Blueprint Nativization fails when using Vector split with Anim Blendspace

I’m having a problem packaging a project in 4.23 when using a vector variables as an input for a blendspace in an animation blueprint.

For example using the vector input above produces the following error during the nativization process during package

E:/Unreal Projects/HealTheGuys/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/HTG_ABGrunt__pf1427241628.cpp(700): error C2014: preprocessor command must start as first nonwhite space
UATHelper: Packaging (Windows (64-bit)): E:/Unreal Projects/HealTheGuys/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/HTG_ABGrunt__pf1427241628.cpp(701): error C2144: syntax error: ‘auto’ should be preceded by ‘)’
UATHelper: Packaging (Windows (64-bit)): E:/Unreal Projects/HealTheGuys/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/HTG_ABGrunt__pf1427241628.cpp(700): error C2672: ‘FindFieldChecked’: no matching overloaded function found
UATHelper: Packaging (Windows (64-bit)): E:/Unreal Projects/HealTheGuys/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/HTG_ABGrunt__pf1427241628.cpp(701): error C2780: ‘T *FindFieldChecked(const UStruct *,FName)’: expects 2 arguments - 0 provided

If I set the X and Y values of that Vector to separate float variables and plug those in instead, I don’t see these errors.

Anyone else try to nativize using blendspaces? Seems like a bug to me, but I’m not sure if there is anything not obvious wrong.

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