Corrupted Pawn Preventing Game Being Played

I have a very confusing and frustrating Issue: In my Main menu Scene and My First level (No other scenes, mind you) My game crashes when trying to run it through the “Standalone Game” option for when I try to play-test it. This issue seemingly sprung out of nowhere. My main menu hasn’t been adjusted in weeks. I hadn’t updated Ue4 until now just to see if the issue would abate, but it hasn’t.

After probing my Smallest scene (The main menu), I realized that deleting the main Pawn (My main menu navigator) the crashes stop. I realized the pawn must be causing these issue, keeping in mind the games doesn’t crash when I run it in same window, only when I run it with standalone. I need this Navigator as it is integral to the main menu. So I tried wiping it clean by removing all actors, all blueprints, all variables, all dispatchers, everything. And it still somehow causes the game to crash, regardless that blueprint is utterly empty.

The Log is completely empty and not reporting any errors. Just the usual stuff that comes up while saving/editing. So I have no idea what to do to try to resolve this. I can only assume that the Pawn is corrupted, but I have no idea how to resolve that.

Any suggestions?

Edit: I installed the Error Symbols. Here is what accompanies the crash error report:

LoginId:f50fde374bfbc1de83ea62aa7d3ffa49
EpicAccountId:2c445d8ff88c47feb5edb8a2f3f8f93c

Fatal error: [File:D:\Build++UE4+Release-4.16+Compile\Sync\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp] [Line: 174]
Ran out of memory allocating 18446744070340949812 bytes with alignment 0

UE4Editor_Core!FDebug::AssertFailed() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
UE4Editor_Core!FGenericPlatformMemory::OnOutOfMemory() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\genericplatform\genericplatformmemory.cpp:175]
UE4Editor_Core!FMallocTBB::Realloc() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\hal\malloctbb.cpp:117]
UE4Editor_RawMesh!TArray::ResizeTo() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\core\public\containers\array.h:2288]
UE4Editor_RawMesh!operator<<() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\core\public\containers\array.h:1110]
UE4Editor_RawMesh!operator<<() [d:\build++ue4+release-4.16+compile\sync\engine\source\developer\rawmesh\private\rawmesh.cpp:200]
UE4Editor_RawMesh!FRawMeshBulkData::LoadRawMesh() [d:\build++ue4+release-4.16+compile\sync\engine\source\developer\rawmesh\private\rawmesh.cpp:253]
UE4Editor_MeshUtilities!FStaticMeshUtilityBuilder::GatherSourceMeshesPerLOD() [d:\build++ue4+release-4.16+compile\sync\engine\source\developer\meshutilities\private\meshutilities.cpp:3036]
UE4Editor_MeshUtilities!FMeshUtilities::BuildStaticMesh() [d:\build++ue4+release-4.16+compile\sync\engine\source\developer\meshutilities\private\meshutilities.cpp:3448]
UE4Editor_Engine!FStaticMeshRenderData::Cache() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\staticmesh.cpp:1284]
UE4Editor_Engine!UStaticMesh::CacheDerivedData() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\staticmesh.cpp:2199]
UE4Editor_Engine!UStaticMesh::PostLoad() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\staticmesh.cpp:2563]
UE4Editor_CoreUObject!UObject::ConditionalPostLoad() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\coreuobject\private\uobject\obj.cpp:952]
UE4Editor_Engine!UStaticMeshComponent::PostLoad() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\components\staticmeshcomponent.cpp:1634]
UE4Editor_CoreUObject!UObject::ConditionalPostLoad() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\coreuobject\private\uobject\obj.cpp:952]
UE4Editor_CoreUObject!EndLoad() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1535]
UE4Editor_CoreUObject!LoadPackageInternal() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1289]
UE4Editor_CoreUObject!LoadPackage() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1377]
UE4Editor_Engine!UEngine::LoadMap() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\unrealengine.cpp:10094]
UE4Editor_Engine!UEngine::Browse() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\unrealengine.cpp:9563]
UE4Editor_Engine!UGameInstance::StartGameInstance() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\gameinstance.cpp:421]
UE4Editor!FEngineLoop::Init() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2613]
UE4Editor!GuardedMain() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\launch\private\launch.cpp:153]
UE4Editor!GuardedMainWrapper() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UE4Editor!WinMain() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
kernel32
ntdll

Update: I have probed my asset for hours with no revelation. I even tried migrating all of the content from the asset into a new one, replaced it in the scene and tried again, but still to no avail. I simply can’t get my head around why it will launch in “Same Window” but not in “Standalone Game” only on these two scenes.