Crash on Client Connecting when settings StaticMeshComponent to replicate.

I am working on a large submarine actor which has many components as part of it. One of these components is a StaticMeshComponent which I need to replicate. Turning on component replicates either in the component, in the instance of the component in my submarine actor, or both, causes the engine to crash when the client connects. I am playing as a Listen Server with only 2 players, and this works fine if I set it to just one player.

The crash report I get is this:

Assertion failed: NetGUID.IsDynamic() [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\PackageMapClient.cpp] [Line: 3328]

UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_OnlineSubsystemUtils
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll

I am not sure where to go with this. I thought it could be to do with my code but the same happens even when this blueprint has no code in it whatsoever. This is really confusing me because this actor is built up of many other components made in this same way that have given me no problems at all.

I appreciate any help or advice on this, thanks in advance!