using maps in widgets result in not starting up editor

Dear reader,
Upon using maps instead of arrays in a widget, i am unable to start up the project (crash on blueprint compiling phase). If i add the file after start-up of the editor, everything works as intended. The widget in question is an alchemy system that stores maps of effects(actor class) and integer(potency) or string (name). If any of such maps exist in the widget, the editor will not give any errors initially, but fail to start up the next time.

I suspect there is a bug where the compilation fails hard if these conditions are met:

  • add any struct, or variable that uses a map (instead of two arrays), whether defined directly in the widget or using external struct. Next startup of the project will produce a crash of the editor until the said widget is deleted from the content folder.

Please advise on how to proceed. I have tried rebuilding the widget twice, I have tried omitting parts of it and not using functions or loops. The troublemaker is precisely maps in a widget blueprint. If i remove variables that use maps ( any kind of them), everything starts up fine.

I would like to use maps for elegance instead of piling arrays. Is this a known issue? (I couldn’t find anything about it online), how can i resolve this? Can you reproduce the error? If it is a bug, when will it be fixed? If it is not a bug, what am I doing wrong?

Thank you for reading,
Leo.