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30 limit makes it nearly as big a difference as in your video (depending on the skybox colour vs the walls).
Other than pure FPS limiting the size of the delayed pop-in pixels area, no amount of vsync/pre-render frames etc seemed to change it for me while occlusion culling is on.
It's definitely a UE4, just usually worked around by massively tweaking occlusion collision areas or putting dark 'curtain' type objects around rooms in levels with a lighter skybox so the flicker color matches the walls:
https://answers.unrealengine.com/questions/813659/occlusion-culling-laggy.html
Try adding this to the end of Engine.ini in %localappdata%\AmidEvil\Saved\Config\WindowsNoEditor\
[/script/engine.renderersettings]
r.AllowOcclusionQueries=0
That eliminated seeing the issue for me, so hopefully it should work for you.
Thanks, that seems to have fixed it.
It worked I love you.