UProceduralMeshComponent being culled when origin is out of frame

I’ve been writing some C++ which generates a fairly simple mesh, with the data being stored in a procedural mesh component that gets passed into the code from a blueprint. However, when playing, this procedural mesh component will only be visible when its origin is in frame for some reason. I’ve looked for methods to update object bounds (and I’d rather not cheat by increasing the bounds scale), I’ve tried using World Partition which changed nothing, and I’m at a loss for how to force UE5 to actually render it all the time. Could this be related to HLOD system in some way?
Thanks for any assistance.

EDIT: Not sure if this is intended, but the builtin UProceduralMeshComponent CalcBounds function always returns 0. As does the BP ‘Get Component Bounds’ function (which I assume calls CalcBounds under the hood).
Am I missing data that needs to be passed to the procedural mesh? Or do i need to manually reimplement it.

Solution to this is, you cannot directly edit mesh data on procedural meshes. You have to copy it out, edit it, then resubmit it through the SetProcMeshSection. Shame like all of unreal it seems, there is no meaningful documentation. I only found this because I spent an hour digging through source code. Hopefully this post will save someone else a few hours.