OceanCollisionComponent marked as disallowed object type

Currently, I am designing a map in which I need to take use of both an ocean component (to make an ocean around my map) and the spline component associated with it, that makes holes in the ocean. Whenever I place an ocean in my map currently, the version fails to connect to the session due to the Ocean referencing a collision component that is disallowed.

As you can see, the error occurs every time I attempt to launch as has persisted even if I place a new ocean. In the ravine in the center, I also have a FortWaterBodyExclusionVolume and a UndergroundVolume, which might have something to do with this issue.

Does anyone at least know why this occurring? And better, how to fix it?

Here’s a full output log for the whole session for extra detail:
(putting it in pastebin since I can’t upload files yet)

@Baidan546 Thank you for your report! Can you please re-post using the “New Issue” option on the Issues and Bug Reporting forums? Posts with this feature are connected directly into our development team so we can quickly get to them!For more information, such as how to get the reference ID, please check out the article here: https://create.fortnite.com/news/using-the-creative-and-uefn-bug-reporting-form

Im getting this as well on my ocean. Weird I published an unlisted test 2 days ago and it was fine. Deleted/replaced multiple times and same thing. I initially thought it was the Body Exclusion Volume but after deleting that the problem persists.

On that note I can’t get the ocean hole to work properly. The spline is set up and it appears like there is no water within but when the player move over the excluded area there are splash/ripple FX and swimming animations. I guess I’m lucky this map doesnt have an underground base so I just moved the spline off somewhere and turned the area into a shallow swamp.

X=approx player position (pic 2)

note water ripple FX. if it’s deep enough the player appears to swim.

EDIT: I got it to publish again by messing around with the spline (which I was doing to get screengrabs for this post haha).