Shader's fail to compile on Android

I’ve been deploying my project to an android device (Ranger X Tablet) regularly for the past couple of months without problem. Recently, after trying to enable SlateCore in my project, the project no longer renders (black screen) and LogCat mentions the shaders failed to compile. I’ve tried reverting to an earlier revision of my project code that worked, completely reinstalling UE4, and the problem persists. Any ideas on where to look to fix this, I’m assuming it’s some sort of setting somewhere. MobileHDR is unchecked in the project settings so I don’t think it’s that.

After finding a version of my project that still worked, I was able to track the issue to a variable in a blueprint. The variable was of a custom actor class that spawns more actors. My guess is it’s related to use of ConstructorHelpers after the level has been loaded.

The relevant line of code: Materials.Push(UMaterialInstanceDynamic::Create(ConstructorHelpers::FObjectFinder(TEXT(“MaterialInstance’/Game/Materials/M_Basic_Floor’”)).Object,this));

This works fine if the custom class already exists in the game world when loaded, but fails when aforementioned reference variable is created in a blueprint. It also works just find on windows and mobile preview, only failing when pushed to a device.

After encountering the same problem again, I think this is caused by referencing my custom C++ code classes in the PlayerController blueprint. Referencing them in other blueprints seems to work fine though.