Apex Destruction not working with Raytracing enabled

I’m using UE4.27.2.

When raytracing is enabled, destructible mesh chunks are not being destroyed when their lifetime expires. Instead, they appear to freeze and lose shadows. In this odd state, they toggle visibility when the origin of the mesh is out of view (see video). If looking at the pivot, the chunks are visible. Otherwise, they are hidden. I’m looking for a solution to just have them disappear altogether.

To replicate this issue, add this to your DefaultEngine.ini:

[/Script/Engine.RendererSettings]
r.SkinCache.CompileShaders=True
r.RayTracing=True
r.RayTracing.AmbientOcclusion=False
r.RayTracing.Reflections=False
r.RayTracing.Shadows=False
r.RayTracing.Translucency=False

Then setup a destructible like this:

I know it has something to do with “r.SkinCache.CompileShaders” being enabled, but I’m not sure how to solve this issue.

Help?

If you add this to the bottom of UDestructibleComponent::SetDestructibleMesh(), it solves this issue:

if (SkeletalMesh) 
{ 
SetCPUSkinningEnabled(true);
}