Baking (?) OpenGL support on Windows

I want to compare DX11 and OpenGL performance on Windows, but I can’t figure out how to build the OpenGL global shader caches. Starting with (for example) the Sun Temple demo, I go to Edit > Project Settings > Platforms > Windows and check the OpenGL RHI options. Then I Play as a Standalone Game, which creates an executable under SunTemple\Saved\StagedBuilds\WindowsNoEditor. But when I look in SunTemple\Saved\StagedBuilds\WindowsNoEditor\Engine, I see only D3D global shader caches. And if I run with -opengl or -opengl4, I get an error about not finding the shader cache, with this suggestion:

You’re running a version of the application built to load COOKED content only, however no COOKED content was found. Consider cooking content for this build, or build and run the UNCOOKED version of the application instead.

How do I do either of those things?

In the file menu there’s an option to cook content for Windows – maybe try that? (Edit: not passive-aggressive - I honestly don’t know if that’ll fix the shader cache issue).

You also could build and package the game for Windows, which will create an entirely standalone copy of the game. Both of these will take a decent length of time, so go get a coffee or ten.

Your first suggestion didn’t fix it. How do I package the game? I’m finding the entire build system extremely opaque and confusing.

Ah, I found the option to package. The packaged game crashed when I tried to run it with -opengl4, but -opengl worked. (I think… at least the window said GLSL_150.)

I am getting same error…Did you find any solution?