FText and FString Not Found On Data Table Parse

Hello, I am reading in data from a FTableRowBase, I am supplying FText and FString variables and they appear fine in the datatable when I am supplying them. However, when I am parsing the data in C++ to fill my dictionary of data, it is failing to load the localized text. I am going through this process with my QuestManager, and it works perfectly. Using the same exact approach and setup, I cannot seem to load up the information for my achievements. When I step through the code, I can see that it is not loading the information. Here is the debug message:
“Information not available, no symbols loaded for UE4Editor-Core.dll> FText”

This is my Achievement Structure:

USTRUCT(BlueprintType)
struct HOWLOWEEN_API FAchievement : public FTableRowBase
{
	GENERATED_BODY()

public:
	UPROPERTY(EditAnywhere, BlueprintReadWrite)
		EAchievementId internalId;

	UPROPERTY(EditAnywhere, BlueprintReadWrite)
		FText Name;

	UPROPERTY(EditAnywhere, BlueprintReadWrite)
		FText Description;

	UPROPERTY(EditAnywhere, BlueprintReadWrite)
		FString SteamId;

	UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
		float progress = 0;

	UPROPERTY(EditAnywhere, BlueprintReadOnly)
		float unlockProgress = 1;
};

Then to read in the data, I do this in my initialization script:

achievements.Empty();
	if (achievementsDataTable != nullptr)
	{
		TArray<FAchievement*> dataAchievements;
		achievementsDataTable->GetAllRows(*FString(TEXT("Initial database building.")), dataAchievements);

		for (FAchievement* a : dataAchievements)
		{
			achievements.Add(a->internalId, *a);
		}
	}
	else
	{
		UE_LOG(LogTemp, Error, TEXT("Achievement Manager Subsystem Initialization failed!\n Null DataTable"));
	}