[Bug] Custom Depth/Stencil doesn't work consistently when enabled from Blueprint

I found workaround for this bug:

In c++ create function and call MarkRenderStateDirty() on your mesh component (after SetRenderCustomDepth()).

Example:

lMeshComponent->SetRenderCustomDepth(InEnable);
lMeshComponent->SetCustomDepthStencilValue(InStencilValue);

lMeshComponent->MarkRenderStateDirty();

I found out that in 4.15 MarkRenderStateDirty was called everytime in SetRenderCustomDepth(), but why epic changed that?