Overriding Tag in base class makes project undeployable

I had an issue with my project failing to deploy for testing and isolated it to using an override on a tag variable in a subclass.

To reproduce, create an empty project, add a verse file, and use the following code. Add the hang_fortnite_device to the level.

using { /Fortnite.com/Devices }
using { /Verse.org/Simulation/Tags }
using { /UnrealEngine.com/Temporary/Diagnostics }

MyLog := class(log_channel){}
MyLog2 := class(log_channel){}

fortnite_device_tag := class(tag) {}
fortnite_device := class(creative_device):
    
    Name : string = "Fortnite Device"
    Tag : tag = fortnite_device_tag{}
    Logger : log = log{ Channel := MyLog }

    OnBegin<override>()<suspends>:void =
        Logger.Print("OnBegin for {Name}")

hang_fortnite_device_tag := class(tag) {}
hang_fortnite_device := class(fortnite_device):
    
    Name<override> : string = "Hang Fortnite Device"
    Tag<override> : tag = hang_fortnite_device_tag{}
	Logger<override> : log = log{ Channel := MyLog2 }

When trying to launch a session, it will eventually timeout. The log file will show the following 3 times:

LogValkyrieSummary: Destroying Valkyrie Beacon

Now, if you comment out the tag line:

# Tag<override> : tag = hang_fortnite_device_tag{}

The project will deploy fine and you’ll see LogValkyrieSummary: Server Summary - Successfully activated content on all platforms.

When it is in its undeployable state, that log output never appears.