Cannot reparent a blueprint after a rename of a C++ class

Has reparenting blueprints after renaming been implemented yet? I did not get an editor crash after opening my blueprint after renaming my c++ file today, but I was not able to reparent it to any of my custom classes and had to undo the rename.

I know there is the ActiveGameNameRedirects option, but if we refactor things a lot then that would probably get a bit unwieldy.