Crashes When Editing Structure

It crashes every time I try to edit the structure. I’ve been dealing with this, it seems a lot lately and am wandering what it could be and how to get it to stop. The crash code will be down below. Thanks You!!!

Assertion failed: ((UObject*)ContainerPtr)->IsA(GetOwner()) [File:D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject\UnrealType.h] [Line: 714]
‘Default__REINST_SKEL_Tent_Barracks_C_66’ is of class ‘REINST_SKEL_Tent_Barracks_C_66’ however property ‘SkeletalMesh’ belongs to class ‘SKEL_Building_Master_C’

UnrealEditor_CoreUObject!FFindInstancedReferenceSubobjectHelper::GetInstancedSubObjects<TSet<UObject * __ptr64,DefaultKeyFuncs<UObject * __ptr64,0>,FDefaultSetAllocator> >() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Public\InstancedReferenceSubobjectHelper.h:111]
UnrealEditor_CoreUObject!FOverridableManager::PropagateClearOverridesToInstancedSubObjects() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\OverridableManager.cpp:269]
UnrealEditor_Engine!AActor::PostInitProperties() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:434]
UnrealEditor_CoreUObject!FObjectInitializer::PostConstructInit() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:4057]
UnrealEditor_CoreUObject!FObjectInitializer::~FObjectInitializer() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:3888]
UnrealEditor_CoreUObject!UClass::CreateDefaultObject() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:4883]
UnrealEditor_CoreUObject!UClass::InternalCreateDefaultObjectWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5492]
UnrealEditor_StructUtilsEditor!UE::StructUtils::Private::VisitReferencedObjects() [D:\build++UE5\Sync\Engine\Source\Editor\StructUtilsEditor\Private\StructUtilsEditorModule.cpp:90]
UnrealEditor_StructUtilsEditor!FStructUtilsEditorModule::PostChange() [D:\build++UE5\Sync\Engine\Source\Editor\StructUtilsEditor\Private\StructUtilsEditorModule.cpp:143]
UnrealEditor_UnrealEd!FStructureEditorUtils::BroadcastPostChange() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Kismet2\StructureEditorUtils.cpp:1091]
UnrealEditor_KismetCompiler!FUserDefinedStructureCompilerUtils::CompileStruct() [D:\build++UE5\Sync\Engine\Source\Editor\KismetCompiler\Private\UserDefinedStructureCompilerUtils.cpp:499]
UnrealEditor_KismetCompiler!FKismet2CompilerModule::CompileStructure() [D:\build++UE5\Sync\Engine\Source\Editor\KismetCompiler\Private\KismetCompilerModule.cpp:74]
UnrealEditor_UnrealEd!FStructureEditorUtils::CompileStructure() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Kismet2\StructureEditorUtils.cpp:566]
UnrealEditor_UnrealEd!FStructureEditorUtils::ChangeVariableType() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Kismet2\StructureEditorUtils.cpp:424]
UnrealEditor_Kismet!FUserDefinedStructureFieldLayout::PinInfoChanged() [D:\build++UE5\Sync\Engine\Source\Editor\Kismet\Private\UserDefinedStructureEditor.cpp:835]
UnrealEditor_Kismet!V::TBaseSPMethodDelegateInstance::ExecuteIfSafe() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:299]
UnrealEditor_KismetWidgets!SPinTypeSelector::OnContainerTypeSelectionChanged() [D:\build++UE5\Sync\Engine\Source\Editor\KismetWidgets\Private\SPinTypeSelector.cpp:685]
UnrealEditor_KismetWidgets!TBaseSPMethodDelegateInstance<0,SPinTypeSelector,1,void __cdecl(void),FDefaultDelegateUserPolicy,EPinContainerType>::ExecuteIfSafe() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:299]
UnrealEditor_Slate!FUIAction::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Public\Framework\Commands\UIAction.h:139]
UnrealEditor_Slate!SMenuEntryBlock::OnClicked() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\MultiBox\SMenuEntryBlock.cpp:1179]
UnrealEditor_Slate!SMenuEntryBlock::OnMenuItemButtonClicked() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\MultiBox\SMenuEntryBlock.cpp:1130]
UnrealEditor_Slate!V::TBaseSPMethodDelegateInstance::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:282]
UnrealEditor_Slate!SButton::ExecuteOnClick() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Input\SButton.cpp:467]
UnrealEditor_Slate!SButton::OnMouseButtonUp() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Input\SButton.cpp:392]
UnrealEditor_Slate!SMenuEntryButton::OnMouseButtonUp() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\MultiBox\SMenuEntryBlock.cpp:446]
UnrealEditor_Slate!TArray<TWeakPtr<TAnimatedAttributeBase,1>,TSizedDefaultAllocator<32> >::Remove'::2’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5346]
UnrealEditor_Slate!SharedPointerInternals::NewIntrusiveReferenceController<1,SToolTip>() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:456]
UnrealEditor_Slate!FSlateApplication::RoutePointerUpEvent() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5332]
UnrealEditor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5917]
UnrealEditor_Slate!FSlateApplication::OnMouseUp() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5873]
UnrealEditor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2271]
UnrealEditor_ApplicationCore!FWindowsApplication::DeferMessage() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2783]
UnrealEditor_ApplicationCore!FWindowsApplication::ProcessMessage() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:1944]
UnrealEditor_ApplicationCore!FWindowsApplication::AppWndProc() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:945]
user32
user32
UnrealEditor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsPlatformApplicationMisc.cpp:145]
UnrealEditor!FEngineLoop::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5806]
UnrealEditor!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:188]
UnrealEditor!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:123]
UnrealEditor!LaunchWindowsStartup() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:277]
UnrealEditor!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:317]
UnrealEditor!__scrt_common_main_seh() [D:\a_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

Fix redirectors, compile blueprints and avoid nested structures. C++ may improve stability.

ok, kool. Is there a better way for organization to avoid nested structures? I use it for organizing etc. Thanks!