Adding VisibleAnywhere to UPROPERTY breaks compilation

The struct is being used to create a data table. Whole struct is:

USTRUCT(BlueprintType)
struct GAME_API FC_Maps : public FTableRowBase 
{
    GENERATED_USTRUCT_BODY()

    UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Table|Maps")
    FName mapName;
    UPROPERTY(VisibleAnywhere, BlueprintReadWrite,  Category = "Table|Maps")
    TArray<FName> subNames;
    UPROPERTY(VisibleAnywhere, BlueprintReadWrite,  Category = "Table|Maps")
    FString public;
    UPROPERTY(VisibleAnywhere, BlueprintReadWrite,  Category = "Table|Maps")
    UTexture2D* image;
    UPROPERTY(VisibleAnywhere, BlueprintReadWrite,  Category = "Table|Maps")
    bool selectable;
};