custom plugin shaders problem

I met a weird problem and cannot figure out the solution.

I have a plugin module that using my own VS and PS shaders to set a red color on a proceduralmeshcomponent plane.
If I click run button on UE editor. ProceduralMeshComponent would be black until I add some meaningless changes(a new line “//”) in usf file and recompile it by pressing shift+ctrl+…After this recompile,PMC would become red as expected.

well, problem found, it caused by main thread going through shader defualt constructor in engine generation, not the one binding shader’s parameters. However, no idea why it does that.