VR Wide FOV (Pimax) HMD Culling

Hi there! I recently started working on a simple VR scene. I have a Pimax Artisan headset which has an FOV of roughly 130 degrees.

I’ve noticed that when turning my head, static meshes seem to be culled at the edge of the headset and disappear from view. I have tried changing distance culling settings, changing the VR pawn’s camera FOV, and disabling occlusion culling altogether and none of this has fixed my issue.

The only thing that has helped is increasing the bounds scale on individual static meshes, but this seems very tedious to do for each mesh I add to the project. Is there a setting I am missing here? Any help would be appreciated!