UE4 trying to allocate impossible memory amount when packaging

Hi all - working on an ArchViz project (imported via Datasmith) and it’s suddenly misbehaving.

Everything works as normal and looks how we want, but when I go to package the project for windows it fails after attempting to allocate checks notes 18,400+ petabytes of memory. I’m not even sure what that is. Exabytes? Anyway, obviously it’s pulling a garbage value from somewhere, but I’m stumped as to what to do about it.

For the record, I’m an architectural designer, not a programmer or any kind of Unreal specialist. We’re a very small firm and this was one of those “hey do you think you could learn to use that for us” situations. So I’m competent enough to use it when nothing weird happens but I don’t know the nuts and bolts beyond what I’ve been able to learn on my own.

This file worked perfectly fine in 4.25, and all we did for this version was import a couple of client-requested tweaks (new meshes) and change some material colors around. If I can’t resolve this shortly I’ll try to roll back/re-do the changes in 4.25 and hope that works, but if possible I’d like to solve this issue or at least learn how to avoid it in the future. Any help appreciated.

System has 32GB ram, a Ryzen 9 12-core, and two RTX 2060’s (we do a lot of work in Octane). Running Windows 10 Pro, and the virtual page file size has already been cranked way up, although I guess if anyone has a good deal on 20 exabytes of RAM to add let me know.

Error section of output log attached. Have rebooted Unreal and entire system multiple times and keep getting same result.