Changing Parent Class of a C++ Class Crashes Editor

Sure, here they are. I want to be clear though: The compiler does not crash on my machine, just the editor.

Module.h:

    // Fill out your copyright notice in the Description page of Project Settings.
    
    #pragma once
    
//  #include "Components/SceneComponent.h"
    #include "Components/StaticMeshComponent.h"
    #include "InputMapping.h"
    #include "Module.generated.h"
    
    
    UCLASS()
    class THESPACEGAME_API UModule : public UStaticMeshComponent
//  class THESPACEGAME_API UModule : public USceneComponent
    {
    	GENERATED_BODY()
    
    public:	
    	UPROPERTY(EditAnywhere, Meta = (Control="PRETTY NAME"))
    		bool IsActivated;
    	UPROPERTY(EditAnywhere, Meta = (Control))
    		float MaxEnergyStorage;
    	UPROPERTY(EditAnywhere)
    		float CurrentEnergyStorage;
    	UPROPERTY(EditAnywhere)
    		float MaxEnergyInputRate;
    	UPROPERTY(EditAnywhere)
    		float CurrentEnergyInputRate;
    	UPROPERTY(EditAnywhere)
    		float EnergyInputRateLock;
    	UPROPERTY(EditAnywhere)
    		float EnergyInputModifier;
    	UPROPERTY(EditAnywhere)
    		float MaxEnergyOutputRate;
    	UPROPERTY(EditAnywhere)
    		float CurrentEnergyOutputRate;
    	UPROPERTY(EditAnywhere)
    		TArray<UInputMapping*> Mappings;
    	// Sets default values for this component's properties
    	UModule();
    
    	// Called when the game starts
    	virtual void BeginPlay() override;
    	
    	// Called every frame
    	virtual void TickComponent( float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction ) override;
    
    		
    	
    };