Bundled PSO compilation strange behaviour in Shipping build

Hello, i am trying to make a shipping build of my game and some weird behaviour of shader compilation is happening.

On DEVELOPMENT builds, whenever i open the game, if there are shaders to compile, i spawn a widget that tracks the remaining amount of shaders. This happens only once, since on the next start of the game the cache has already the compiled shaders. The compilation happens again if i run with -clearPSODriverCache as intended

On SHIPPING builds, the compilation gets triggered EVERY time i start up the game. The first time it compiles every shader (around 3.5k), the 2nd time i open the game it compiles around 300 shaders and on the 3rd startup it compiles again 3.5k shaders; basically every 3rd startup the game compiles all the shaders.

Is there something different in shipping builds? Do i need to set up something?

Here’s my DefaultEngine.ini

r.ShaderPipelineCache.Enabled=1
r.ShaderPipelineCache.ExcludePrecachePSO=0
r.ShaderPipelineCache.LazyLoadShadersWhenPSOCacheIsPresent=1
r.ShaderPipelineCache.SaveUserCache=1
r.ShaderPipelineCache.LogPSO=1 ;Not entirely sure if this is needed in packaged builds to let the usersave on their cache, it seems yes, so it is enabled
r.ShaderPipelineCache.BatchSize=150
r.ShaderPipelineCache.PrecompileBatchSize=200

and here’s a screenshot of how i handle the widget

Any insights on why this is happening?