[4.6.1] Editor Crashes erratically on compile

I’ve been working on adding a UObject based state system to my weapons (e.g. Firing, Equipping, Reload…) in native code. After making sure it compiled in VS2013 I transitioned to the editor, but now the editor will periodically crash when I attempt to compile with the following error:

*Unknown exception - code 00000001 (first/second chance not available) *

Fatal error: [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.6\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp] [Line: 1624] Object CGWeaponActiveState StateActive created in CGWeapAssaultRifle instead of None

I’ve checked other examples of this type of state machine and to my knowledge I’m using the EditInlineNew and Within specifiers correctly, any insights are much appreciated.

Classes:

CGWeaponState.h:

UCLASS(DefaultToInstanced, EditInlineNew, Within = CGWeapon)
class UCGWeaponState : public UObject
{
	GENERATED_BODY()
    ...
};

CGWeaponActiveState.h:

    UCLASS(CustomConstructor)
    class UCGWeaponActiveState : public UCGWeaponState
    {
    	GENERATED_BODY()
    
    public:
    	UCGWeaponActiveState(const FObjectInitializer& ObjectInitializer) :
        Super(ObjectInitializer) 
        {}
    	...
    };

CGWeapon.h:

UCLASS( Abstract,  Config=Game)
class CRYSTALLINE_API ACGWeapon : public AActor
{
	GENERATED_BODY()

	friend class UCGWeaponState;
	friend class UCGWeaponActiveState;

public:
	ACGWeapon(const FObjectInitializer& ObjectInitializer);
        
       ...

protected:
	UPROPERTY(BlueprintReadOnly)
	UCGWeaponState* CurrentState;

	UPROPERTY(Instanced, EditAnywhere, BlueprintReadWrite, Category = States)
	UCGWeaponState* ActiveState;
};

CGWeapon.cpp

#include "Weapons/States/CGWeaponState.h"
#include "Weapons/States/CGWeaponActiveState.h"
#include "CGWeapon.h"

ACGWeapon::ACGWeapon(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
{
    // Editor crash occurs on this line in debug mode.
	ActiveState = ObjectInitializer.CreateDefaultSubobject<UCGWeaponActiveState>(this, TEXT("StateActive"));
}

CGWeapAssaultRifle.h (Constructor is currently empty with a super call)

UCLASS(Abstract)
class CRYSTALLINE_API ACGWeapAssaultRifle : public ACGWeapon
{
	GENERATED_BODY()
public:
	ACGWeapAssaultRifle(const FObjectInitializer& ObjectInitializer);

};