Blueprint nativization crash with CDO error

I have a blueprint + cpp project in 4.24 (was upgraded from 4.20). It works perfectly without blueprint nativization, however if exclusive nativization is turned on, it crashes right after start. The packaging completes successfully, but when I start the packaged game, it crashes instantly with the following crash report:

Assertion failed: 0 [File:E:/_Unreal_/UnrealEngine-4.24/Engine/Source/Runtime/CoreUObject/Private/Blueprint/BlueprintSupport.cpp] [Line: 3006]

ZeroCaliber!AssertFailedImplV() [e:\_unreal_\unrealengine-4.24\engine\source\runtime\core\private\misc\assertionmacros.cpp:105]
ZeroCaliber!FDebug::CheckVerifyFailedImpl() [e:\_unreal_\unrealengine-4.24\engine\source\runtime\core\private\misc\assertionmacros.cpp:455]
ZeroCaliber!FConvertedBlueprintsDependencies::FillUsedAssetsInDynamicClass() [e:\_unreal_\unrealengine-4.24\engine\source\runtime\coreuobject\private\blueprint\blueprintsupport.cpp:3006]
ZeroCaliber!AActivatableBase_C__pf3985733415::__CustomDynamicClassInitialization() [e:\dev\perforce\zcoq\intermediate\plugins\nativizedassets\windows\game\source\nativizedassets\private\activatablebase__pf3985733415.cpp:502]
ZeroCaliber!UClass::CreateDefaultObject() [e:\_unreal_\unrealengine-4.24\engine\source\runtime\coreuobject\private\uobject\class.cpp:3142]
ZeroCaliber!UClass::AssembleReferenceTokenStreams() [e:\_unreal_\unrealengine-4.24\engine\source\runtime\coreuobject\private\uobject\class.cpp:4563]
ZeroCaliber!FUObjectArray::CloseDisregardForGC() [e:\_unreal_\unrealengine-4.24\engine\source\runtime\coreuobject\private\uobject\uobjectarray.cpp:75]
ZeroCaliber!FEngineLoop::PreInitPostStartupScreen() [e:\_unreal_\unrealengine-4.24\engine\source\runtime\launch\private\launchengineloop.cpp:2902]
ZeroCaliber!GuardedMain() [e:\_unreal_\unrealengine-4.24\engine\source\runtime\launch\private\launch.cpp:131]
ZeroCaliber!GuardedMainWrapper() [e:\_unreal_\unrealengine-4.24\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
ZeroCaliber!WinMain() [e:\_unreal_\unrealengine-4.24\engine\source\runtime\launch\private\windows\launchwindows.cpp:263]
ZeroCaliber!__scrt_common_main_seh() [d:\agent\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

The last line in the log file:

LogClass: Error: CDO is created for a dynamic class, before the class was constructed. /Game/Vendetta/Blueprints/Activatables/ActivatableBase.ActivatableBase_C

The nativized build works in 4.20 and also 4.23, but it crashes in 4.24.

Have you found out the solution yet?