Can't compile after moving from 4.10 to 4.11

I’ve been having an issue moving from 4.10 to 4.11 in my project. Whenever I make a copy and convert that copy for 4.11, it fails compilation, giving me the error “Implicit instantiation of undefined template ‘TMap< FName, int, FDefaultSetAllocator, TDefaultMapKeyFuncs< FName, int, false > >’”. Here is a snippet of the code from the engine source that is supposedly causing this error:

#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
    	#define DO_BLUEPRINT_GUARD 1
    #endif
    
    #if DO_BLUEPRINT_GUARD
    /** 
     * Helper struct for dealing with Blueprint exceptions 
     */
    struct CORE_API FBlueprintExceptionTracker : TThreadSingleton<FBlueprintExceptionTracker>
    {
    	FBlueprintExceptionTracker()
    		: Runaway(0)
    		, Recurse(0)
    		, bRanaway(false)
    		, ScriptEntryTag(0)
    	{}
    
    	void ResetRunaway();
    
    public:
    	// map of currently displayed warnings in exception handler
    	TMap<FName, int32> DisplayedWarningsMap;
    
    	// runaway tracking
    	int32 Runaway;
    	int32 Recurse;
    	bool bRanaway;
    
    	// Script entry point tracking
    	int32 ScriptEntryTag;
    
    	// Stack names from the VM to be unrolled when we assert
    	TArray<FScriptTraceStackNode> ScriptStack;
    };
    
    #endif // DO_BLUEPRINT_GUARD

Based on the “#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)” preprocessor, I decided to try compiling, from Xcode, in the shipping build, and that fixed the issue. However, I still have the issue in non-shipping builds. I’ve tried creating a new, empty project, and that compiled just fine. I tried adding my assets/code/etc. to the empty project from my other project one piece at a time, and it worked until I added the code. I believe that something, somewhere in my code is breaking in 4.11, but the error message I’m getting won’t tell me where. I tried compiling the engine from source, removing that snippet of code, but I ran into another issue with an assertion that I don’t quite remember the details of at this moment. This issue is present even when I remove all content from my project, so I don’t believe it is caused by any blueprints, unless perhaps it is a level blueprint or something to that extent.

This issue is present on Windows, as well.

I actually just managed to fix this by commenting out “#define DO_BLUEPRINT_GUARD 1” in the source code that comes packaged with the launcher. It isn’t ideal, but it worked.