No.. the cpu doesn’t know what goes on in the vertex shader, it will cull based on where the actor is in the level / default boundsscale
.
You can go around this by making the mesh physically bigger in the scene or increasing the boundsscale
of the mesh.
In your case if you’re using the sprite material function if you’ve made the float2 input for size larger than the mesh you need to make the mesh larger in the scene so that it does not get culled. It is not a bug. That is just how unreal works.