GShaderHashCache crash on startup in cooked development build, Windows x64

Using 5.7, trying to create a standalone, cooked development build of my game prototype for Windows, x64, and I get this crash on startup:

[2026.01.29-17.46.16:154][ 0]LogWindows: Error: === Critical error: ===
[2026.01.29-17.46.16:154][ 0]LogWindows: Error:
[2026.01.29-17.46.16:154][ 0]LogWindows: Error: Assertion failed: bInitialized [File:D:\PenbrookGlobalMedia\UE5\5.7\Engine\Source\Runtime\RenderCore\Private\ShaderCore.cpp] [Line: 456]
[2026.01.29-17.46.16:154][ 0]LogWindows: Error: GShaderHashCache::Initialize needs to be called before GShaderHashCache::FindHash.

I can run the game fine in PIE, and in standalone shipping build. Investigating the call stack, it looks like it’s trying to compile “EngineMaterials/DefaultPostProcessMaterial” but it’s a cooked build so shader compiling is not allowed, therefore the shader hash cache is not initialized. I’ve tried deleting all intermediate / cached files, rebuilding editor and project, still get the same error. I tried adding an alternate default post process material but it throws the same error. Anyone have any insight?