Editor crash after renaming struct and broke my blueprint

right now im updating to 4.26.1 from 4.26
my wiglet bp is complicity broken

taring to open crash,
right click crash

if in 4.26.1 is still broken
i be needing to force edit Asset from notepad :frowning:

struct name Settings renamed to CameraSettings
and after this every time i renaming struct to “something” editor cashes

crash log

Assertion failed: NumNewPins == InNewPins.Num() [File:D:/Build/++UE4/Sync/Engine/Source/Editor/BlueprintGraph/Private/K2Node.cpp] [Line: 1104]

UE4Editor_Core!AssertFailedImplV() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:104]
UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:461]
UE4Editor_BlueprintGraph!UK2Node::RewireOldPinsToNewPins() [D:\Build\++UE4\Sync\Engine\Source\Editor\BlueprintGraph\Private\K2Node.cpp:1104]
UE4Editor_BlueprintGraph!UK2Node::ReconstructNode() [D:\Build\++UE4\Sync\Engine\Source\Editor\BlueprintGraph\Private\K2Node.cpp:704]
UE4Editor_BlueprintGraph!UEdGraphSchema_K2::ReconstructNode() [D:\Build\++UE4\Sync\Engine\Source\Editor\BlueprintGraph\Private\EdGraphSchema_K2.cpp:4397]
UE4Editor_UnrealEd!FBlueprintEditorUtils::ReconstructAllNodes() [D:\Build\++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\Kismet2\BlueprintEditorUtils.cpp:584]
UE4Editor_Kismet!FBlueprintCompilationManagerImpl::FlushCompilationQueueImpl() [D:\Build\++UE4\Sync\Engine\Source\Editor\Kismet\Private\BlueprintCompilationManager.cpp:1079]
UE4Editor_Kismet!FBlueprintCompilationManager::FlushCompilationQueue() [D:\Build\++UE4\Sync\Engine\Source\Editor\Kismet\Private\BlueprintCompilationManager.cpp:3070]
UE4Editor_CoreUObject!FScopedClassDependencyGather::~FScopedClassDependencyGather() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\Blueprint\BlueprintSupport.cpp:454]
UE4Editor_CoreUObject!FLinkerLoad::CreateExport() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:4832]
UE4Editor_CoreUObject!FLinkerLoad::IndexToObject() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:5065]
UE4Editor_CoreUObject!FLinkerLoad::CreateExport() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:4434]
UE4Editor_CoreUObject!FLinkerLoad::IndexToObject() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:5065]
UE4Editor_CoreUObject!FLinkerLoad::CreateExport() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:4434]
UE4Editor_CoreUObject!FLinkerLoad::CreateExportAndPreload() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:3478]
UE4Editor_CoreUObject!FLinkerLoad::LoadAllObjects() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:3643]
UE4Editor_CoreUObject!LoadPackageInternal() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1343]
UE4Editor_CoreUObject!LoadPackage() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1458]
UE4Editor_CoreUObject!ResolveName() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:787]
UE4Editor_CoreUObject!StaticLoadObjectInternal() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:849]
UE4Editor_CoreUObject!StaticLoadObject() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:924]
UE4Editor_AssetTools!AssetViewUtils::LoadAssetsIfNeeded() [D:\Build\++UE4\Sync\Engine\Source\Developer\AssetTools\Private\AssetViewUtils.cpp:153]
UE4Editor_ContentBrowser!SAssetView::CanOpenContextMenu() [D:\Build\++UE4\Sync\Engine\Source\Editor\ContentBrowser\Private\SAssetView.cpp:3424]
UE4Editor_ContentBrowser!SAssetView::OnGetContextMenuContent() [D:\Build\++UE4\Sync\Engine\Source\Editor\ContentBrowser\Private\SAssetView.cpp:3351]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,0,TSharedPtr __cdecl(void),FDefaultDelegateUserPolicy>::Execute() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:290]
UE4Editor_Slate!STableViewBase::OnRightMouseButtonUp() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Views\STableViewBase.cpp:907]
UE4Editor_ContentBrowser!SListView >::Private_OnItemRightClicked() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Public\Widgets\Views\SListView.h:1059]
UE4Editor_ContentBrowser!STableRow >::OnMouseButtonUp() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Public\Widgets\Views\STableRow.h:646]
UE4Editor_Slate!::operator()() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:4889]
UE4Editor_Slate!FEventRouter::Route >() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:378]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:4866]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5356]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5321]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [D:\Build\++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2174]
UE4Editor_ApplicationCore!FWindowsApplication::DeferMessage() [D:\Build\++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2638]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessMessage() [D:\Build\++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:1042]
UE4Editor_ApplicationCore!FWindowsApplication::AppWndProc() [D:\Build\++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:874]
user32
user32
UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [D:\Build\++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsPlatformApplicationMisc.cpp:130]
UE4Editor!FEngineLoop::Tick() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4748]
UE4Editor!GuardedMain() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:169]
UE4Editor!GuardedMainWrapper() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137]
UE4Editor!WinMain() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:268]
UE4Editor!__scrt_common_main_seh() [d:\agent\_work\5\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

It looks like blueprint corrupts or pin data.

If it’s reproducible as you say, please report this as a bug

Make sure to describe issue well