LODs shifting during cinematic

I’m rendering the City Sample world and some meshes far in the distance will transition between LOD settings as the camera is backing away from them. I understand that this is to save memory, but is there a way to control the fact that they do this at runtime? It looks super ugly and is very obvious during the render and I’ve tried everything I can think of.
I’ve even tried ditching performance and just setting the objects to never stream, but this doesn’t work either. Is this a bug?
Thank you if you have a solution.

because city sample uses nanite, forceLOD.0 does not actually work for this