Hmmm, seems to me that you’re trying to remove whole actors. That’s not how culling works. Culling only means that what is getting culled is not getting rendered.
If you want to remove an actor, you could destroy it or use level streaming/world composition to stream actors in and out by distance (basically you stream whole levels) or use the distance to the player to destroy and respawn them.
As for the actor components, seems to me that the cull distance volume is ignoring anything except “Static Mesh Actors”, so I would write an editor script that applies the cull distance for those. Basically you could create a custom event, mark it “Call In Editor”, inside the event get all the actors, for each one use “Get Components By Class” and then you could use something like get bounding box to determine the size and set the appropriate cull distance.