1. Download the attached test project and open, with the debugger attached.
2. Place a breakpoint in "FPrimitiveSceneInfo::UpdateComponentLastRenderTime(....)" from PrimitiveSceneInfo.cpp
3. Observe that this breakpoint is hit every frame, and that the primitive triggering it is the cube (SceneData->SceneProxy->Owner == "StaticMeshActor")
4. Disable the breakpoint
5. Execute the console command "r.AllowOcclusionQueries 0" to disable occlusion culling
6. Make sure nothing is selected in the editor
7. Restore the breakpoint
8. Observe the breakpoint is no longer being triggered.