Packaged nativized game crash at startup with error: Async loading event graph contained a cycle, see above. AsyncLoading.cpp [Line: 1012]

My game is crashing at startup when I activate nativization only and gives this error when I start the game:

326504-error.png

I researched a lot about it but I was unable to reproduce the error in a new project, but there is one thing that may be causing what I researched which is that it might be the use of BP structs and enums in some way in the nodes. I have a lot of structs and some enums in my project, several structs inside the other with arrays of structs and more arrays of these structs in various objects of the game, the save game class uses several structs to save, there are many things being done with structs like "set member in struct ", “get array element by reference” of a struct, “set array element” and etc. There are also many objects referencing each other to get struct. In the reddit post I found, they say it can be struct and BP enums and the solution for one of them was to pass all structs to c ++, but I have MANY and that would be an absurd job. I’m in UE 4.25 and in UE 4.26 I didn’t see anything in the release notes talking about this crash. I was also unable to test on 4.26 why I use FMOD and it has not yet updated to this version.
I used blueprint in the game from the beginning because I had a bad PC before and it took a long time to compile c++ code, it was impossible to work like this.

Reddit post: https://www.reddit.com/r/unrealengine/comments/eepwvh/help_getting_desperate_crash_at_startup_when/fehv0r0/
And I’m leaving the log for you to see the error.

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Did you find a solution? I had the same crash error, can’t find a workaround