Corrupted blueprint files when migrating DLSS UI from the sample to another project

I was trying to migrate the whole UI from the sample project that comes with DLSS 4.0.2 to one of my other projects. It was simple enough to bring over UIWidgetLib plugin and the UI files, but for some reason all UI blueprints get corrupted when I do an editor restart. The cause was found to be specifically the nodes that call SetDeepDVCMode function along with the enum EStreamlineDeepDVCMode. They simply don’t get detected when editor restarts. Both of these reside within the StreamlineDeepDVC plugin.

This brings me to my query. What could be causing StreamlineDeepDVC code to not get detected in blueprint, when it’s clearly included in the project and is enabled?

I’m having this same issue except with NVIDIA DLSS-FG, all the nodes get corrupted, I have to refresh them and they are fine. Happens every time editor restarts… I’m using the latest UE5.7.1 and latest Nvidia plugins