r.SkinCache.CompileShaders=True in DefaultEngine.ini breaks Apex Destructio

In the video, using UE 4.26, I first import a static mesh and its chunks into an empty project. The Destructible Mesh Editor works fine, I can switch between Preview Depths and I can move the explode amount.

Then I import the same into my project, but the editor does not work and the destructible mesh always has preview depth 1 visible. Also notice how the editor minimizes at import. This doesn’t happen in the empty project.

My project is quite extensive. Any idea what could be causing this?

I’ve tried disabling and re-enabling the Apex Destruction plugin but the problem still persists.

Help please!

EDIT:

I was able to identify what file is causing the issue, that be the DefaultEngine.ini file. When I copied mine to the empty project, it broke Apex Destruction.

This is the file:

DefaultEngine.ini (44.6 KB)

Now to find out what precisely inside this breaks Apex Destruction.

EDIT 2:

It’s the Renderer Settings that break Apex Destruction. Now to find which ones specifically.

This is the file:

RendererSettings.txt (3.9 KB)

EDIT 3:

Identified the culprit: r.SkinCache.CompileShaders=True in DefaultEngine.ini breaks Apex Destruction, both the editor and assets.

Why though?