Strange update culling behaviour

I got a problem that I need to fix, if anyone knows the answer.

I have a pretty unusual setup. Without going into needless detail:

  • I have an actor that is located some distance away (about 50,000 units) from the player for reasons. One of its members is a flat plane with a render target texture on it. This flat plane is translated to be near the player, within their line of sight.
  • A render target capture camera component is also attached to this actor. It is also very distant, capturing a scene.
  • The plane described above MUST be attached to the actor. The plane moves with the actor so that movement is replicated in front of the player locally.
  • The movement is driven by attaching the plane to a socket on a skeletal mesh. This is to overcome lag resulting from blueprints executing before animations.

It’s not totally working though:

  • When playing in editor or standalone the plane behaves oddly, in a way I can best describe as “low accuracy”. It’s not float error as much as it appears to be the socket movement from the skeletal animation becoming inaccurate and exaggerated.
  • If I pause and eject from the player pawn and move the camera so that the distant actor is in my field of view and then move back, the movement becomes accurate and runs correctly.
  • Moving the actor closer makes no difference.
  • The problem is immediately solved any time the camera sees the source actor’s origin from nearby.

Is there a flag somewhere I can set so that this actor’s location is never optimised?

Alternately, is there some kind of late-update event I can run AFTER the animation pipeline is run, so that I can do my own location adjustments?

Bump, really need help with this.