Hey motorsep,
The build DDC steps I gave you are the way to compile all of those shaders ahead of time. With your method, you shouldn’t have to do it every time, but I would recommend that you close the editor immediately after any long shader compile takes place. This will “lock it in”, so to speak. If you were to crash instead of closing normally, you’d have to do it all over again.
Building may solve some of your LOD freezes, unless it’s a completely unrelated issue.
Also, your changes to the BaseEngine.ini file should essentially similar to -ddc=noshared. You shouldn’t need to use -ddc=noshared anymore. It’s up to you if you’d like to extend the “MinimumDaysToKeepFile” variable too. You’ll notice there are some important settings missing from the [NoShared] section that are present in [InstalledDerivedDataBackendGraph]. Just make sure you have these same .ini changes in all of your engine versions too.