UObject Linker crash on cooked content

Hi,
While running the game in editor or standalone mode everything works fine.
Once I cooked the project I’m getting a crash while loading a map.
The crash occurs on UObject::SetLinker assert

**checkf(!HasAnyFlags(RF_NeedLoad|RF_NeedPostLoad), TEXT(“Detaching from existing linker for %s while object %s needs loaded”), Existing.Linker->GetArchiveName(), GetFullName());

I can immediately see that it crashes while loading my custom blueprint class. Lets call it MyBlueprintGeneratedClass.
MyBlueprintGeneratedClass has it’s own compiler where I’m filling up an UObject hierarchy.
For simplicity lets define this class as following:

class UMyObjectArray : public UObject
{
	UPROPERTY()
	TArray<UObject*>;
};

class UMyBlueprintGeneratedClass : public UBlueprintGeneratedClass
{
	UPROPERTY()
	TArray<UMyObjectArray*>;
};

After doing some debugging I came up to a conclusion that the crash occurs since some UObjects within one of UMyObjectArrays have the same FName’s as other UObjects within different UMyObjectArray.
Please note that UObjects are always parented to their corresponding UMyObjectArray so there is no name conflict.
I have no idea what I’m doing wrong, I’m totally surprised why same object names within different outer’s would cause such problems.
I would appreciate some explanation of how linker works and what should I be aware of to avoid such problems in future.
Thanks in advance.

Cheers,