Do we need PSO Cache for Android in UE5.1.1?

Earlier I used PSO Cache to avoid hick ups in Android Hypercasual Game. Now I can not build with same PSO File in PIPELINE CACHES after update to UE 5.1.
With PSO to 0 in variable profile the game is still stuttering when bullet HIT cube and spawn destructed cube with apply of material of main cube.

The issue of PSO was also Loading time. For the game with small ammount of materials loading is aprox. 20 - 35 seconds.

I also met the same problem, pso did not take effect, may I ask if you have solved this problem now

Not, yet we are trying to improve object pooling, but most probably we will next Android games work in Unity which is more user friendly.