5.3.2 - Adding C++ AssetManager class breaks compile

I have hit a snag in my development that I cannot find an answer to.

Whenever I add a C++ AssetManager class to my code (in editor, C++ area, right click, add C++ class, choose AssetManager as the base class) it adds it fine, and then crashes and will no longer compile from editor (the editor constantly crashes) with this:

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x0000000300905a4d

ucrtbase
UnrealEditor_Metalia_patch_1!dllmain_crt_process_attach() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\dll_dllmain.cpp:66]
UnrealEditor_Metalia_patch_1!dllmain_dispatch() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\dll_dllmain.cpp:276]
UnrealEditor_LiveCoding!CommandMap::ReceiveAndCallAction<actions::CallEntryPoint>() [D:\build\++UE5\Sync\Engine\Source\Developer\Windows\LiveCoding\Private\External\LC_CommandMap.h:29]
UnrealEditor_LiveCoding!ClientCommandThread::ThreadFunction() [D:\build\++UE5\Sync\Engine\Source\Developer\Windows\LiveCoding\Private\External\LC_ClientCommandThread.cpp:97]
UnrealEditor_LiveCoding!`Thread::CreateFromMemberFunction<ClientCommandThread,StrongTypedef<unsigned int,0> (__cdecl ClientCommandThread::*)(std::basic_string<wchar_t,std::char_traits<wchar_t>,std::allocator<wchar_t> > const &,Event *,Event *,CriticalSection() [D:\build\++UE5\Sync\Engine\Source\Developer\Windows\LiveCoding\Private\External\LC_Thread.h:161]
ucrtbase
kernel32
ntdll

Steps to Reproduce:
In unreal 5.3.2 - add an AssetManager class to your source. As soon as you do this, it will do a recompile in the editor causing it to break.

If you reopen the editor it will be fine until you do a recompile, to which it will continue to crash here.

Any ideas?

It appears that it takes deleting the binary,intermediate,saved, and SLN file… 3x… yes 3x… and then opening it in the editor and having editor rebuild it each time before it figures things out and it solves itself.

So… apparently no issue here other than the editor has issues keeping itself caught up.