UserWidget contains null extensions entry, but only crashes when using a 'notify' property field.

With further digging, the issue appears to persist regardless of whether I use an enum or name variable.

Of interest is that when using the name variable, the editor only crashes when re-launching instead of when merely saving/compiling the parent widget.

Below i the callstack.

 	UnrealEditor-UMG.dll!UUserWidget::GetExtension(TSubclassOf<UUserWidgetExtension> InExtensionType) Line 2261	C++
 	[Inline Frame] UnrealEditor-UMG.dll!UUserWidget::GetExtension() Line 1154	C++
	UnrealEditor-UMG.dll!UE::UMG::Private::FindOrAddWidgetNotifyExtension(UWidget * Widget) Line 1850	C++
 	UnrealEditor-UMG.dll!UWidget::K2_AddFieldValueChangedDelegate(FFieldNotificationId InFieldId, FFieldValueChangedDynamicDelegate InDelegate) Line 1917	C++
 	UnrealEditor-UMG.dll!UWidget::execK2_AddFieldValueChangedDelegate(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 981	C++
 	UnrealEditor-CoreUObject.dll!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Z_Param__Result) Line 6665	C++
 	UnrealEditor-CoreUObject.dll!UObject::CallFunction(FFrame & Stack, void * const Z_Param__Result, UFunction * Function) Line 1139	C++
 	[Inline Frame] UnrealEditor-CoreUObject.dll!FFrame::Step(UObject *) Line 477	C++
 	UnrealEditor-CoreUObject.dll!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1209	C++
 	UnrealEditor-CoreUObject.dll!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>(UObject * Context, UFunction * Function, FFrame & Stack, void * const Z_Param__Result, void(*)(UObject *, FFrame &, void *) ExecFtor) Line 1039	C++
 	UnrealEditor-CoreUObject.dll!ProcessLocalFunction(UObject * Context, UFunction * Fn, FFrame & Stack, void * const Z_Param__Result) Line 1279	C++
 	[Inline Frame] UnrealEditor-CoreUObject.dll!FFrame::Step(UObject *) Line 477	C++
 	UnrealEditor-CoreUObject.dll!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1209	C++
 	UnrealEditor-CoreUObject.dll!UObject::ProcessInternal(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1306	C++
 	UnrealEditor-CoreUObject.dll!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>(UObject * Context, UFunction * Function, FFrame & Stack, void * const Z_Param__Result, void(*)(UObject *, FFrame &, void *) ExecFtor) Line 1039	C++
 	UnrealEditor-CoreUObject.dll!UObject::CallFunction(FFrame & Stack, void * const Z_Param__Result, UFunction * Function) Line 1149	C++
 	[Inline Frame] UnrealEditor-CoreUObject.dll!FFrame::Step(UObject *) Line 477	C++
 	UnrealEditor-CoreUObject.dll!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1209	C++
 	UnrealEditor-CoreUObject.dll!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>(UObject * Context, UFunction * Function, FFrame & Stack, void * const Z_Param__Result, void(*)(UObject *, FFrame &, void *) ExecFtor) Line 1039	C++
 	UnrealEditor-CoreUObject.dll!ProcessLocalFunction(UObject * Context, UFunction * Fn, FFrame & Stack, void * const Z_Param__Result) Line 1279	C++
 	[Inline Frame] UnrealEditor-CoreUObject.dll!FFrame::Step(UObject *) Line 477	C++
 	UnrealEditor-CoreUObject.dll!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1209	C++
 	UnrealEditor-CoreUObject.dll!UObject::ProcessInternal(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1306	C++
 	UnrealEditor-CoreUObject.dll!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Z_Param__Result) Line 6665	C++
 	UnrealEditor-CoreUObject.dll!UObject::ProcessEvent(UFunction * Function, void * Parms) Line 2145	C++
 	[Inline Frame] UnrealEditor-UMG.dll!UUserWidget::PreConstruct(bool) Line 1735	C++