Within USkinnedMeshComponent::UpdateLODStatus_Internal, if the USkinnedMeshComponent does not yet have a MeshObject, MaxLODIndex will be left as 0 and as a result PredictedLODLevel will be set to 0 regardless of the minimum LOD, which can cause rendering issues.
A proposed fix for this is to set:
int32 MaxLODIndex = MinLodIndex;
See [Link Removed]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-78773 in the post.