Velocity from Base Pass aka legit question.

Given:

Project, output velocity to base pass and velocity from vertex deformation enabled.

Mesh. Just a movable static mesh, moves around. No big deal.

Material. Material uses exceptionally complex WPO.

Now, the catch with WPO, is that it contains something so big brain that I don’t even want to talk about it, but it can be roughly separated into two parts, where

-one little part of it indeed varies between current and previous frame,

-and the whole bulk of expensive stuff, which unfortunately uses some material expressions, that compile differently from current and previous frame, and a load texture fetches, that rely on them, BUT I do know for a fact in advance, that result of this sub network will always be the same for current and previous same.

Neither material translator nor compiler is able to see through that.

Question:

How to override the thing in such way so I do not get doubled vertex shader calcs for nothing, without engine mod that is?