Fast array serializer replication issue in packaged builds (UE5)

"Hello, I’m using UE5 and Fast array serializer with this parameters:


1.	USTRUCT()
2.	struct FSocketConfigFASItem : public FFastArraySerializerItem
3.	{
4.	GENERATED_USTRUCT_BODY()
5.	 
6.	FSocketConfigFASItem();
7.	 
8.	UPROPERTY()
9.	FVector_NetQuantize SocketPosition = FVector_NetQuantize(ForceInitToZero);
10.	 
11.	UPROPERTY()
12.	uint32 ItemsSelectionStartingSeed = 0;
13.	 
14.	UPROPERTY()
15.	uint32 TransformsStartingSeed = 0;
16.	 
17.	  UPROPERTY()
18.	  FGameplayTag ForcedSelectTag = FGameplayTag::EmptyTag;
19.	 
20.	 
21.	void PostReplicatedAdd(const struct FSocketConfigFAS& InArraySerializer);
22.	};
23.	 
24.	USTRUCT()
25.	struct FSocketConfigFAS : public FFastArraySerializer
26.	{
27.	GENERATED_USTRUCT_BODY()
28.	 
29.	UPROPERTY()
30.	TArray<FSocketConfigFASItem> Items;
31.	 
32.	 
33.	bool NetDeltaSerialize(FNetDeltaSerializeInfo& DeltaParms)
34.	{
35.	// Set it to TRUE if you want to debug bytes sent and received
36.	bool bDebugData = true; 
37.	 
38.	if (bDebugData && DeltaParms.Reader)
39.	{
40.	if (DeltaParms.Reader->GetBytesLeft() > 0)
41.	{
42.	FString Message = "NetDeltaSerialize Client READING data for " + DeltaParms.DebugName + " Bytes Left: " + FString::FromInt(DeltaParms.Reader->GetBytesLeft()) + " - Items Num: " + FString::FromInt(Items.Num());
43.	UE_LOG(LogSocketSystem, Warning, TEXT("%s"), *Message);
44.	}
45.	else
46.	{
47.	FString Message = "NetDeltaSerialize Client FINISHED READING data for " + DeltaParms.DebugName + " Bytes Left: " + FString::FromInt(DeltaParms.Reader->GetBytesLeft()) + " - Items Num: " + FString::FromInt(Items.Num());
48.	UE_LOG(LogSocketSystem, Warning, TEXT("%s"), *Message);
49.	}
50.	}
51.	 
52.	bool bRes = FFastArraySerializer::FastArrayDeltaSerialize<FSocketConfigFASItem, FSocketConfigFAS>(Items, DeltaParms, *this);
53.	 
54.	if (bDebugData && DeltaParms.Writer && DeltaParms.Writer->GetNumBytes() > 1)
55.	{
56.	FString Message = "NetDeltaSerialize Server WRITING data for " + DeltaParms.DebugName + " Bytes to write: " + FString::FromInt(DeltaParms.Writer->GetNumBytes()) + " - Items Num: " + FString::FromInt(Items.Num());
57.	UE_LOG(LogSocketSystem, Warning, TEXT("%s"), *Message);
58.	}
59.	 
60.	return bRes;
61.	}
62.	 
63.	};
64.	//-------------------------------------------------------------------------------
65.	 
66.	/**
67.	* Template function needed to declare a custom delta serialization method
68.	*/
69.	template<>
70.	struct TStructOpsTypeTraits< FSocketConfigFAS > : public TStructOpsTypeTraitsBase2< FSocketConfigFAS >
71.	{
72.	enum
73.	{
74.	WithNetDeltaSerializer = true,
75.	};
76.	};

Everything works correctly inside editor, but when I try a packaged build all FSocketConfigFAS are not able to replicate anymore because I got this message:
LogRep: Error: ReceiveFastArrayItem: Invalid property terminator handle - Handle=51050 (this number varies)
I tried also to simplify my array item but the result are always the same.
Thanks to debug messages I put I can confirm that the server is able to write the correct number of bytes:
NetDeltaSerialize Server WRITING data for MainReplicatedConfigs Bytes to write: 660 - Items Num: 33
and the client is able to receive the same amount of bytes:
NetDeltaSerialize Client READING data for MainReplicatedConfigs Bytes Left: 660 - Items Num: 0
but just after this debug line I got the above mentioned error.
Any suggestions?
Thanks"