Packaged build crashes when returning to a level with a UMG widget (UE 5.6.1)

Struggling for weeks now with this. Packaged build crashes reliably when the player returns to the main menu level, which builds and displays a UMG widget (created via Create Widget → Add to Viewport in BP_GameModeMainMenu’s BeginPlay).

The crash happens on the second Construct/paint pass of the widget. Meaning we can access the main menu widget once, no problem. But returning to the main menu at any later point produces the crash. This never happens in PIE, only packaged builds (DebugGame & Development).

Crash: Assertion failed: Index >= 0 [UObjectArray.h, Line: 1037], inside FSlateClippingZone::IsPointInside called from SGameLayerManager::OnPaint, ultimately from FSlateInvalidationRoot::PaintInvalidationRoot.

What I’ve ruled out through isolation testing:

  • Widget content: stripped the widget down to a single empty Canvas Panel — still crashes.
  • The specific widget asset: replaced it with an unrelated Widget Blueprint — still crashes.
  • No widget at all: removed Create Widget/Add to Viewport entirely — crash stops completely.
  • GC-unsafe reference: ensured the created widget was stored in a Blueprint variable reference on BP_GameModeMainMenu — still crashes.
  • Explicit teardown: added Remove From Parent on the stored widget reference right before level change — still crashes.
  • Slate’s global invalidation cache: set Slate.EnableGlobalInvalidation=0 via DefaultEngine.ini [ConsoleVariables] — confirmed active in the log, still crashes.

Any pointers on what else to check would be hugely appreciated.