Hiding actors that cannot be seen

So basically, I’m just playing around with some voxel generation stuff. I have a UProceduralMeshComponent cube being spawned by another actor at different locations. Right now they’re just all next to each other in a large 16x16x16 cube.

I’m wondering if there’s a way to test which actors do not need to be rendered or called as the player cannot see them.

This is all done in code and I really have no idea where to start on this problem as I cant find anything, any help would be great!