Hi! Thank you. At first glance I’ve felt pretty confident I wasn’t using “GetEnumeratorNameAsString” node in my blueprints, but then it clicked that that’s what “EnumToString” node is called on C++ side of things and I managed to find a few occurrences. I’ll try your solution when I get around to updating my project again. For now another version of the editor with debugging symbols and another copy of the whole project was taking up too much disk space.
Regarding Nanite meshes, I don’t think I’m using any and Nanite is disabled in the project settings. But some of my meshes might still have Nanite support enabled though, not sure if that counts. I guess, I’ll make sure to disable it for all of them, just in case. Thanks again