NiagaraFluids Grid3D_FLIP_Pool error

I’m currently using Unreal Engine 5.5.
Both Niagara Fluids and Chaos Niagara are added and enabled.
There is no plugin named “Geometry Collection”, so I added a geometry asset that contains a Geometry Collection Container instead.

Also, when I try to manually add "GeometryCollection" to the .uproject file, it says that the plugin doesn’t exist.

	"Plugins": [
		{
			"Name": "ModelingToolsEditorMode",
			"Enabled": true,
			"TargetAllowList": [
				"Editor"
			]
		},
		{
			"Name": "NiagaraFluids",
			"Enabled": true
		},
		{
			"Name": "ChaosClothAsset",
			"Enabled": true
		},
		{
			"Name": "ChaosNiagara",
			"Enabled": true
		},
		{
			"Name": "Geometry Collection",
			"Enabled": true
		}
	]

After writing this post, I ran a number of tests:

  1. If I place the Niagara system directly in the scene without using any C++ code, packaging succeeds.

  2. I created a new plugin and copied the same code into the plugin’s C++ module, and packaging succeeds. (The Build.cs and .uplugin files are configured exactly the same as in the main project.)

  3. If I use LoadObject to load the Niagara system in BeginPlay, packaging succeeds as well.

  4. The issue only occurs when I try to load the Niagara system using a path in C++ via ConstructorHelpers.

  5. When I try to edit the Niagara system asset in the editor while it’s referenced by ConstructorHelpers with a path, the editor immediately crashes upon opening the asset.
    (If I comment out the ConstructorHelpers code, the editor opens the Niagara system normally and allows editing without any issues.)