Changing Maps with structres gives a lot of build errors. UE 5.5.2

Summary

Changing any map with structs gives a cascade of errors
you can rename to fix, but if the project is large, it can give unfix-able errors

Please select what you are reporting on:

Creative

What Type of Bug are you experiencing?

Other

Steps to Reproduce

Create a new Project
Create a Struct with a couple of variables.
Create a second struct with a couple of variables.
add the first struct to the character, let’s call it stats. and add some simple code, just so it’s used and therefore compiled when built.
now. save and if you compile everything should be ok!
now go to the first struct and add a map : Name / Struct 2
change something in the second struct
save, play, compile.
when you then try to build the project it’ gets an error.
you need to rename the struct. the issue comes when you have more than a simple project, and this did not happen to this scale on 5.5.1

Expected Result

Changing any map with structs gives a cascade of errors
Errors when building the project:
LogInit: Display: LogProperty: Error: FStructProperty::Serialize Loading: Property ‘StructProperty /Game/FirstPerson/Blueprints/BP_FirstPersonCharacter.BP_FirstPersonCharacter_C:Stats’. Unknown structure.
LogInit: Display: LogClass: Warning: Struct Property Stats has a struct type mismatch (tag STRUCT_REINST_Main3_143(/Engine/Transient) != prop FallbackStruct(/Script/CoreUObject)) in package: /Game/FirstPerson/Blueprints/BP_FirstPersonCharacter. If that struct got renamed, add an entry to ActiveStructRedirects.
LogInit: Display: LogClass: Warning: Struct Property Stats has a struct type mismatch (tag FallbackStruct(/Script/CoreUObject) != prop Main3(/Game/NewFolder/Main3)) in package: FObjectReader. If that struct got renamed, add an entry to ActiveStructRedirects.
LogInit: Display:
And if the project is large:
LogOutputDevice: Error: begin: stack for UAT
LogOutputDevice: Error: === Handled ensure: ===
LogOutputDevice: Error:
LogOutputDevice: Error: Ensure condition failed: DefaultStructInstance.IsValid() && DefaultStructInstance.GetStruct() == this [File:D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\StructUtils\UserDefinedStruct.cpp] [Line: 476]
LogOutputDevice: Error:
LogOutputDevice: Error: Stack:
LogOutputDevice: Error: [Callstack] 0x00007ffd288711ad UnrealEditor-CoreUObject.dll!UnknownFunction
LogOutputDevice: Error: [Callstack] 0x00007ffd2887ee9f UnrealEditor-CoreUObject.dll!UnknownFunction
LogOutputDevice: Error: [Callstack] 0x00007ffd286c5e44 UnrealEditor-CoreUObject.dll!UnknownFunction
LogOutputDevice: Error: [Callstack] 0x00007ffd28c6ad88 UnrealEditor-CoreUObject.dll!UnknownFunction
LogOutputDevice: Error: [Callstack] 0x00007ffd28c76214 UnrealEditor-CoreUObject.dll!UnknownFunction
LogOutputDevice: Error: [Callstack] 0x00007ffd28c3cae8 UnrealEditor-CoreUObject.dll!UnknownFunction
LogOutputDevice: Error: [Callstack] 0x00007ffd288636e9 UnrealEditor-CoreUObject.dll!UnknownFunction
LogOutputDevice: Error: [Callstack] 0x00007ffd28880183 UnrealEditor-CoreUObject.dll!UnknownFunction
LogOutputDevice: Error: [Callstack] 0x00007ffd289fe4f9 UnrealEditor-CoreUObject.dll!UnknownFunction
LogOutputDevice: Error: [Callstack] 0x00007ffd289e6dad UnrealEditor-CoreUObject.dll!UnknownFunction
LogOutputDevice: Error: [Callstack] 0x00007ffd28890033 UnrealEditor-CoreUObject.dll!UnknownFunction

Observed Result

unable to build the project, same is the expected result

Platform(s)

Windows

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