TRASHCLASS when modifying and compiling a base class of our architecture

This is the message we get

Fatal error: [File:D:\UE4\Teams\1602-DNULL\UE411\Engine\Source\Runtime\Engine\Private\BlueprintGeneratedClass.cpp] [Line: 131]
UBlueprintGeneratedClass::GetAuthoritativeClass: ClassGeneratedBy is null. class ‘/Engine/Transient.TRASHCLASS_CreatureBP_115’

KERNELBASE.dll
UE4Editor-Core.dll!FOutputDeviceWindowsError::Serialize() [d:\ue4\teams\1602-dnull\ue411\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor-Core.dll!FOutputDevice::Logf__VA() [d:\ue4\teams\1602-dnull\ue411\engine\source\runtime\core\private\misc\outputdevice.cpp:149]
UE4Editor-Core.dll!FDebug::AssertFailed() [d:\ue4\teams\1602-dnull\ue411\engine\source\runtime\core\private\misc\outputdevice.cpp:430]
UE4Editor-Engine.dll!UBlueprintGeneratedClass::GetAuthoritativeClass() [d:\ue4\teams\1602-dnull\ue411\engine\source\runtime\engine\private\blueprintgeneratedclass.cpp:131]
UE4Editor-UnrealEd.dll!FBlueprintEditorUtils::RefreshExternalBlueprintDependencyNodes() [d:\ue4\teams\1602-dnull\ue411\engine\source\editor\unrealed\private\kismet2\blueprinteditorutils.cpp:572]
UE4Editor-KismetCompiler.dll!FKismetCompilerContext::Compile() [d:\ue4\teams\1602-dnull\ue411\engine\source\editor\kismetcompiler\private\kismetcompiler.cpp:3517]
UE4Editor-KismetCompiler.dll!FKismet2CompilerModule::CompileBlueprintInner() [d:\ue4\teams\1602-dnull\ue411\engine\source\editor\kismetcompiler\private\kismetcompilermodule.cpp:100]
UE4Editor-KismetCompiler.dll!FKismet2CompilerModule::CompileBlueprint() [d:\ue4\teams\1602-dnull\ue411\engine\source\editor\kismetcompiler\private\kismetcompilermodule.cpp:192]
UE4Editor-UnrealEd.dll!FKismetEditorUtilities::RecompileBlueprintBytecode() [d:\ue4\teams\1602-dnull\ue411\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:923]
UE4Editor-UnrealEd.dll!FBlueprintCompileReinstancer::ReinstanceObjects() [d:\ue4\teams\1602-dnull\ue411\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:624]
UE4Editor-UnrealEd.dll!FKismetEditorUtilities::CompileBlueprint() [d:\ue4\teams\1602-dnull\ue411\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:796]
UE4Editor-Kismet.dll!FBlueprintEditor::Compile() [d:\ue4\teams\1602-dnull\ue411\engine\source\editor\kismet\private\blueprinteditor.cpp:3147]
UE4Editor-Kismet.dll!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,TTypeWrapper __cdecl(void)>::Execute() [d:\ue4\teams\1602-dnull\ue411\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:321]
UE4Editor-Kismet.dll!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl(void)>::ExecuteIfSafe() [d:\ue4\teams\1602-dnull\ue411\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:427]
UE4Editor-Slate.dll!FUICommandList::ExecuteAction() [d:\ue4\teams\1602-dnull\ue411\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:87]
UE4Editor-Slate.dll!SToolBarButtonBlock::OnClicked() [d:\ue4\teams\1602-dnull\ue411\engine\source\runtime\slate\private\framework\multibox\stoolbarbuttonblock.cpp:300]
UE4Editor-Slate.dll!TMemberFunctionCaller::operator()<>() [d:\ue4\teams\1602-dnull\ue411\engine\source\runtime\core\public\delegates\delegateinstanceinterface_variadics.h:161]
UE4Editor-Slate.dll!TTupleImpl >::ApplyAfter_ExplicitReturnType >() [d:\ue4\teams\1602-dnull\ue411\engine\source\runtime\core\public\delegates\tuple.h:128]
UE4Editor-Slate.dll!TBaseSPMethodDelegateInstance<0,SToolBarButtonBlock,0,FReply __cdecl(void)>::Execute() [d:\ue4\teams\1602-dnull\ue411\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:321]
UE4Editor-Slate.dll!TBaseDelegate::Execute() [d:\ue4\teams\1602-dnull\ue411\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:521]
UE4Editor-Slate.dll!SButton::OnMouseButtonUp() [d:\ue4\teams\1602-dnull\ue411\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:273]
UE4Editor-Slate.dll!::operator()() [d:\ue4\teams\1602-dnull\ue411\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4508]
UE4Editor-Slate.dll!FEventRouter::Route >() [d:\ue4\teams\1602-dnull\ue411\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:214]
UE4Editor-Slate.dll!FSlateApplication::RoutePointerUpEvent() [d:\ue4\teams\1602-dnull\ue411\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4498]
UE4Editor-Slate.dll!FSlateApplication::ProcessMouseButtonUpEvent() [d:\ue4\teams\1602-dnull\ue411\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4915]
UE4Editor-Slate.dll!FSlateApplication::OnMouseUp() [d:\ue4\teams\1602-dnull\ue411\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4891]
UE4Editor-Core.dll!FWindowsApplication::ProcessDeferredMessage() [d:\ue4\teams\1602-dnull\ue411\engine\source\runtime\core\private\windows\windowsapplication.cpp:1407]
UE4Editor-Core.dll!FWindowsApplication::DeferMessage() [d:\ue4\teams\1602-dnull\ue411\engine\source\runtime\core\private\windows\windowsapplication.cpp:1712]
UE4Editor-Core.dll!FWindowsApplication::ProcessMessage() [d:\ue4\teams\1602-dnull\ue411\engine\source\runtime\core\private\windows\windowsapplication.cpp:696]
UE4Editor-Core.dll!FWindowsApplication::AppWndProc() [d:\ue4\teams\1602-dnull\ue411\engine\source\runtime\core\private\windows\windowsapplication.cpp:618]
USER32.dll
USER32.dll
UE4Editor-Core.dll!FWindowsPlatformMisc::PumpMessages() [d:\ue4\teams\1602-dnull\ue411\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:884]
UE4Editor.exe!FEngineLoop::Tick() [d:\ue4\teams\1602-dnull\ue411\engine\source\runtime\launch\private\launchengineloop.cpp:2604]
UE4Editor.exe!GuardedMain() [d:\ue4\teams\1602-dnull\ue411\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor.exe!GuardedMainWrapper() [d:\ue4\teams\1602-dnull\ue411\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor.exe!WinMain() [d:\ue4\teams\1602-dnull\ue411\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
KERNEL32.DLL
ntdll.dll
ntdll.dll

Hello! We are students from Full Sail University, currently working on our Final Project, a 3rd person action/rpg game. Our project is currently all blueprint, no C++.
We have tried many things, we have remade the project from the ground up, changed it so no more circular inclusions happen by way of using event dispatchers and blueprint interfaces, and any other thing we can think of. This is a class we call creature bp, it is the base class of all the creatures in our game, whether they be player or enemy. It only happens when you modify it and want to compile. If, instead, we save and then close, the creature bp will be updated. An example of this is adding AI perception. If we add it and compile, we get the message above, if add it, save and close the engine, then we do get it and can use it in its child classes. If we compile the creatureBP without modifying it, then no crash happens. We are desperate and want to solve this problem but at this point have no idea how. Thank you for your time.