I feel like the camera shouldn’t be culling things that it’s attached to, in situations like this. And I think that adding another camera just for this might be a bit much, especially since my workaround hasn’t presented any drawbacks that I know of. That could certainly change as I get further into the project, but here’s hoping it doesn’t
I’ll try to read up a bit on Unreal’s culling; this documentation page has been pretty informative. Thanks for the suggestion!