Do actors get rendered always in their entirety?

What happens if I have a level made by a single actor “Level”, made by many istances of a single instanced static mesh component? If a single part of the actor needs to be rendered, do all the istances get rendered? Could this cause a framerate issue?
And what if the actor is made by more components (more sub-istanced static meshes)?

Considering Culling:
Visibility and Occlusion Culling | Unreal Engine Documentation

To my understanding, if the individual connected meshes of an actor are not within the frame of the camera, then they are not rendered, but if even a little fraction of a mesh is within the camera, the entire connected mesh is rendered.
I understand this through the Nanite explanation, which renders only the visible triangles, even if they are connected to the rest of the mesh and even if they are part of a larger actor with instanced meshes.

dmtzcain with the late save! Thanks for taking the time!

@Mewster did this answer your question effectively?