UE 5.5, Deleting a HISM During runtime causes 1 object in the hiarchy to blink in and out.

Hello,

So… Instanced static meshes have always been a great tool for optimization in UE5

And as a result I made my whole game with only Instanced static meshes, Everything was working fine until I upgraded to 5.5, I have no choice I need the megalights.

Now just like the video below If you remove any Instance within the stack the object that has to take its place in the stack will now delete and then re spawn in real time which is really bad.

Deleting instances in the correct stack order does not blink the Object example “deleting index 1 then 2 then 3 causes no issues but deleting index 2 first causes the bug”.
Deleting instances in any other version of Unreal Engine does not blink the Object.

Video below showcases the issue:

What do I do?
Changing object transform instead of delete will cause slowdown over time, Burst delete once player leaves an area will cause stuttering.

And… Why does UE not just change its index without de-spawning it just like before?

Thank you in advance.

I already Tested different methods of interaction, lighting and textures.

Its directly related to HISM index change of objects.
I Know this one is hard but I got nothing.

Update 3:

I have now made a really poor band aid algorithm that shifts and deletes objects in bursts, its really bad and so far there is no fix.