Autoload fails to compile, only on GitHub Actions ubuntu?

Godot Version

4.3 .Net (on linux)

Question

Why would a C# autoload fail to be created and compiled, only on Ubuntu with GitHub Actions?

I have an existing Godot game on GitHub I am working on automating the exports for. Everything works, until it gets to the firebelley/godot-export GitHub Action.

  /home/runner/.local/share/godot/godot_executable/Godot_v4.3-stable_mono_linux_x86_64/Godot_v4.3-stable_mono_linux.x86_64 /home/runner/work/game/game/project.godot --headless -e --quit
  Godot Engine v4.3.stable.mono.official.77dcf97d8 - https://godotengine.org
  ERROR: Failed to create an autoload, script 'res://src/managers/SettingsManager.cs' is not compiling.
     at: _create_autoload (editor/editor_autoload_settings.cpp:417)
  ERROR: Failed to create an autoload, script 'res://src/managers/GlobalStateManager.cs' is not compiling.
     at: _create_autoload (editor/editor_autoload_settings.cpp:417)
  ERROR: Failed to create an autoload, script 'res://src/managers/SceneLoader.cs' is not compiling.
     at: _create_autoload (editor/editor_autoload_settings.cpp:417)
  ERROR: Failed to create an autoload, script 'res://src/managers/Monitoring.cs' is not compiling.
     at: _create_autoload (editor/editor_autoload_settings.cpp:417)
  ERROR: Failed to create an autoload, script 'res://src/managers/SoundPlayer.cs' is not compiling.
     at: _create_autoload (editor/editor_autoload_settings.cpp:417)
  ERROR: Failed to create an autoload, script 'res://src/managers/CharacterManager.cs' is not compiling.
     at: _create_autoload (editor/editor_autoload_settings.cpp:417)
  GodotInk could not be loaded.
  Make sure your .csproj file references GodotInk.props, and rebuild the solution.

There are no other errors, and it exports just fine on Windows and Mint (Ubuntu-based).

Not every autoload relies on GodotInk and it is properly imported, despite the last error. The log has been included just encase it matters.

DId you ever manage to fix this one? Having the same issue.

Sadly no. Would still love to fix it, but for now we just had to abandon GitHub Actions with Godot.