Occlusion Culling - When tile actor transform applied

Hi - we’ve encountered an issue with the (experimental) occlusion culling in Unreal 5.3 where we get some strange results when this is enabled if a tile actor has a transform applied. In this instance, there is an apparently overly aggressive/random occlusion being applied to the geometry - possibly due to differences mapping from the actor transform between the Unreal coordinate system and the tiles own internal system post actor transform.

We quite often shift/adjust tiles and/or need to move small tile elements so a way of compensating for the actor transform applied would make this feature more robust given Unreal users are most likely familiar with transforming actors in the editor.