UE 5.5.2.0 Crash in FStateTreeCompiler::CreateBindingsForNodes due to garbage memory access

We are currently experiencing a similar issue in Unreal 5.5.2 with the State Tree Compiler.

The State Tree Compiler can sporadically make the editor crash. It happens for any State Tree Asset using a lot of binded properties, especially bindings using property functions.
Moreover, it can prevent the cook of the project, as the State Tree Compilation sometimes break and needs manual recompilation.


This issue was partially solved by replacing the FStateTreeCompiler::CreateBindingNodes signature from

bool FStateTreeCompiler::CreateBindingsForNodes(TConstArrayView EditorNodes, FStateTreeIndex16 NodesBegin, TArrayView Instances)

to

bool FStateTreeCompiler::CreateBindingsForNodes(TConstArrayView<FStateTreeEditorNode> EditorNodes, FStateTreeIndex16 NodesBegin, TArray<FInstancedStruct>& Instances)

as suggested by @brain56.

However, making the changes makes any FStateTreePropertyRef unusable. Pointers to State Tree Parameters seems to break. This is noticeable while performing a FStateTreeRunEnvQueryTask, where the Parameter binded for the result is not updated.

Has anyone suggestions on how to solve this ?