"You can see in the videos that occlusion bounds aren't updated to account for the distortion and scale. No support for the other types of Axis Constraint FOVs and no per-vertex control for the strength of the effect on a single primitive, if legs and arms are the same mesh", added the developer.
Hristo Enchev frequently posts technical breakdowns and Unreal Engine tips and tricks on his X/Twitter page. Just recently, he made an insightful thread on how figuring ledges of geometry can be done dynamically in the newly released Game Animation Sample Project.
This breakdown contains a lot of videos and screenshots explaining the approach for educational knowledge-sharing purposes and Blueprints available on GitHub for anyone who wants to use this method: