Build Failure on Switch

In file included from X:\rad\4.19\Engine\Plugins\Runtime\ProceduralMeshComponent\Intermediate\Build\Switch\UE4\Development\ProceduralMeshComponent\Module.ProceduralMeshComponent.cpp:2:
In file included from X:\rad\4.19\Engine\Plugins\Runtime\ProceduralMeshComponent\Source\ProceduralMeshComponent\Private\KismetProceduralMeshLibrary.cpp:3:
In file included from …/Plugins/Runtime/ProceduralMeshComponent/Source/ProceduralMeshComponent/Public\KismetProceduralMeshLibrary.h:5:
In file included from Runtime/Core/Public\CoreMinimal.h:71:
In file included from Runtime/Core/Public/Containers/UnrealString.h:17:
Runtime/Core/Public\Containers/Array.h(304,3): error : use of undeclared identifier ‘UE_DEBUG_BREAK’
check(Ptr != nullptr || Count == 0);
^
Runtime/Core/Public\Misc/AssertionMacros.h(116,122): note: expanded from macro ‘check’
#define check(expr) { if(UNLIKELY(!(expr))) { FDebug::LogAssertFailedMessage( #expr, FILE, LINE, TEXT(“”) ); _DebugBreakAndPromptForRemote(); FDebug::AssertFailed( #expr, FILE, LINE ); CA_ASSUME(false); } }
^
Runtime/Core/Public\Misc/AssertionMacros.h(109,95): note: expanded from macro ‘_DebugBreakAndPromptForRemote’
if (!FPlatformMisc::IsDebuggerPresent()) { FPlatformMisc::PromptForRemoteDebugging(false); } UE_DEBUG_BREAK();
^

PS4 builds have the same issue. PC builds work fine.