I have found a bug with instanced static meshes rendering incorrectly in package builds after upgrading to 4.17.
We are spawning new instances at runtime using AddInstanceWorldSpace on a UInstancedStaticMeshComponent with UseDynamicInstanceBuffer set to false (default). Changing this to true fixes the problem. In the Editor, all instanced static meshes are dynamic, so the problem isn’t seen.
I managed to track this down to FStaticMeshInstanceBuffer::SetupCPUAccess where the IsDynamic flag is used to set AllowCPUAccess to true. As a work around, I have copied the following line from FStaticMeshInstanceBuffer::InitFromPreallocatedData to FStaticMeshInstanceBuffer::Init:
InstanceData->SetAllowCPUAccess(true); // GDC demo hack!
As the comment suggests, this is a bit hacky, so looks like there’s an underlying problem with not allowing CPU access to be addressed.