Missing script Object /Script/Engine.DestructibleMesh with Apex enabled

Hey again everyone!

I have been working on this issue for awhile now and I can’t seem to find any answers or anything that can help me right now…

My question is slightly misleading because my real issue has to do with this error:

LogOutputDevice: Error: Ensure condition failed: !FPackageName::IsShortPackageName(Path)
LogOutputDevice: Error: Cannot create SoftObjectPath with short package name 'Section_5_3C6B8FF04B594139D11EA98E0CBBFEAF'! You must pass in fully qualified package names

but the only issue I’m seeing is this warning in my output log when building:

LogUObjectGlobals: Warning: 
Failed to find object 'Object /Script/Engine.DestructibleMesh'
PackagingResults: Warning: 
Failed to find object 'Object /Script/Engine.DestructibleMesh'

I’ve been searching the forums and have checked out what FSoftObjectPath does here:

and have been looking at the source where the error is thrown here:
\Engine\Source\Runtime\CoreUObject\Private\UObject\SoftObjectPath.cpp

My thought is, it has something to do with me upgrading from 4.16 to 4.17 to 4.18 since my project has been being worked on for awhile now I’ve been slowly deprecating modules and upgrading, which could have caused some issues since I think it was 4.16-4.17 that the whole destructible mesh thing changed.

My understanding is that this is thrown when you’re referencing an asset that has bene deleted, giving it a NULL path. I’ve also had issues with this error from changing/deleting values in BP Structs, or having bad paths in your configuration files, but I usually see a boatload of warnings related to those specific assets, making it easy to pinpoint the issue. My only other thought is that I did something stupid and deleted something and didn’t log it, but I can’t imagine how that would have any adverse effect on the Apex plugin.

My only solution right now is to go and pop every level open with VS Debugging to see if I can find the issue, but my project has close to 100 levels right now (we’re testing out some mega world stuffs with the world composition editor) and I’m a little over a month away from my planned release so that could become tedious/time consuming and is kind of my last resort.

So I guess my multi-part question is, why is DestructibleMesh still missing when I have Apex enabled?
If that’s not the issue, could it be because we are packaging so many levels? A lot of them were lazily duplicated and moved to where they needed to be with WC, so is it possible that that could be the issue as well?
If neither can be pinpointed as the cause, could anyone give me a more reliable solution to just popping everything open and hoping the debugger catches it?

Thanks again for the help!