Making Occlusion Culling Frame Perfect

I’m currently working on a project with uses unreal engine more as offline renderer then a game engine and most things work fine but i’m struggling with making occlusion culling work. The Problem is that whenever i change my camera i get one frame of lag. In that frame many objects that should be visible are still culled.
I already saw this answer Occlusion culling one frame lag - Rendering - Unreal Engine Forums
but it dosent halp me to much becouse missing object make temporal anitaliasing and raytracing stabilize for ever. I tried turning off occlusion completly and it helps but depending on the scene can be to expensive to use.

So my question is: Is there a way to make occlusion work perfectly on camera cuts/jumps?

PS. It wouldnt metter if initial frame after jump was twice as expensive or lag a bit.