture these images as fast as possible.

The issue:
Sometimes the landscape does not load in time before capture. This causes the mesh to be rendered as flat steps instead of a smooth surface. Currently I am relying on a time delay before capturing but it seems very inconsistent. Is there a way to detect what LOD a mesh is using and using that as a trigger instead? Or is there some optimization that could be done to make the loading faster?

Edit:

I’m thinking this is caused by something else entirely. Even with an increased (10 second) delay between moving and capturing, the issue still remains. The same artifact cannot be reproduced by r.ForceLOD. Maybe there is something else that drives the terrain rendering? Is it because the game doesn’t consider my actor a player or something like that?

I have confirmed my suspicions. The issue disappeared after moving a camera actor to the same location as my scene capture. The camera actor has player auto activation turned on and is used for rendering the main view. This works even with -RenderOffscreen. The issue reappears without auto activation.

So there is something that changes landscape rendering based on player view is my best guess.