c++ustruct error in blueprint project

When trying to package my 5.3 project, I’m getting several struct errors that I’ve tracked to c++ code that I’ve never touched and can’t open.

LogClass: Error: IntProperty FConstructionSystemSaveConstructedItem::Seed is not initialized properly. Module:ConstructionSystemRuntime File:Public/Save/ConstructionSystemSaveGame.h

LogClass: Error: StructProperty FCPathNode::WorldLocation is not initialized properly even though its struct probably has a custom default constructor. Module:CPathfinding File:Public/CPathNode.h

LogAutomationTest: Error: UObject.Class AttemptToFindUninitializedScriptStructMembers will be marked as failing due to errors being logged

LogAutomationTest: Error: LogClass: IntProperty FConstructionSystemSaveConstructedItem::Seed is not initialized properly. Module:ConstructionSystemRuntime File:Public/Save/ConstructionSystemSaveGame.h

LogAutomationTest: Error: LogClass: StructProperty FCPathNode::WorldLocation is not initialized properly even though its struct probably has a custom default constructor. Module:CPathfinding File:Public/CPathNode.h

These all live in c++. I can’t open them to do anything with. The only thing i can think of is I’ve used the reference viewer to find and open related blueprints and refresh all of the nodes.

I’ve made sure that visual studio 2022 is in place with the recommended downloads per the unreal

documentation.

I’m reluctant to convert to a c++ project just to bring it into visual studio because I don’t know c++.