iOS ZPrepass corruption, black gbuffer chunks

Hello. I have a static scene on iOS with skeletal mesh in it. Every time I render skeletal mesh other geometry, static meshes, start to blink and get black. GPU capture shows that ZPrepass just breaks, static meshes’ transforms are all over the place and in general depth look not as it should be. The only thing in it’s place is skeletal mesh. After that during GBuffer rendering static meshes seems to have the right transform data and simply fail to pass Depth test because Depth Buffer is broken and barely recognizable, chairs in the air, ceiling covering windows and so on. Without skeletal mesh rendering it all seems great. That blinking especially severe during Sequencer working with two skeletal meshes in the scene. Each skeletal mesh is 155K vertices, it’s more than documentation tells to use, but it works from time to time, even though docs say that indices are 16bit, so there should be limit of 65K indexed vertices. Can this be the result of a large skeletal mesh or transform buffers overlapping or maybe some other things?