We are experiencing a similar problem here as well. But it in our case the selection has no influence.
We are seeing a fatal error about a shader not being found.
Couldn’t find Shader TShadowDepthVSVertexShadowDepth_OutputDepthtrue for Material Resource Some_Translucent_Mat!
With VF=TGPUSkinVertexFactoryfalse, Platform=PCD3D_SM5
ShouldCache: Mat=1, VF=1, Shader=0
Material Usage = MLM_DefaultLit, BLEND_Translucent, TwoSided, TSNormal, bUsedWithSkeletalMesh, bUsedWithStaticLighting
This happens only for SkelMeshes with a translucent material assigned to an element that has shadow casting enabled. When we disable shadowcasting for the translucent material, all works fine again. The visited codepath has a ShadowDepthDrawingPolicy with bRenderingReflectiveShadowMaps=true.