Header Include Differences between VS and RunUAT.bat

We’ve been running into this issue pretty frequently (2+ times per week) where overnight builds fail when packaging our plugin we’re developing, with errors about missing C++ class type definitions. For example:

[62/238] Compile RuntimeConnectionHandler.cpp
F:\Repos\main\PackagePlugin\<Plugin>\HostProject\Plugins\...\RuntimeConnectionHandler.cpp(1008): error C2027: use of undefined type 'FTimerManager'
F:\UnrealEngine\UE_5.0\Engine\Source\Runtime\Engine\Classes\Engine\World.h(44): note: see declaration of 'FTimerManager'

Compiling in Visual Studio succeeds, even when compiling Shipping. So we add the #include the command line compiler wants, but to be certain you have to run the plugin packager command line locally, and confirm there aren’t additional hidden compile errors. I’m just looking for a way for developers to get feedback that they’ve added class references that the overnight build will fail on, even though things work when compiling in Visual Studio and using the Unreal Editor / PIE. Is this a challenge that other Plugin developers have? Do people just set up the build server to do incremental builds so the issue is caught sooner?