Cannot construct objects of type

Hey everyone, sorry to come back with something so simple, but this issue is blowing my mind.

A little backstory (in case it’s relevant):

A long time ago, I made a modular main menu system that uses objects to build menu entries based on the values stored in the objects. I’ve used the system with 3 different projects and have not had any error.
I’ve been developing a shooter that uses this system and I’ve probably pushed out around 60 iterations of the project over that time without any errors related to these objects.
About two weeks ago, I ran into a STACK OVERFLOW that prevented me from building the project.

The problem files were related to my inventory system and had literally zero references to my menu system. I decided to roll back to my last working build and created a new project using the source build of the project. All of the C++ in the project has been designed in a series of plugins so there weren’t any major changes (mainly setting up new .cs files). I didn’t think it would fix the issue, but we were wanting to make the change anyway for dedicated servers/console/etc.

When I moved to the source version of the engine, the issue came back immediately and prevented me from loading the editor without crashing. To get around the crash, I had to manually remove my parent inventory item from explorer, load the editor, then move the item back in via explorer to replace all of the references to the parent class.

After I did that I was able to play maps that didn’t have inventory items manually placed. If the items spawned there would be no issues either, but I still wouldn’t be able to get past the build stage. The issue was eventually resolved by removing blueprint clustering in the editors GC options and I was able to load the editor and any maps that had references to items.

The actual issue:

I’m now able to get past the building stage without any error, but at the end of the packaging process, the build fails to state that it cannot construct objects of type [MainMenuObjectName]. I went into the blueprint that was mentioned in the error, refreshed the node and compiled without any issue, but the packaging process still fails even though the blueprint in question is not showing any compiler errors. I’ve tried deleting the nodes and creating new ones, I’ve prevented logic from running during the pre-construct script and I’ve tried casting to the class to make sure the engine knows which object to construct, but nothing works. The only thing I haven’t tried is disconnecting the nodes completely, but that obviously doesn’t help me at all. The objects were created in BP so it’s not an error from the base class not being blueprintable or anything like that and the engine definitely knows that the object class is valid. I’ve reloaded the object, resaved it, opened it and edited it without any problems so I can’t imagine it’s something with asset discovery.

Does anyone know a workaround? The object is created in a widget blueprint during pre-construct during a for loop that iterates over an array of [MenuObjectsClass] filled with dev defined objects.

The menu loads exactly as it should when playing in the editor too and after fixing the issue, the engine doesn’t warn me of a compiler error when pressing play like it did when the issue first came up (even when playing the level that the menu is built in).

My only thought is to try and construct the objects in a different file, but I can’t imagine that would resolve the issue.
I could also try creating a new object and replacing references as the last resort, but I’ve had some bad experiences with that as well.