[Solved] "GetEnumeratorNameAsString" Unreal upgrade from 5.5 to 5.6

To anyone else having issues converting your project from UE5 - UE5.6 and you’re getting this error essetionally, FBlueprintEditorUtils::FindBlueprintForNodeChecked(/Engine/Transient.EdGraph_11495:K2Node_GetEnumeratorNameAsString_3) failed to find a Blueprint.
the fix is to find any copies of this node in the picture below in your blueprints from your 5.5 version or lower of your project and delete them or such temporarily remove them from your pre upgraded copy, for me in particular it was the ones plugged into “print string” node for development in my character blueprint for you it may be the same or it may be many many times you used that node into your blueprints for me i made a custom event and than code pasted the blueprint node for each time i placed the enum to string as place holders so i can search the custom event to find each and every place where i disconnected this enum to string node so i can plug it back in with the newly converted version of it from unreal engine 5.6.
Afterwards remember each file you removed the enum to string from because your not going to reconvert again that’s a waste of time what your going to do is copy paste those same files you changed in editor in 5.5 into the exact place their located inside your 5.6 project your literally overwriting the fixed files over the broken ones, if you want to be faster you can reconvert from scratch if you like it shouldnt really make a difference since not much has really changed systemically in your project during this process, however when your done overwriting the files or reconverting than,
most likely the second issue your going to get immediately when you do this is that your going to have to deal with your nanite skeletons you converted to nanite from a pre 5.6 version causing you to crash, this is an easy fix simply go one by one for like i did 10 by 10 and return them to non nanite skeleton meshes until you have no skeletal meshes converted to nanite skeletal mesh this will allow the new encoded version of nanite skeletal mesh to be applied to your meshes again by right clicking in your newly converted project and reapplying it again.
and you should be good to go and solve the unsolvable 5.5 - 5.6 project upgrade issue!
took me a few months and alot of help to figure this out eventually piecing all of this bit by bit for months on end with insights from many others i only thought it’d be fair to share to save those from suffering endless days of crunching like i did!