Why does master pose component require a physics asset to use its bounds?

I’ve setup a character with several different skeletal meshes so I can have dynamic characters for crowds in my game. I noticed that my hair mesh would get culled when it was still in view when my characters were sitting down. It looks like the bounds weren’t being updated based on the animation (not sure if this is a bug or not). I set bUseBoundsFromMasterPoseComponent to true on my hair mesh but that didn’t fix it like I expected. I jumped into the code and found that it checks to see if the master pose component has a physics asset before copying the bounds over. Can anyone explain why this is? My master pose component has bounds even without a physics asset so it seems to me that it shouldn’t require one to pass its bounds down.