Is there a work around to the "Assertion failed" error when exporting a HighResShot with alpha?

I am new to unreal so my apologies if this is more straight forward than I am making it out to be. I understand that the HighResShot isn’t really for ingame use and more to be used in the editor, but i was wondering if there was a work around for current issue.

I am building a small application for in house use at work where it will allow our marketing department (that have no 3d experience) to export images of our products in different colours for our directory/website to negate the 3d department having to drop the bigger projects they are working on to render a lots of images of singular products.

I have the foundations working great they can open the packaged application change the product type, the colours, and choose between the 2 pre-defined camera angles as well as choose a custom user camera view for any images they need for socials. and then can click a save image button which will save the image on a predefined location on the network and it will automatically name the file based on their inputs (productname_colour_cameraview_NoAlpha.png)

but I have added a second save image button which will save the exact same image but with an alpha channel (which will name the file productname_colour_cameraview_Alpha.png) and it works great in the editor but when i package the app i get the following error

“Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 952] Rendering thread exception: Assertion failed: Inputs.Material || Inputs.MaskMaterial || Inputs.CaptureRegionMaterial [File:D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\PostProcess\PostProcessMaterial.cpp] [Line: 1096] 0x00007ff611aeef42 UnrealGame-Win64-DebugGame.exe!AddHighResolutionScreenshotMaskPass() 0x00007ff611a6afd0 UnrealGame-Win64-DebugGame.exe!AddPostProcessingPasses() 0x00007ff6110d799f UnrealGame-Win64-DebugGame.exe!FDeferredShadingSceneRenderer::Render() 0x00007ff611e195f7 UnrealGame-Win64-DebugGame.exe!FSceneRenderer::RenderThreadEnd() 0x00007ff611dc39f7 UnrealGame-Win64-DebugGame.exe!UE::RendererPrivateUtils::Implementation::TPersistentBuffer<UE::HLSL::FCellBlockData,UE::RendererPrivateUtils::Implementation::FStructuredBufferTraits>::ValidateGPUData<FSceneCullingBuilder::UploadToGPU’::51'::<lambda_1> >'::12’::<lambda_1>::operator()() 0x00007ff6127908c8 UnrealGame-Win64-DebugGame.exe!FRenderCommandPipeRegistry::StopRecording'::2’::<lambda_1>::operator()() 0x00007ff6127baccf UnrealGame-Win64-DebugGame.exe!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),1> >::ExecuteTask() 0x00007ff60dede7da UnrealGame-Win64-DebugGame.exe!FNamedTaskThread::ProcessTasksNamedThread() 0x00007ff60dededae UnrealGame-Win64-DebugGame.exe!FNamedTaskThread::ProcessTasksUntilQuit() 0x00007ff6127dfe3e UnrealGame-Win64-DebugGame.exe!RenderingThreadMain() 0x00007ff6127e33b9 UnrealGame-Win64-DebugGame.exe!FRenderingThread::Run() 0x00007ff60e4d4968 UnrealGame-Win64-DebugGame.exe!FRunnableThreadWin::Run() 0x00007ff60e4c84b7 UnrealGame-Win64-DebugGame.exe!FRunnableThreadWin::GuardedRun() 0x00007ff9e0577034 KERNEL32.DLL!UnknownFunction

I have done a lot of research and i think it seems to be a known issue, I have checked for any Post-Processing Materials and I don’t think I found anything that could be causing the error (the scene is built from the “Product Configurator Template” and when I play with the “HighResShot 1 0 0 0 0 1 0 0” to no include alpha it no longer crashes.

I have looked into render textures which seemed to be working fine but the alpha is constantly inverted (which i have seen is a common issue). I have tried using HighResShot with “~WINDOWED --ForceAlpha” with no luck.

is there any other way to achieve saving the screenshot with an alpha?

Thanks
Matt