Bug Report: DuplicateTransient Broken with FNames (PIE)

I’m pasting the Class Definition here:

UCLASS()
class SUBMERGED_API ASubmergedBoatBoostPickup : public ASubmergedUseActor
{
	GENERATED_UCLASS_BODY()

public:

	UPROPERTY(Transient, Category=Use, BlueprintReadOnly, meta=(Tooltip="Used To tell if this object has been used at all."))
	bool bHasBeenUsed;

private:
	UPROPERTY(Category=SkeletalMeshActor, VisibleAnywhere, meta=(ExposeFunctionCategories="Mesh,Rendering,Physics,Components|SkeletalMesh,Animation"))
	TSubobjectPtr<class USkeletalMeshComponent> SkeletalMeshComponent;

    // I Am Here!
	UPROPERTY(Category=General, DuplicateTransient, VisibleAnywhere, meta=(Tooltip="This should be a unique ID for each Object."))
	FName BoostItemID;
	
	UPROPERTY(Category=General, EditAnywhere, meta=(Tooltip="This is the amount of boost to give the player. (In seconds)"))
	float BoostItemValue;

	UPROPERTY(Category=General, EditAnywhere, meta=(Tooltip="This is the map name we should be expecting to be inside. Will throw a warning if we are in the wrong place."))
	FString ExpectedMapName;

public:
	virtual void BeginPlay() override;
	virtual void OnConstruction(const FTransform& Transform) override;
	
	UFUNCTION()
	void OnMatchStarted();

//use component functions
	virtual bool CanBeUsedBy(ASubmergedCharacter* User) override;
	
	virtual void OnObjectUsed(ASubmergedCharacter* User) override;

	UFUNCTION()
	void OnMadeUseTarget(AController* Controller);
//end use component functions
	
#if WITH_EDITORONLY_DATA 
	static void CheckID(ASubmergedBoatBoostPickup* CurrentPickup, UWorld* CurrentWorld);
#endif //WITH_EDITORONLY_DATA
};

ASubmergedUseActor is Derived from AActor.

And the ID is Populated using the following:
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