Crash in 4.16 packaged game 'No outstanding IO, no nodes in the queue...'

Hi, we’re having a crash on launching a packaged game on 4.16.

Fatal error: [File:D:\Build\++UE4+Release-4.16+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading.cpp] [Line: 1334] 
No outstanding IO, no nodes in the queue, yet we still have 342 'AddedNodes' in the graph (with 5 boot nodes).


HyperJam_Win64_DebugGame!FDebug::AssertFailed()
HyperJam_Win64_DebugGame!FEventLoadGraph::CheckForCycles()
HyperJam_Win64_DebugGame!FAsyncLoadingThread::CheckForCycles()
HyperJam_Win64_DebugGame!FAsyncLoadingThread::TickAsyncLoading()
HyperJam_Win64_DebugGame!FlushAsyncLoading()
HyperJam_Win64_DebugGame!LoadPackageInternal()
HyperJam_Win64_DebugGame!ResolveName()
HyperJam_Win64_DebugGame!StaticLoadObjectInternal()
HyperJam_Win64_DebugGame!StaticLoadObject()
HyperJam_Win64_DebugGame!UObjectPropertyBase::FindImportedObject()
HyperJam_Win64_DebugGame!UObjectPropertyBase::ParseObjectPropertyValue()
HyperJam_Win64_DebugGame!UObjectPropertyBase::ImportText_Internal()
HyperJam_Win64_DebugGame!UObjectProperty::ImportText_Internal()
HyperJam_Win64_DebugGame!UClassProperty::ImportText_Internal()
HyperJam_Win64_DebugGame!UProperty::ImportText()
HyperJam_Win64_DebugGame!UArrayProperty::ImportText_Internal()
HyperJam_Win64_DebugGame!UProperty::ImportText()
HyperJam_Win64_DebugGame!UProperty::ImportSingleProperty()
HyperJam_Win64_DebugGame!UScriptStruct::ImportText()
HyperJam_Win64_DebugGame!UStructProperty::ImportText_Internal()
HyperJam_Win64_DebugGame!UProperty::ImportText()
HyperJam_Win64_DebugGame!UObject::LoadConfig()
HyperJam_Win64_DebugGame!FObjectInitializer::PostConstructInit()
HyperJam_Win64_DebugGame!FObjectInitializer::~FObjectInitializer()
HyperJam_Win64_DebugGame!UClass::CreateDefaultObject()
HyperJam_Win64_DebugGame!UObjectForceRegistration()
HyperJam_Win64_DebugGame!ProcessNewlyLoadedUObjects()
HyperJam_Win64_DebugGame!FEngineLoop::PreInit()
HyperJam_Win64_DebugGame!GuardedMain()
HyperJam_Win64_DebugGame!GuardedMainWrapper()
HyperJam_Win64_DebugGame!WinMain()
HyperJam_Win64_DebugGame!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
kernel32
ntdll

The issue seems similar to this one:

Though that was apparently fixed in 4.16, whereas this issue only appears in 4.16 and not in 4.15 and my call stack doesn’t contain anything about Gameplay Tags.

It might still be related to Gameplay Tags however because the end of the log before the crash contains:

[2017.06.09-06.32.46:781][  0]LogStats: UGameplayTagsManager::ConstructGameplayTagTree: Construct from data asset -  0.000 s
[2017.06.09-06.32.46:782][  0]LogStats: UGameplayTagsManager::ConstructGameplayTagTree: ImportINI -  0.000 s
[2017.06.09-06.32.46:782][  0]LogStats: UGameplayTagsManager::ConstructGameplayTagTree: GameplayTagTreeChangedEvent.Broadcast -  0.000 s
[2017.06.09-06.32.46:996][  0]LogWindows: Windows GetLastError: The operation completed successfully. (0)

Unfortunately I have no idea how to investigate this or reproduce this in a blank project, and also am not able to access engine debug symbols when debugging the packaged game.

Any advice greatly appreciated!