Occlusion Culling

My question is about, disabling or changing how Occlusion Culling behaves, through config ini options and values. I been searching for this answer for a couple of years on and off.

So I noticed in some unreal 4 games I will get 60 frames, until I look or change directions. Then the game dips to 20 fps or less. When I stay still and move, forward, 60 fps. As long as Im moving forward. But any turns or change of view results massive frame losses.

The game has a Engine.ini. And asking, what config options are there, to maybe prevent the game from using Culling? I want to test if its this is the culprit . The game is Returnal.

In my opinion, this is not a good way. Even if it works for you, it may happen that you lose some occluders - for example, if they use a modular workflow, which Epic does force developers to do (basically they adapted all the features to it and it seems to me that they don’t have much experience with other workflows), parts of the wall may have to disappear. Then, when a hole appears there, you would also draw another part of the level behind the one you see through the hole.